![]() ![]() 2 Downloading and installing experimental versions.1 Downloading and installing Stable versions.As some of you may know I have been streaming on twitch, sharing the progression of this map with an interested audience.Ī few people have asked me to make this map available for download. Now that I accomplished most of what I wanted to do in it, I decided to make good on that. ![]() The map started out as many do: work towards a production bus, get the necessary infrastructure to build more, and more advanced stuff. Start a train network, use trains to haul in resources, secure the base, kill biters for science! as well as module production.Īt some point I formulated the goal to build a factory that allows sending of a decent amount of rockets. While this factory worked mostly as intended there were some aspects in the design I didn't like: excessive buffering of items, and a fairly long timespan during which the production caught up again. That is, after sending off rockets in batches of 40 - 64. I felt compelled to try and fix things and come up with different designs that fixed these issues. People in chat (most notably JMark1) convinced me that I should neither restart from scratch in a new map, nor tear down the existing installation. The basic idea in this installation is that most resources are produced in their own logistic networks. With assembling machines outputting into active provider chests, input of resources controlled by circuit networks, and products being moved to the next network by belt. Last mile covered by bots to make use of the inserter stack bonus when transferring from requester chests into the assembling machines. All that in an effort to make production as "binary" as I could manage.įinal caveat: don't expect this map to run at 60/60 fps/ups, especially after a few rockets are sent and production kicks in. Though I'd be interested in the specs of a computer that were to run it at full speed. ~85k chunks explored (and cleared / victory poled) ~149k solars (~9GW max) / ~134k accumulators (~670GJ) - 3.6GW idle consumption (beacons, roboports mostly) This save as well as the mods still use Factorio v0.12.10. There's a single double headed train acting as sort of a shuttle on an unconnected track. RSO (Resource Spawner Overhaul 1.4.x) (if removed: resources in new territory won't follow RSO rules)įat Controller (remote control trains) (if removed: none, inconvenient maybe to check up on 50+ trains) Random production graph after sending a couple rockets Or 1-1-0/1-2-0 oil trains.īases 2 and 3 are designed to continuously produce ~1k Rocket fuel/Low density structures/Rocket control Units per minute. Smart Trains (manage train lines) (if removed: trains to outposts are set up to use "if full"/"if empty" rules. Module Inserter (if removed: back to manual labour) production completely broken without this mod.) 0.12.29 factorio download mod#Įxpect delays when bringing in resources)įARL (Fully Automatic Rail Layer) (if removed: you may find two trains without locomotives.)Ĭolor Coding (colored lamps, locomotives, concrete) (if removed: most trains will be without locomotives because I used this mod to distinguish trains set up to transport specific resources.)įluid Barrel (every fluid in a barrel) (if removed: oil/battery/etc. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |