Dugen•

I feel like we're overdoing the concept of "tileable". It incorrectly gives the impression of infinitely scalable when the bottleneck will quickly become one of the belts. I prefer compact designs that consume or output an entire belt of something.

52
lee1026•

The thing about "tileable" like this is that in the early game, you don't require anything close to a full belt of anything. So you can plop down one of these and expand later as needed.

What designs like this SHOULD include is a note of how far you can tile this and not run out of stuff on the belts.

25
Gordon_x64•

16 tiles is it's limit with blue belts. 1 tile will consume 2.5 green circuit, plastic, and copper per sec. 16 in a row will consume 40 items of each type across three belts, hitting max throughput for blue belts

6
SpiritKidPoE•

Is this true for output too? Do you need to use the underground belt trick to get full compression?

2
Gordon_x64•

You should check out the Max Rate Calculator mod, I found out about it a couple days ago and it's already saved me so many headaches concerning maxes and throughput.

As for this design, it will output 20 red circuits per sec at 16 tiles, which is effectively half a blue. Put two rows of 16 side by side and you can get a full belt of red circuits on a blue belt.

I'm like 99.9% sure that you don't need to use the underground trick to get full compression, since you can now use side loading (which this design does pretty well). However, you won't be able to output a full belt anyways, so you don't need to worry about it as much in that regard

Edit: linkmod: max rate

2
6135001525•

Not to mention beacons and modules.

2
_shreb_*tree thinner*•

for tiles, I prefer to have bots carry materials from storage areas instead of belts

1

This design outputs half a belt of reds, so you can use 2 to fill a belt. Imo a design that fills a full belt of red circuits is unnecessarily long. And you can easily adjust it to use red input belts and yellow output belts so that it does output a full belt.

1
kostertim•

Wow this looks really nice :-).

25
Coruskane•

Similar principle with beacons, if you are bored of straight line beacon designs. Iirc it produces a red belt's worth before the input belts are drained out: !blueprint https://pastebin.com/XEWL6PUK

16
BlueprintBot•
15
AniGamor•

Oh, this bot is awesome.

2
lee1026•

Other then liking belts for looks and feels, is there any reason to do a beacon design with belts instead of bots? Bots will cost you more in power, but being able to hit more assemblers per beacon will dwarf that.

On the initial costs too, lvl 3 modules cost a great deal more then a handful of bots.

0
Coruskane•

nope, bots are better all round in the long-run. I don't like using them until I have tech'd them up enough and designed my factory around them to make flight time efficient. Until then, I use moduled belt builds to basically turbocharge my mid-game bootstrap base that is producing more modules / couple of rockets / generally tech'ing up to make my end-game base. In the meantime I generally work on rail & power infrastructure

1
SpiritKidPoE•

Are bots better for UPS though?

2
Coruskane•

generally speaking, UPS-wise, optimised bots will be better than optimised belts. A factory not optimised for bots (i.e. just slapped down anywhere) may not be better than optimised belts, I am not sure. This will all change once the dev's make their belt optimisations live

2
RedditNamesAreShortOPBalancer Inquisitor•
10
BlueprintBot•
6
isionous•

Your 11x11 design presented in this post is still the most compact {tileable,unbeaconed,belt-based} red circuit setup that you know of right? I'm recommending your design to other people and I'm wondering if you've had any improvements or encountered any nice alternative designs.

1
RedditNamesAreShortOPBalancer Inquisitor•

AFAIK it is still the smallest, though I have a 10x12 version that works only with blue belt and is thus technically smaller.

2
isionous•

Neat. Also, what do you do about lane balancing of red circuits? It seems that 4 assemblers' output ends up on the inside lanes and 2 assemblers' output ends up on the outside lanes.

1
RedditNamesAreShortOPBalancer Inquisitor•

Also, what do you do about lane balancing of red circuits?

Nothing, it would fit on a single lane anyways. You have to merge them yourself afterwards.

2
lobsterbashI peench you•

Last night I realized my production is bottlenecked by lack of advanced circuits, so I might give this a try. Looks like a good layout for ad hoc expansion.

3
_mess_•

does it work with high cost recipe settings or just vanilla?

2
CornedBee•

Expensive recipes allows only 3 circuit assemblers per wire assembler, so just vanilla.

2
_mess_•

maybe changing the modules ? speed on wires and prod on the final could get close to the right ratio

till very late game usually you cant afford prod 3 mod on small machines

1
StudokuI don't know what this does, but it's important.•

You could, but it'd mean deliberately slowing down production. It's far easier to use a layout with a 1:3 ratio instead (which is simpler to build) and use twice as many of them.

1
dcmcilrathTanks > Bugs•

The best part is that (at least on normal difficulty) this is the correct ratio of red circuits for producing blue science and for making the electrical engine units furnances for purple science.

Edit: derp.

2
SenpaiMoose42•

Electric engine units take advanced circuits? I thought they only took green circuits.

1
dcmcilrathTanks > Bugs•

You're right, they don't. I meant furnances.

2
_mess_•

eh ???

how can it be the correct ratio for blue science if there is no ref to any blue science whatsoever ???

-2
dcmcilrathTanks > Bugs•

For making blue science, I think the smallest perfect ratio is

6 blue sci : 1 Mining Drill : 3 Red Circuits : 5 Engine Units

Personally however, I usually like to keep all my science even at 45/min in the early game. Which multiplies this ratio by 2. If you also produce purple science, then 1 of these tiles can sustain 45/min Electric furnances which is sufficient for 45/min purple science.

1
Lelden•

I was confused by your ratio, but then I realized you were talking about numbers of assembly machines, not item ratios. Carry on.

1
dcmcilrathTanks > Bugs•

Yes :) Time is an important ingredient.

1
zelrich•

I still miss the one from 0.14 where green circuits were made on site and direct inserted too.

This was one ratio change that made me sad.

2
Izawwlgood•

I use basically the same idea but with logistics. I'll have to give this is a go, i like it!

2
6180339887caterpie king of biters•

You could output from the left-most assembler directly on the circuit belt and it would look nicer (same in the right). Also you could merge the two output belts by undergrounding under the wire assembler.

2
StudokuI don't know what this does, but it's important.•

Wouldn't that be too far for an underground belt?

1
6180339887caterpie king of biters•

No, it would be 4 spaces which is enough even for yellow belt.

1
TheMaxish•

You = Saint

2
RedditNamesAreShortOPBalancer Inquisitor•

Aww thanks :)

2
accountformybras•

Ooh this is quite nice. thank you for sharing!

2
Sheazer•

Does the copper wire keep up?

2
RedditNamesAreShortOPBalancer Inquisitor•

Yes

2
[deleted]•

[deleted]

1

Yes baby this was the best print from 0.14

1
Das_Terminator•

Gah, I get so badly bottlenecked on plastic, even with 3 separate oil fields. What am I doing wrong?

1
ArcanixPR•

Are you balancing oil products so refineries don't stall?

5
Das_Terminator•

To be honest, I haven't been balancing in a mathematical way, just "eyeballing" it by building processors when it seems like I need them. If the ratio is right, and enough crude is coming in, do refineries "flame up" pretty much constantly?

And related to this, even if the amount of crude coming in is a trickle, does the refinery ratio matter more?

2
ArcanixPR•

There's no "ratio" for balancing these, you just need to make it so that none of the 3 oil products ever fill up. If any one product is full, refineries stall and no product is made at all. This can be easily achieved with a bit of pump logic on your oil cracking setup.

3
Das_Terminator•

Oh interesting... I'll look into that, thanks.

2
Valrandir•

This is very nice!

1
CaptainKonzept•

Pretty awesome design. Kudos.

1
GeekDNA0918•

Can 1 copper cable feed 6 Advance circuits? I can't get 1 to feed 5 in my current play through. Granted I'm feeding the copper cable via transport belt but still.

1
Coruskane•

you could rework this to get a dedicated green and plastic belt, then you could tile it twice as far. Alternatively, run a second mixed belt alongside and splice it into the main belt halfway along.

1
RedditNamesAreShortOPBalancer Inquisitor•

then you could tile it twice as far

No you would still miss extra copper. A red circuit needs 2 copper plate, 2 green circuits and 2 plastic. My build has exactly two belt lanes of each resource and thus can create one belt lane of red circuits when tiled enough times.

2