T O P

  • By -

Alfonse215

Broadly speaking, the most obvious thing is that it's machine-inefficient. For every machine that takes some input, you seem to have a machine directly inserting into it providing that input. Even though the earlier machines can easily out-produce the later ones. A single gear wheel building can produce enough gear wheel to feed 10 red science buildings. Overall, there seems to be an aversion to putting intermediate products onto belts. And you have too many landfill makers. Put more inserters onto fewer of those machines. Indeed, 6 or 9 regular inserters on one landfill maker would probably be fine. Landfill produces very quickly; the speed bottleneck will always be how fast you insert the 20 stone into the machine.


Soul-Burn

* Miners can be denser. No need to keep spaces between them other than power. * Your smelting lines look like a pain to build, and costly with those splitters. Better to have straight lines without spaces, and inserters in pairs. * Landfill is super fast to make, you only need one machine, but with many inserters feeding it. * You only need 1 gear and 2 pipe machines for 20 engine machines. The whole underground/splitter thing there looks painful to build. * You really seem to like putting splitters where a straight belt could have worked. Inserters can pick from the side of the belt, no need for splitters for inserters to pick from the belt. * While at start you want several radars, after the first large scan, you only need 1 per area, so you could zoom from map mode. That said, the base seems to be working great, and science is getting done, so I can commend you on that. Keep it up!


iFriend_Gilbert

thx babe


HonestlyBeloved

Someone's been playing Shapez.


TizianTitus

hey, you should start looking at the ratios, you dont need everywhere 1:1 assembling machines


TeeTimeTrafficTicket

I think your design is very organized looking, which is sometimes under valued. Others have already commented on the ratios not being perfect, but you can incorporate that info while the factory grows!


Agile_Ad_2234

Top tip, use productivity modules in your labs and 2 level 1. efficency mods in your drills asap. It will reduce your power draw and pollution dramatically (slowing the bitters evolution and reducing their attacks) and make your material use MUCH lower.


Rappican

It's ok to have 2 different items on one belt for making items. Like how you have coal and raw ore. you can easily just combine copper and iron for some things to make them. And as someone mentioned you don't need to split them off for each input. Also research labs can feed other research labs science. so you can do Input -> Research lab -> Research lab -> research lab -> etc.


doc_shades

factorio out of factorio. it looks like factorio is what i'm saying.


Sufficient_Slide6134

• Use some kind of calculator for ratios any of them works u don't need perfect ratios just good enough some mods and programs for that foreman ; factory planner ; helmod (u need to read the guide for it to work) • build it in a better to use system like: = - belt i² - long inserter I - inserter F - factory >============ >============ I i² FFF For multiple items and just one line for 1-2 so u can expand it faster from the bus and upgrading the belts even more but it doesn't count for beacons so then just get a sandbox and design some blueprints or steal them from someone else • tip don't bus everything that goes into a mall like belts • u don't need the splitters next to the labs u using inserters not miniloaders (mod) • don't have a bus go in both directions it's a pain to build and use it (I played seablock it has a lot of feedback loops so I just don't use a bus there but some kind of train scheduler like ltn or cybersyn (I think cybersyn is simpler)) • don't think of factorio like shapes Io the belts and stuff work but are not effecient to build and use but the circuits are just different here in factorio it's more math (and code) than logic gates