What 378 trains running around looks like (global view of the Beehive)
Posted Aug 5, 2019, 12:35 PM UTC
Posted Aug 5, 2019, 12:35 PM UTC
FPS = 2 - this is scary
Factorio is really not designed to display that large of a scale, and it just displays every visible sprite and tile in just as much detail as if it were zoomed in. That has kind of a big impact on performance.
Before I limited it so it would be stable for the recording, the game ran at about 4fps/18ups.
This video was recorded at 2fps because of the insane performance requirements for displaying a base at this zoom level, then sped back up to what it would look like at 60fps/ups. It shows one rocket launch cycle in full.
alright, at first I didn't like your rail lightning...
but this view makes it really cool...
It's also super useful for being able to cross rails without having to check 3 different directions for trains going 300km/h every time.
Sorry if you've answered this before but di you do this before or after nilaus started work on his hex hive?
I'm extremely flattered that you think I made this base in two months.
I couldn't tell you exactly when I decided to switch to hexagonal cells, but at the very least I posted this over a year ago. I also completed it in mid april, I just took a while to make a video of it.
SO my problem is that looks like the size of some of the maps i've had 30 trains on, but then I remembered you have almost 400 and I realize just how far you've zoomed out.
really nice, thanks!
So inside the beehive there isn't much congestion with the trains, however the drop off stations are a bit jammed? I mean, this isn't a bad thing per sé, just noticed it.
I also saw your train auto fuelling system, that is so genius!
Well done!
The interfaces' inside tracks are jammed yes, but that is by design.
Since each ore network has only one type of ore on it, it really doesn't matter how long trains wait to get to the station as long as you have enough throughput coming out of it. Having the input track jammed means the station is refilling as fast as it possibly can, which is actually what I want.
Right, makes complete sense. I am still very new and learning trains as we speak.
I load my train with fuel on 1 of the 2 locations, either the input or output stations.
I should probably add more trains to my ore lines as I sometimes have them show up too late and then my belts are eventually empty!
Anyway, very cool base - thank you for sharing.
How do you zoom out this far?
/c game.player.zoom = 0.028 or any other value (disables achievements)
How does achievements being disabled work? Are they disabled for the remainder of the game? Only in that save file? Once you remove the effect?
They get disabled for the save file only, but they stay disabled even if you undo the effect. If you just want to take a few screenshots, you can always save first, do the command, do your stuff, then reload.
Is it compatible with 1-4 trains?
Edit: also, if you could share a blueprint of a single cell it would be great!
Here is the blueprint for the basic cells:
!blueprint https://pastebin.com/0WCUesQi
And the intersections (paste this one wherever two cells intersect but not three):
!blueprint https://pastebin.com/reMycqMN
Much appreciated!
If you update all the stations and stackers, probably? But you'd be much better off just re-designing the cells with 1-4 trains in mind instead. Those cells might not be wide enough to accommodate a full 1-4 station.
Hexagonal base building hardly seems like a good idea. Most actual factory builds are rectangular.
Can you come up with a reason why it would be a bad idea other than "an alternative is more popular"?
No I mean I don't think it would work out very well because you tend to build factories in rectangular forms. You'd have to change a lot or make jagged edges to make a hexagonal mini bases.
A lot of factory builds are very wide or very tall rectangles, which means getting rid of the corners in a cell doesn't actually affect which builds can fit in it very much. Having the 45 degree difference between entrance and exit also allows you to have big stackers that stay very close to the outside, leaving more room inside. And the two ends can be used for extra vertical stations.
In addition to that, a hexagonal grid means that the intersections are much more efficient and less busy, and more possible paths means more possibilities for trains to take less busy paths.
And finally, the main reason why I used hexes is because I wanted to. Don't let efficiency get in the way of creativity.
Don't take what I said as an insult, it just seemed counterintuitive to me.
Hi, it's me again.
I made this video yesterday after having posted my megabase video, but since I edited in the link, most people missed it. I figure it's cool enough to post on its own, sorry if that breaks any rules.
This video was recorded at 2fps because of the insane performance requirements for displaying a base at this zoom level, then sped back up to what it would look like at 60fps/ups. It shows one rocket launch cycle in full.
Link to the original post: https://www.reddit.com/r/factorio/comments/clxal5/the_beehive_135kspm_megabase_with_11_trains/
Save file: https://www.dropbox.com/s/64o26w7ddc2k10a/Beehive.zip?dl=0
A few more numbers:
Karma collections for you. Already gathered at least 4 updoots from me (2x comment, 2x post). Awesome base!