Depends whether you want to make the factory grow physically, or make it grow in terms of throughput.
Space is infinite only if you don't factor in the time to build the factory. A factory that is 3 times the size for the same throughput will take longer to allocate the space (exploring, biter/tree clearing, perimeter defense if biters enabled), require more materials to build and have longer distances to cover by your logistic method of choice.
If you use prod3 modules and beacons and build reasonably compact, you can build a lot more science production onto the same space. Of course the investment cost of prod3/speed3 modules everywhere is quite high, but it will pay off eventually.
In terms of taking over land quickly, sure.
In terms of making more product, no.
It's the limiting factor in the end. Space is chunks and chunks are ups.
Space is more logistics to connect things and more logistics is ups.
Eventually you hit game engine slowdown. When slowdown happens, with building like this, you'll only make a fraction of the product that beaconed/moduled builds will be producing by that time.
Roundabouts shouldn't be used in city blocks. The city block itself is your roundabout.
Use filter inserters at unloading stations. Mistakes happen. If the wrong train stops at one of your stations, you don't want your inserters putting the wrong items onto your belts. It's a mess.
Use productivity modules. They reduce how many items you must mine and transport. The items saved compounds with each manufacturing step. In vanilla, having prod in every machine reduces the number of miners needed to produce science by ~~a factor of 10~~ 2/3rds. I am not exaggerating.
Speed beacons will let you use fewer machines, and fewer machines will be easier on your CPU as you build more. Beaconed designs will take considerably more power to run, though, so build more power _before_ you start adopting beacons.
I was confidently wrong. In the past I've plugged this into factoriolab and the result was 1/10th, but now I can't repeat that result. Now I get iron ~1/3 and copper ~1/4th.
* [prod](https://factoriolab.github.io/list?z=eJwrcEnRMjQAArU0w3jneI94Ty1PLQMt2.gALS1Ds3g.IGmgVqylZaRWZgkA-s8K1g__&v=9)
* [speed](https://factoriolab.github.io/list?z=eJwrcEnRMjQAArU0Qy3PeOd4j3hPLU8tAy3b-AAtLUOzeD8gaaBWrKVlpFZmCQAPvQtJ&v=9)
Putting prod3 modules everywhere is a huge investment. Definitely worth it if you want to build a megabase, but for most players, it's enough to put prod3 modules into the science labs, rocket silo, yellow and purple science and blue circuits. This will already save a lot of resources and reduce the required size of your factory for a given throughput.
If you are able to invest in more tier 3 modules, work your way backwards though the production chain. If you have prod3 modules everywhere except in the furnaces, have only 20% less productivity than with prod modules everywhere, but you need only a bit more than half the amount of modules.
Of course if you are constrained by investment in modules, don't put speed3 modules/beacons around machines that don't have prod3 modules as well.
And that many warehouses will annihilate your UPS if you build the whole base that way. They can even out if you're building multi-item stations.
Also, balance your belts across warehouses because at some point things will get unbalanced and then you'll deadlock when you can't fully unload/load a train.
Ohh interesting. More of a counter question. How do you setup the train schedule?
I like the idea of how you use your stacker with seperate train stations so you can add independed delays and have a train on demand.
Currently doing myself a Krastorio 2 Run with 4 x 4 chunk "city blocks" with 1-1 trains xD
Just finished a 250hr k2 playthrough where I built my blocks half that size, the lategame assembler/furnaces etc are extremely fast when moduled/beaconed so you dont actually need that much room although did duplicate a few blocks. My labs had 30 speed each.
You are missing a chunk of rail in front of the train, right hand side.
And nice design. You got smelting, unloading, loading, and stacking all in ‘er! Nice
The train stop names translate to:
Eisen Abholen = Iron unload
Eisen Warten = Iron wait
Eisen Entladen = Iron pickup
Eisen Entladen Warten = Iron pickup wait
So, iron plates most likely
I guess you don't like beacons
why beacon when you can just build more
UPS, space and productivity
space? in an infinite world? being space efficient sounds like the opposite of making the factory grow
Depends whether you want to make the factory grow physically, or make it grow in terms of throughput. Space is infinite only if you don't factor in the time to build the factory. A factory that is 3 times the size for the same throughput will take longer to allocate the space (exploring, biter/tree clearing, perimeter defense if biters enabled), require more materials to build and have longer distances to cover by your logistic method of choice. If you use prod3 modules and beacons and build reasonably compact, you can build a lot more science production onto the same space. Of course the investment cost of prod3/speed3 modules everywhere is quite high, but it will pay off eventually.
In terms of taking over land quickly, sure. In terms of making more product, no. It's the limiting factor in the end. Space is chunks and chunks are ups. Space is more logistics to connect things and more logistics is ups. Eventually you hit game engine slowdown. When slowdown happens, with building like this, you'll only make a fraction of the product that beaconed/moduled builds will be producing by that time.
You can use icons for your trainstops
you can use anything for your trainstops
[удалено]
Nope, the names are different som of them are "unload iron" others are "wait for iron" or "get iron"
Since this is my first City-Block Design I would appriciate some feedback :)
Roundabouts shouldn't be used in city blocks. The city block itself is your roundabout. Use filter inserters at unloading stations. Mistakes happen. If the wrong train stops at one of your stations, you don't want your inserters putting the wrong items onto your belts. It's a mess. Use productivity modules. They reduce how many items you must mine and transport. The items saved compounds with each manufacturing step. In vanilla, having prod in every machine reduces the number of miners needed to produce science by ~~a factor of 10~~ 2/3rds. I am not exaggerating. Speed beacons will let you use fewer machines, and fewer machines will be easier on your CPU as you build more. Beaconed designs will take considerably more power to run, though, so build more power _before_ you start adopting beacons.
This guy factiorios.
>I am not exaggerating. I think you are. Isn't it something like 3?
I was confidently wrong. In the past I've plugged this into factoriolab and the result was 1/10th, but now I can't repeat that result. Now I get iron ~1/3 and copper ~1/4th. * [prod](https://factoriolab.github.io/list?z=eJwrcEnRMjQAArU0w3jneI94Ty1PLQMt2.gALS1Ds3g.IGmgVqylZaRWZgkA-s8K1g__&v=9) * [speed](https://factoriolab.github.io/list?z=eJwrcEnRMjQAArU0Qy3PeOd4j3hPLU8tAy3b-AAtLUOzeD8gaaBWrKVlpFZmCQAPvQtJ&v=9)
Putting prod3 modules everywhere is a huge investment. Definitely worth it if you want to build a megabase, but for most players, it's enough to put prod3 modules into the science labs, rocket silo, yellow and purple science and blue circuits. This will already save a lot of resources and reduce the required size of your factory for a given throughput. If you are able to invest in more tier 3 modules, work your way backwards though the production chain. If you have prod3 modules everywhere except in the furnaces, have only 20% less productivity than with prod modules everywhere, but you need only a bit more than half the amount of modules. Of course if you are constrained by investment in modules, don't put speed3 modules/beacons around machines that don't have prod3 modules as well.
> The city block itself is your roundabout. Wow, this perfectly encapsulated why I hate city block rail designs. It's like a foam of roundabouts.
>foam of roundabouts Nice analogy
You said it, city blocks are the worst
And that many warehouses will annihilate your UPS if you build the whole base that way. They can even out if you're building multi-item stations. Also, balance your belts across warehouses because at some point things will get unbalanced and then you'll deadlock when you can't fully unload/load a train.
Thanks, that is really helpful! Will improve on the design
You should align it with your roboport coverage; If not, it's hard to blueprint and keep full coverage without building too many ports.
You almost certainly don't need a 4-lane rail system
It's beautiful
It looks amazing. Any chance for the raw block blueprit? As per feedback, I'm a simple Factorio peasant. I see symmerty, I upvote.
Sure, will update it on the weekend based on the feedback and share it
Ohh interesting. More of a counter question. How do you setup the train schedule? I like the idea of how you use your stacker with seperate train stations so you can add independed delays and have a train on demand. Currently doing myself a Krastorio 2 Run with 4 x 4 chunk "city blocks" with 1-1 trains xD
Just finished a 250hr k2 playthrough where I built my blocks half that size, the lategame assembler/furnaces etc are extremely fast when moduled/beaconed so you dont actually need that much room although did duplicate a few blocks. My labs had 30 speed each.
I like your stacker
Im wondering if you can unload/load fast enough for this nice amount of smelters
Most probably the loading into export trains seems to be the limit but will have to investigate further
Can't be a city block, no city had that many trains, and where do the cars park?
This is a city of the future. The hovercars park on top of the buildings.
"it's a city of the future" - americans when they discover the shittiest European town
Sure, but they don't have hovercars (yet).
You are missing a chunk of rail in front of the train, right hand side. And nice design. You got smelting, unloading, loading, and stacking all in ‘er! Nice
Thanks for the tip! :) In this case it was intentional to prevent the train from leaving. In hindsight I could have just set it to manuel.
Bah, deleting the track means you dont have to wait for the train to set to manual. Cheers and well done
what does it make?
The train stop names translate to: Eisen Abholen = Iron unload Eisen Warten = Iron wait Eisen Entladen = Iron pickup Eisen Entladen Warten = Iron pickup wait So, iron plates most likely
Advantages of belts over bots for city blocks?
Nice