MadCast: Silencer

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About MadCast: Silencer

  • Birthday 01/30/1990

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    Silencer#11735

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  1. MadCast Rocket League Extravaganza Explosion

    Got a little bored tonight and wanted to practice my pen too techniques.
  2. Path of Exile - Gauging Interest

    Right on! If you have any questions just let me or Lurama know. Good luck.
  3. MadCast welcomes MadCast: Tyrone/Qrow

    Gratz! Welcome to the family!
  4. MadCast Rocket League Extravaganza Explosion

    Can't wait!
  5. Path of Exile - Gauging Interest

    That is one thing i love about POE. When i comes to diablo you do rifts and great rifts and thats it for end game. In POE there are numerous things to do during endgame to keep things from getting dry. Also, there is trading. The market is reasonable so if something doesnt want to drop for you, save up and buy one from someone.
  6. Path of Exile - Gauging Interest

    +1 - I'm always down to play. I have seen 2-3 others that currently play as well. Hopefully they would be interested. Also, I'm not sure when the new season starts, but i've never played a new season from start and think it would be a blast.
  7. RFM Application: Silencer

    Hello Everyone, I have decided to stand up for the opportunity to become a RFM. I have been a Full Member for some years now. I always felt that I never had the free time to dedicate to this roll until now. Has an RFM I would like to dedicate more time in help leading games and help the community grow. I also would like to help by using my graphic design services ( I am a full time graphic designer, usually in advertising) to help make eye popping content for any needs that arise. I would also like to host some kind of event, which I haven't decided on yet. So, ideas are welcome. I like to believe I'm one of the most patient members of MadCast. Maybe not with my own faults in games (lul), but with others i feel that i would be a good candidate to mentor others, help solve issues, and make non-bias decisions. I can't name anyone that I haven't gotten long with in this great community. Thank you so much for taking your time for reading and placing your votes. I appreciate everyone here and wish everyone the best. If there are any questions that anyone should have, please ask. I'm a very open person and would love to answer any questions. - Silencer
  8. Asking for some support

    My roommate and I have started streaming on a regular basis. He streams mainly Rocket League while i stream a veriaty of games. If you guys dont mind please dropping by our channels, giving us some support, and hitting that follow button. Thanks guys! https://www.twitch.tv/forefront https://www.twitch.tv/silencerrl
  9. Intro - Hiaman

    Welcome! I don't play LoL but i hope to catch you around sometime!
  10. Disc Jam

    New game coming to Steam soon. Beta is free at http://www.highhorseentertainment.com/#discjam . Watched a gameplay of it earlier and it is a mix of Tennis and Frisbee. Looked like a blast if anyone one is interested in trying it out.
  11. Factorio: The Ultimate Layout Guide

    In this guide I'll show you optimized layouts for many things. It includes production chains and intelligent designs. Electronic Circuit Input: 3 Copper 2 Iron Output: 2 Electronic Circuits input and output per 0.5 ingame time units Building To build this layout you need: 13 fast inserters 5 assembling machines 3 medium electric poles Advanced Circuit This layout uses one electronic-circuit-layout. If you haven't seen this layout yet go to the previous section of this guide. Input: 80 Copper-Plates 16 Iron-Plates 16 Coal 48 Petroleum-Gas Output: 16 Advanced-Circuits input and output are per 8 ingame time units Building To build this layout you need: 192 belts 53 fast inserters 23 assembling machines 16 long handed inserters 10 pipes 4 tunnels 2 chemical plants Processing Unit I don't recommend building this layout. Use Electronic and Advanced Circuits from your main belt, this helps you regulate the production. Layout 2.0 I update my previous version. This one should not work on theory, but it's tested in praxis - and it works. I have no idea why, but it does.. I use 5 of my electronic-circuit-layout as well as 1 advanced-circuit-layout. If you haven't seen these layouts yet, go to the previous sections of my guide. Input from left to right iron-plates (you need a bit more than a one-lane-express-belt iron stream to get this factory working) copper-plates (you need a two-lane-express-belt supply) coal copper-plates (you need a two-lane-express-belt supply) much(!) petroleum gas and some sulfuric acid Building To build this layout you need: 623 belts 138 fast inserters 63 assembling machines 44 medium electric poles 43 long handed inserters 41 pipes 36 pipes to ground 16 tunnels 3 splitter 2 chemical plants Battery There are three different kind of chemical plants required. One producing Sulfur, one Sulfuric Acid and one Batteries. I'll only use the words sulfur, acid and battery to refer to these to make it easier. Ratio: 5 Sulfur to 2 Acid to 25 (!) Battery Since 25 chemical plants are a too many to place in a reasonable space I'll recomend the usage of speed modules. Suggestion: Cut the ratio from above in half: 2.5 Sulfur to 1 Acid to 12.5 Battery You can get the "half-buildings" by using speed modules. Simply use 1 speed module 3 or 1 speed module 1 + 1 speed module 2 to get to 50%. As you can see in the picture, I used one speed module 3 to speed up one Sulfur and one Battery. If you don't want to use this many chemical plants you can try to reduce them by using beacons. Input: 35 Iron-Plates 25 Copper-Plates 160 Water 60 Petroleum Gas Output: 25 Batteries Input and Output per 10 ingame time units Furnace setup I use 2 versions. The one on the left uses belts, the one on the right uses the logistic network. I use the Beacons to speed up the process. If you are short on ore, I recommend using speed modules on the beacon (since you can't use any others on it) and productivity modules on the furnaces. Because of the limited capacity of belts I recommend the logistic-version to stack. But there's a problem. Logistic-robots only use the neares chest. That lead to empty chests on top and full chests on the bottom of my furnace-row. I think I found a solusion to this problem, even though you have to use slightly more robots: Replace the passive provider chests with active provider chests. Place a couple of storage chests on top of the layout and limit the furnace output. Place a couple of plates into the storage chests, to ensure that the robots will use them as a storage and not any other ones. Now robots will empty the active provider chests to the storage chests from which other robots can use the plates. To limit the output, click on a inserter (leading to a active provider chest) and then Logistic Network > Connect > see picture. 9600 because I have 2 storage chests which can hold up to 9600 from any plate type. If you want to produce/store more simply add more chests and increase that number. Note: If you store lots of plates in other chests increase the number. Another Version: stack the furnaces in two rows and build the belt in the middle like you see in the picture to ensure that the furnaces on bottom do not interrupt the production because they can't lay down the ressources. Middle to Late Game I reccomend smelting the ore directly where you mine it and then transport the plates with trains. There are two major pros: You can put twice the amount of plates (100) on a stack than you could with ore (50). This makes the trainsystem much more effective. You don't have to build huge smelting areas at your mainbase. Petroleum Gas Make sure to check out my inteligent design. It is an updated version using a similar layout and wires. All ressources per 5 ingame time units. Step 1 4x refinery with advanced oil processing requires: 40 Oil 20 Water Step 2 Heavy to light oil in 1 chemical plant requires: 3 Water Step 3 Light oil to petroleum gas in 7 chemical plants. requires: 21 Water Input and Output Input 40 Oil 44 Water Output 36 Petroleum Gas Solid Fuel Note: I have not yet found a layout that is compact. I'm working on it. Do you want to get the maximum solid fuel out of oil. Here's how you have to build your refineries and chemical plants: Ratio: 4 Refineries with advanced oil processing. 1 Chemical Plant converting Heavy to Light Oil 21 Chemical Plants converting Light Oil to Solid Fuel 11 Chemical Plants converting Petroleum Gas to Solid Fuel Inteligent Refinery I always had the problem that my Fluid Network didn't work because it produced to much of one oil-component. With some help of a friend (he made the circuit network, I made the calculations) we found a setup that allows a constant amount of lubricant and flame thrower ammo and outputs petroleum gas. What it does: You can set a maximum amount of lubricant. As soon as the maximum ist hit it will stop producing lubricant until it reaches the minimum, which you can also set as you like. If lubricant is produced you will not produce flamethrower ammo and the petroleum output is not at its maximum. As soon as your maximum lubricant is reached the layout will shut down the lubricant production and will start to produces flamethrower ammo. The same principle here: Set a minimum and maximum value, as soon as the maximum of ammo is reached the setup will shut down the production and now converts everything to petroleum gas. To optimize the production of flamethrower ammo the setup also shuts down some light-oil-to-petroleum converters. Also there is a lamp which glows in different colors depending on the process that is active, just for asthetics. (Green for lubricant, red for flamethrower ammo and yellow for petroleum gas) The ratios: 4 refineries with advanced oil processing to 1 chemical plant that produces lubricant or 1 chemical plant that produces flame thrower ammo or 1 chemical plant that converts heavy to light oil to 7 chemical plants that convert light oil to petroleum gas. The wiring Since it's a fairly complex wiring I try to keep it simple. To describe the combinators I give each one a number acording to the image to the right. Feel free to rearrange the combinators as you like.(The arrangement on the right was chosen for demonstration purposes only) Red Connect lubricant tank to input of 3. Red Connect the input of 3 to the output of 6. Red Connect the output of 3 to the input of 6. Red Connect the output of 3 to the input 9. Red Connect the input of 9 to the input of 8. Red Connect chest with flamethrower ammo to input of 2 Red Connect output of 2 to input of 1, 5, and 7. Green Connect all the pumps (5 total). Green Connect the green wiring from the pumps to: output of 1 output of 2 output of 9 - also connect output of 9 to output of 8 output of 7 4 output of 3 lamp Settings I use the same numbers as above for the combinators. Lamp: Signal L > 0 (make sure to activte "use colors") 1: Input: Red Signal * -1 Output: Signal 0 2: Input: Flamethrower ammo < Minimum Amount Output: Red Signal (activate 1) 3: Input: Lubricant < Minimum Amount Output: Green Signal (activate 1) 4: Output: Yellow Signal, Signal 0, Signal L 5: Input: Red Signal * -Maximal Amount Output: Flamethrower Ammo 6: Input: Green Signal * -Maximal Amount Output: Lubricant 7: Input: Red Signal * -1 Output: Yellow Signal 8: Input: Green Signal * -1 Output: Yellow Signal 9: Input: Green Signal * -1 Output: Red Signal 2 Pumps Light-to-Petroleum: Signal 0 > 0 Pump Heavy-to-Light: Yellow Signal > 0 Pump Lubricant: Green Signal > 0 Pump Flamethrower: Red Signal > 0 How to set minimum and maximum amount of lubricant and flamethrower ammo You can set your minimum amount of flamethrower ammo at 2 and the amount of lubricant at 3. Simply change the number to whatever you like. Changing the maximum output is a bit more complicated. You can change the maximum value for flamethrower ammo at 5 and that for lubricant at 6. You have to change the number(#) like this: # = -(max-min) E.g. I want a minimum of 50 and a maximum of 150 of flamethrower ammo. For the minimum I change the value at 2 to 50. For the maximum I have to change the value of 5 to -100, because -(150-50) = -100 My Request: Please leave a comment if you are stuck or don't understand a certain part of my explanation. Express Transport Belt Basic Information This Layot is not quiet perfect, but it works fine. There's some delay due to the belts I haven't calculated and I don't know how. I would be thankfull for tipps here. Input 43 Iron Output 2 Express Transport Belt input and output per 0.5 ingame units Module(s) 3 You can use this layout for all the modules, since they use the same ressources. Input: 80 Electronic Circuits (belt on top) 80 Advanced Circuits (belt on top) 25 Advanced Circuits (belt from side) 25 Processing Units (belt from side) 1 Alien Artifact (Requester Chest) Output: 1 lvl.3 Module input and output per 60 ingame time units Building To build this layout you need: 21 belts 11 fast inserters 7 assembling-machines 6 long handed inserters 4 tunnels 1 requester chest 1 output chest Inserter If you want one assembling machine per Inserter-type (without the burner-inserter and the plain inserter) you need 52 electronic-circuits, 52 gears, 14 iron and 2 advanced-circuits per 0.5 time units. Input bottom left: 11 electronic-curcuits bottom right: 41 electronic circuits side bottom: 14 iron-plates and 12 iron-gears side middle: 30 iron-gears side top: 2 advanced-circuits Output 1 long handed inserter 1 fast inserter 1 filter inserter 1 stack inserter 1 filter stack inserter Input and output per 0.5 time units Theoretically you need 13 of my electronic-circuit-layouts and 26 iron-gear-assembling-machines to match the requirements. Building To build this layout you need: 60 belts 53 fast inserters 22 tunnels 14 assembling-machines 9 chests 5 output chests 3 long handed inserters 1 splitter Science Packs 1-4 Sushi Belt This layout is not made by me. I like it because it embraces the chaos you rarely find in factorio. Source This setup puts all 4 science packs on one belt, making it easier to grab the science packs from the belt to the labs and looking pretty chaotic and cool! You can see the setup for science pack 1, simply add this for every science pack to make sure you have all 4 science packs an your sushi belt. Connect the inserter (it doesn't matter what type it is) with at least 2 belts. inserter: Science Pack = 0 Belts: Mode: Read belt contents Content Read Mode: Hold The inserter now always puts science packs on the belt if there are no science packs 1 on the sushi belt. Science Packs Science Pack 1 You use 2 iron-plates and 1 copper plate per assembling machine for the science-pack-1 per 5.5 ingame time units. The layout would be too simple to waste thoughts on it. Science Pack 2 And again a layout that should not work in theory. The transport-belt to inserter ratio should theoretically be 1:2 but it works better with a 1:3 ratio. There are 3 inputs on my layout. Iron-Gear-Wheels (4 per 0.5) on the left, Copper (3 per 0.5) in the middle and Iron-Plates (6 per 0.5) on the right. Note: You only see 4 assembling-machines for science-packs. I use up to 24 (!) assembling machines with this layout to use all the inserters and transport-belts that are produced. Simply add the assembling-machines at the end/top of my layout. Science Pack 3 The problem with layouts that would theoretically work perfect is, that they get pretty huge sometimes. This layout is one of those. I recommend building a chain of assembling machines for the filter inserter. Ratio: 2 gear, 1 inserter, 1 fast inserter, 1 filter inserter. You will need electronic circuits and iron the get this row working. This Chain produces enough inserters for up to 10 chemical plants which produce batteries. For this 10 chemical plants you will need 1 sulfuric acid chemical plant and for that you need 3 sulfur chemical plants. You will need iron, copper, water and petroleum to get this chain working. Note: The ratios here are not perfect. You will produce too much sulfur and sulfur and the acid chemical plant is not a 100% occupied. add steel and advanced circuits and you have your science pack 3 machine going. Alien Science Pack (Science Pack 4) ... Intelligent Train Loading Ever had the problem of effectively filling your trains? This design calculates the average of all the content in the chests. It then sends a signal to the inserter if the content of the connected chest is under the average. Note: This Design is NOT made by me. I found it as MadZuri's Smart Train Loading Station:Source Wiring: Connect all the chests to each other and to the input of the arithmetic combinator. [Wire color red] Connect all inserters to each other and to the ouptout of the combinator. [Wire color red] Connect each inserter to the chest it fills. [Wire color green] Inserter setting: Ressource < 1 Combinator setting: Input: Ressource / negative # of connected chests Output: Ressource Supply Train A friend introduced me to this supply train setup. I think he didn't made it by himself, but I couldn't find the source. I am searching... If you are tired of replacing turrets and walls of your outposts by yourself this supply train is the right thing four you! The supply train brings turrets, walls, constructions robots and repair packs to your outposts. If your roboports cover all your defences the construction robots repair and replace everything that gets damaged or destroyed. As you can see the setup is realy simple. I'll explain step by step how to settings work: Station Setting Set the filter inserter unloading the train to set filters > read hand contents > hold Connect the filter inserter to the first Constant Combinator and to the input of the Decider Combinator Connect the first to the second Constant Combinator Settings second Constant Combinator: Fill in every item you want your supply train to bring and adjust the amount. I reccommend 50 Walls, 100 Repair Packs, 10 Laser Turrets and 50 Construction Robots. Connect the second Constant Combinator to the output of the Arithemtic Combinator Settings Arithmetic Combinator: input: Each * -1 output: Each Connect the input of the Arithmetic Combinator to the roboport and the Storage Chest. Settings Storage Chest: Read Contents Settings Roboport: Read Robot Statistics > Total Construction Robots: Item Construction Robot (see picture) Settings Filter Inserter filling roboport: set filter to: Repair Pack and Construction Robot Settings Decider Combinator: Parameters: Everything < 0 output: Signal G (1) Connect Decider Combinator with train stop Train Setting For each station set the waiting setting for the train like you see in the picture on the right. Assign places the cargo waggon of the train. This makes sure that you don't end up with a supply train carrying just one item arround. You can do this with the middle mouse button (scrolling wheel). Don't forget to limit the items in your train. The train only needs to carry arround a few items. On my last map the train had 50 laser turrets, 100 walls, 100 construction robots and 200 repair packs for over 20 train stops/outposts. Loading the train: If you are using requester chests make sure to use one chest per item type. If you have more than one item per chest it may be possible that the inserter doesn't load both items into the train because it can't load the item it holds because the train is already full. Main Base I recommend supply belts in one direction with all your factories extending away from the supply belts. Imagine a tree with the supply line as the trunk and the factories as branches. It has the advantage that you can extend your base in one direction without problems. Also it's very tidily. Disadvantage is that the base can get very long and robots use a long time to deliver items and build things. If you build your factories modular (like you see in the picture) you can easily move them aside if you want more supply belts or another order of factories. What goes on the supply belt? I normaly use these items: Iron-Plates Copper-Plates Steel-Plates Electronic Circuits Advanced Circuits For the other items i use logistic robots. If you don't like tranportation belts through your base you can replace most of the supply line with underground belts. It may even help improving your framerate. Sushi Belt WORK IN PROGRESS The Idea Ideal for every process that requires more than 2 items to assemble and do need a long time to be produced. You can safe place (transport belts) and complicated layouts by using one belt for every product required. Calculating the consumption you can use the circuit-network to define how many items you need on the transport-belt-circle arround your assembling machines. You only put items on the belt that are used to ensure that the belt never gets (over-)filled. The Layout A Sushi Belt layout to produce solar panels, substations and accumulators Wiring Wire every inserter with one colour of wire. Connect the same colour to the input of a arithmetic combinator. Connect the output of the arithmetic combinator with the input with the same colour. Set the arithmetic combinator to each * 1 and the output to each Connect the same colour of wire to the output of an arithmetic combinator. Wire everything that puts something on the belt with a different colour to the input of this arithmetic combinator. Set the combinator to each * -2 and output each []
  12. Factorio: How To Build A Main Bus

    Structure Planning Even at the earliest stages of the game, you should plan where your main bus will go. You typically want it to go in a straight line horizontally or vertically. (It can also snake around lakes, but making corners with the large width of the belt takes a large amount of space). Looking at your map, choose a wide open place with expandabiity in at least one direction, away from ores/ore processing facilities. Yellow arrows all indicate possible starting locations and directions for your Main Bus. Choose one carefully, so you will have plenty of room to expand. Products Each of these is essential to your main bus design: Iron Plates x2 (recommend x4) Copper Plates x2 (recommend x4) Steel Plates x1 (recommend x2) Green Circuits x2 (recommend x4) Red Circuits (Advanced Circuits) x1 (recommend x2) Blue Circuits (Processing Units) x1 Plastic x1 (recommend x2) Batteries x1 Lubricant (via pipe) Sulfuric Acid (via pipe) "x" numbers indicate number of belts for a "regular" sized factory. Recommended numbers are for a decently large factory needing good throughput for multiple rocket launching. The rest of this guide is written using the recommended numbers to illustrate examples more fully. A rainbow of belts will provide excellent throughput for your factory. Belt Structure There are a couple of different structures you can use for your main bus design. Some people put all lanes together, but I highly recommend a structure of 4 belts, 2 spaces, 4 belts, 2 spaces, and so on, with the piped products on one side. This structure enables you to easily split from the side of one belt group, leaves room to put down an underground belt, while being compact enough to allow undergrounds to cross unimpeded. Leave spaces between groups of belts to allow for undergrounds to pass though. Remember to add pipes for the liquid component of the Bus! There's no need to build all-the-belts initially, just make a placeholder with a single square of belts for each line... planning so you know how far to place your assemblers from the line. You can mark each lane with a piece of material (if you have one on you). To drop material, hold it in your hand, and then press Z to drop. Aim for the belt! Markers on the belts help you remember what needs to go where. Feeding the Bus Belt Balancers Before it is put onto the line, a belt should be balanced to even it out as much as possible. Use any of the following balancers to even out lanes before they get to the Main Bus. (I typically put them right at the outlet of the furnace setup.) Corner balancer. Belt colors are for contrast. Straight/in-line balancer. Steel is balanced each belt before it is mixed and then goes to the Main Bus. Lane Balancers Once on the Main Bus, if you have 2 lanes, you can use a regular splitter to balance products. However, if you have 4 or more lanes, you will want to use a better structure than a spam of splitters to equally divide the items between belts. Here's my favorite 4-lane splitter.: Build diagram of a very efficient 4 lane splitter. 4-lane splitters in practice. More balancers can be found on this Reddit Post. https://www.reddit.com/r/factorio/comments/4d3per/belt_balancer_compendium/ Plenty of Lanes, but Not Enough Production... Yet! You will start feeding the bus initially from furnaces making iron & copper plates. As you begin to populate your bus with products, make sure you use splitters to distribute some of each to ALL intended belts. E.g. even if you only have 1 belt of copper plates coming into the bus, use a splitter to spread them over the 4 lanes allocated to them. This enables you to use both sides of a 4-wide lane of products to split off from. You can easily add in new lanes of plates, (for throughput), when you are more able to build them. (See Green Circuit picture below). Introducing Intermediate Products Obviously everything can't be at the beginning of the Bus: intermediate products need other intermediate products to be crafted. Adding these in is simple when you have already budgeted space for them. At the end of each assembly line, just make sure you balance the belts before putting them on the line. Adding in green circuits is easy when you've already planned a space for it. Early-game, you'll have only 1 belt's worth. Split it across all 4 belts allocated until you can build more production. You can even add products mid-line, even when their contents goes in the opposite direction: Using a splitter to allow Advanced (Red) Circuits to go both directions on the Bus. Adding Liquids Most liquids can stay around the oil processing area. However, I like to add these to the Main Bus: Lubricant: Used in making Electric Engines & Express (blue) level belts, splitters and undergrounds. Sulfuric Acid: Used for both batteries and Processing Units (Blue Circuits). I run these pipes on one side of my bus, 2 spaces away from the main conveyor belts. Pulling from the Bus Assembly lines are best placed so that they run perpendicular to the Main Bus. This allows for expanability of systems, and easy pulling from the Bus. This bus runs North/South and Assembly lines come off and expand to the East and West. Many different products share similar intermediate product needs, so they can share input lines. Note: don't place too many on the same line if you need large numbers of a single product -- they might cause a shortage of materials for other products down the line! Pulls from the Main Bus can service a large number of individual products when they share the same inputs. Full Lane Split Off To bring a single material down the line, simply put a splitter on the line, then use undergrounds to transport it to the area you need. First stage of a full belt split off. Remember to re-balance the Main Bus lines. (Read the Re-balance section that follows.) If you are pulling from a middle lane in the bus, make sure to use undergrounds to allow the rest of the products on their way. Pulling from a single belt in the middle of a 4 belt group. Make sure to convey the other products with undergrounds around the split. I like to leave at least 3 tiles of space along the belt-sides of assembly lines -- 1 space for inserters, 2 for belts. I like to put chests between the assemblers so they can transport intermediaries up the line. Leaving spaces between assembly lines allows for expansion. Chests are in between the factories, allowing for efficient space usage. Two-material Split The vast majority of your split-offs from the Main Bus will be a single belt that carries 2 lanes of different materials. It's a space-saving, efficient design, and allows you to provide up to 8 different intermediate products with standard inserter setups. (2 belts on each side of the inserter lines, carrying 2 products each, fed into machines by regular and long-handed inserters. You are aiming to create a structure like this: two belts feeding into a single lane, forming a T where the belts meet. Each belt can only drop on to the side when placed this way. The easiest way to do a two-material split off is to start with the position of the belt near the assembler, and work backwards. Bring the belt to the target lane, then split off, making sure you make the T-junction BEFORE connecting it to ensure that product fills only a single side of the belt. Next, work back from the second side of the T-junction to get the second material. Balance After you split off to the side, you will need to balance the belts again to feed more back to the lane you just took from. On a two-belt line, (like steel or plastic), use a regular splitter. On a 4 belt line, you need to make sure the furthest belt from the split can feed into the edge you split from. Therefore, use 3 splitters to divert resources back to that lane. Original Split Off Adding in splitters Arrows show direction of product movement. After the split off at lane 4, splitters allow movement of product to go all the way from lane 1 to lane 4, replenishing product on all lines. If your lanes are getting chronically unbalanced, consider putting in a proper 4 lane belt balancer, which splits products equally: A proper 4 lane belt balancer, (on iron), which splits products equally next to the space-saving solution (copper) which is a stop-gap solution when you have less space. Another example of splitting two products off the Main Bus: Splitting Off Adding the replenishment splitters Say No to Underground Splits! If you use the "quick & dirty" method of using an underground belt to draw from the split, be aware that you will ONLY pull from one half of the belt, which causes serious balance problems, as the splitter will not compensate. Using an underground belt for splitting off may seem like a quick & easy solution, but because it only pulls from one lane of the feeding belt, it can cause major balance & throughput issues. ...Err Sometimes Undergrounds are Useful The only good time to use an underground belt on a line is when you want to separate two products from a belt and want full throughput easily. (A single filter inserter won't fill the belt.) Separating 1 lane from the belt: Separating both lanes: Example Assembly Lines Here are some Assembly line examples to get you started: Red & Green Science Red Science needs Gears & Copper to craft. Place Assemblers: 1 crafting Iron Gear Wheels, 6-8 making Red Science. Place 2 rows of belts along the assemblers. Place another belt along the output side of the assemblers. Place 2 fast inserters in, and 1 fast inserter going out of the Gear Wheel assembler. Place a regular inserter and a long armed inserter to feed each Science assembler. For the belt furthest from the assembler, split off copper plates. For the belt close to the assembler, split off half a lane of iron plates. Neatness matters! Make sure the empty side is across from the inserter! (As shown). Green Science needs belts and inserters to craft. Place Assemblers: 1 crafting Iron Gear Wheels, 1 each for belts and assemblers, then 8-10 for Green Science. Place these one tile away from the Red Science output belt. Green Science will share the other side. Place 2 rows of belts along the gear, inserter, and belt assemblers, and place the snaking belt that leads to the Green Science assemblers as per screenshot below. Place inserters as per screenshot -- only inserters need long-arms. For the belt furthest from the assembler, split off green circuits. For the belt close to the assembler, split off half a lane of iron plates. Neatness matters! Make sure the empty side is across from the inserter! (As shown). Done! Two science packs made efficiently and traveling together on the same belt! Belt Array For this very fast and efficient belt array, construct as shown: Place assemblers in a grid-like pattern as shown, adding belts, inserters, and power poles. Chests between each belt structure move items along as well as providing a collection place for pickup. These start out as iron chests, upgrade to Passive Providers, then to Requesters as earlier belts are phased out. Split off iron in two places (for throughput), and a half-belt of green circuits. If you don't have red circuits yet, don't worry -- you're just planning for the future! Make sure to leave room for a lubricant pipe to feed the blue belt assemblers Modules Modules are relatively easy to set up. Split off a full belt of red circuits to go closest to the assemblers, since they are needed in highest quantity. Green & blue circuits share a line going in. Maintaining the Bus Make sure to re-balance belts after you split from them. Upgrade belts when more throughput is needed. (I normally skip red belts and go straight to blue to save myself the annoyance of replacing the bus 2 times). The easiest way to upgrade belts is simply run along the line, holding down the mouse button to place belts on top of existing ones. You can replace splitters and undergrounds similarly by just placing upgraded versions on top of the old, (without the need to deconstruct them). When you get robots, you can easily extend the bus with blueprints. Add more production to fill your belts with intermediate products: Copper & Iron Plate, Steel, Green Circuits, etc. Place Concrete or Stone Brick under a couple lanes of your bus & in one of the spaces between lanes (at a minimum) since it gives you a speed boost when running. When you find yourself needing an extra component that is used for very few items, (like stone, stone bricks, or coal), either run a line to the side of the main bus, ending it at the assemblers, or carry the materials in via robots & requester chests. Science & the Bus Science pack production can efficiently pull off of the main bus to have an expandable system. In this setup, I have 64 labs benefiting from serious Main Bus throughput. As an aside, I also have the entire area wired separately from the factory and connected with a Power Switch, so I can turn it off when research is exhausted. Moving off the Bus When your need for materials becomes too great, you may want to consider moving some production OFF of the bus and feeding it in from other locations. Some people build these assemblies off to the side, or transport these products by train as they run out of space near the beginnings of their factory. In particular, I feed my green circuit assembly with 3 belts of iron plates + 4 belts of copper plates. These are separate from the lines on the Main Bus. Screenshot Examples Over time, I've built a large number of factories... here are some examples of Main Bus systems that I've used. One of the first factories in which I used a Main Bus system. I had very few lanes of product in comparison to what I do now. My first Ribbon World! A thinner bus structure was desired because of the space limitations. The map was 100 tiles high x infinite wide. My first speed run factory. I lost a lot of time having to curve around the forest! However, I got a time of 7:02:00 on the first run, yay! Handcrafting Challenge factory. Definitely teaches you how to build efficient structures for everything in the game! Another horizontal bus in my "Harsh North" factory. My "Crunchy Desert" factory. I purposefully built a north/-south bus because I kept getting caught up in horizontal ones! :-) Tips Why These and Not Those? Copper Cables: While they are high in demand for green circuits, they are used in almost nothing else. They are also inefficient to belt -- 1 copper plate makes 2 copper cables, inflating the need for belts by two-fold! Far better to make these locally as needed. Gears: While the ratio of iron plates to iron gear wheels is advantageous ratio-wise, (2 plates makes 1 iron gear wheel), I've found (though real experimentation) that it is much more efficient to make Gears locally. In place they are used sparingly, 1 gear factory provides more than enough for an assembly line, and they can be placed such that the iron comes on half the assembly line, and the gears are placed on the other half. (Many products require both iron plates and gear wheels) The places that gears are needed are in great quantity, such as belt manufacturing arrays, it's easier to make them onsite by diverting iron plates in. Gears via Main Bus always seemed lacking, even if I put extra lanes in. Coal, Stone, Stone Bricks: Used in very few products, these aren't worth using lanes for on the Main Bus. Bring them in on the side via conveyor belts or through logistics bots.
  13. Factorio

    Due to a few people being new to this game i will be posting some guides soon that could help people on getting stated and building an efficient base. Glad you are enjoying it! hope to play with you more.
  14. Introduction- ricardocov14

    Welcome! Should join everyone with ARAMS tonight. It's a blast!
  15. Factorio

    I'm down to play whenever. I'm not sure how you guys feel about mods but I always play with at least these 4 and recommend them as well. Long reach Skip First Hour Squeak Through Tree Collision