r/factorio•
WiWr

Cute early game bus

Base
Cute early game bus

Posted Aug 20, 2019, 12:06 PM UTC

78844
rienik•

Felt cute, might kill some bugs later, idk.

158
twobyfore•

Felt cute, might delete later to replace with a sprawling mega-base bent on global domination, idk...

51
Unnormally2Tryhard but not too hard•

Pretty much the foundation of any early mall. Two belts, one with iron/copper, and one with circuits/gears. And then you'll need stone brick and steel, and it just fucks everything up. :/

58
WiWrOP•

Yeah brick and steel would be nice (doing a little off screen spaghetti for those) but this really is just a starter base to build my real base so I'm not investing too much in to this.

29
DaemosDaen:assembler3::artifact:•

Ah, this is the base that builds the base that builds the base.

heh.

42
jeo123•

this is the base that builds the base that builds the base

This is the base that builds the base, so early in the morning.

Sorry, too much time around nursery rhymes with a one year old.

15
derefr•

It'd be neat if there was a mod for having buildings "print out" other buildings directly (presumably only onto adjacent tiles), without the involvement of your avatar or construction drones. Then you could have an Ultra-Lazy Bastard achievement: a cap on the total number of clicks and key presses you ever input into the game, including avatar movement, blueprint placement, or drone policy changes.

You'd literally have to build a Grey Goo base with a blueprint of buildings goes out and tiles itself in a bootstrapping phase—until, at some point, it uses some electrical logic to detect that the base is large enough and has access to enough resources, at which point it'd switch into research mode, and then eventually into rocket-launch mode.

Given the tech involved, though, this'd probably only work with the research tree completely unlocked from the start.

(One could hypothesize that this is how your character would be resource-extracting the world, if their ship hadn't exploded...)

7
DaemosDaen:assembler3::artifact:•

I think there's a mod like that already.

Blueprints, will do the trick once you get bots. tho.

2
WiWrOP•

^^ The actual meaning of the [name of the] game :) Fractal exponential growth.

5
Unnormally2Tryhard but not too hard•

NANI!? This isn't even your final form!?

4
27Ko58_933•

Mood. I just glue more sghett onto my shitty little starting setup.

3
jtr99•

but this really is just a starter base to build my real base so I'm not investing too much in to this

If you think about it, this is true for all bases ever.

2
[deleted]•

[deleted]

1
Unnormally2Tryhard but not too hard•

Sure, I'm aware of that technique, but I'm not messing up the majority of my mall to so that. I just put steel and brick off to the side to feed the few things that need it.

1
[deleted]•

[deleted]

1
rt1989•

Not bad. Pretty compact if you ask me

8
PDQBachWasGreat•

Maybe we call this a Very Well-thought-out Microbus?

7
HHIDROLIXX•

Do y'all have iron gears on your buses?

7
Raknarg:blueprint-book:•

I find in most cases its unecessary and tskes up space for other useful items. The only exception is for malls I dedicate a half lane to gears usually.

Most of the time you can hust mske gears on site and itll suffice. E.g. one gear factory can supply 10 red science factories. Its easier just to buld the gears at red science.

5
kulpsin•

Full belt of gears uses up 2 full belts of iron, so I like to think it as compressing 2 belts of iron on bus into one belt of gears on bus. And that way it really don't take up space from other useful items. After a quick googling I found a post from 2 years ago which explains this better.

On expensive recipe setting this is even more the case as there one gear uses 4 Iron Plates iirc.

5
Raknarg:blueprint-book:•

Thats a fair point, but I think it adds too much complexity to the bus and it can be simplified by building on site. I think the answer should depend on the scale of your factory.

2
ReliablyFinicky•

Gears are used in such small quantities and so rarely (in science packs) that I don't agree with bussing them.

  • A single blue belt of gears is enough to supply a factory with well over 1,000 science per minute (about 1125).

  • Factories making >1000 science per minute tend to use trains, not a main bus, anyway.

2
burenning•

It made more sense in 0.16 because the science recipes required more gears. Check out a calculator for 0.17, and you'll notice that less than 10 percent of the iron is converted to gears.

1
mishugashu•

Lots of people talk against it, but it makes sense. It's more compact than plates.

The thing that is outright wrong is putting copper cables on the main bus, though.

5
4xe1:belt1:•

There is bus and there is main bus. Most people among those that make a main bus don't put gear on it, but on bus for a mall like OP or for an engine factory they are common and make sense.

2
martinw89Artillery adds dignity to what would otherwise be a vulgar brawl•

Some do some don't. It's more compact than iron plates (2:1 ratio) so it doesn't hurt to bus them. On the other hand the demand is pretty low, so it's not until later in the game that you actually use up a whole belt of iron to create the gear bus.

Personally I'm trying it out on my current save, and I think I'll go back to Just In Time gears on my next playthrough rather than bussing gears. Building and maintaining a few extra assembly machines for onsite gears is a small issue and takes one thing off the bus.

1
khalorei•

I do a subassembly bus with gears, circuits, stone bricks etc. Though I'm far from the best person to take base advice from.

1
IOVERCALLHISTIOCYTES:speed-module1:•

I don’t, but early on making red belts and underground’s sure uses a decent number of them. Played around with this blue print today, it’s been great.

1
NadirPointing•

If you put a single space between the turrets with a regular inserter and a small chink in the southern wall you can use a long handed inserter to sustain your turrets.

3
BurningBlaise•

I’ve never played this game but I love turrets so thank you for considering them

3
WiWrOP•

Nice catch :) I actually have a bunch of these outposts, this one just happens to be quite close to the ammo production... Must... Automate... All the things!

1
NadirPointing•

automate the bullets before the biters!

3
WiWrOP•

I decided to rush the AP ammo and projectile damage/speed techs and it seems to be enough without automation - so strong early game. Granted when I expand I will need more than just four outposts that I loaded with ammo once, by then I should have it automated. Unless I manage to get nuclear/lasers up first but that might be asking to get run over by biters...

4
4xe1:belt1:•

Depends on how fast you are. Some people launch rockets with basic ammo in gun turrets. Piercing rounds and physical damage 4 or 5 can easily handle a couple of big biters, if you've put enough turrets and ammo and go fast enough, you should have time for nuclear/laser.

You can also go flame turrets or aim at construction bots to help you automate your defenses.

oh, and put a radar to check on your defenses without having to go all the way (https://www.reddit.com/r/factorio/comments/cf26rq/42kw_radar_vanillacombinator/ if you think they're too greedy)

1
IOVERCALLHISTIOCYTES:speed-module1:•

Have a BP? Playing space exploration/krastorio, where red science is gears and green circuits: this is perfect. Also, military takes piercing rounds (check), walls (could run brick next to steel), and then submachine guns off the bus.

My starter BP is faster by 2x but bigger by 3x, and the biters come pretty quick.

2
WiWrOP•

I have a BP which I start with and I always modify it differently every game... I wouldn't consider sharing it because it's so unpolished and I don't bother with it because in the early game so many things get replaced and upgraded so quickly... Since you asked so nicely I'll share but I'm not particularly proud of it, and just know I use it as a guideline not as instructions to follow :) This should be it as it is ATM in my current run, if I got all the copy-pastes right. You may notice I got sick of steel being so slow in this run and added an after thought xD

3
IOVERCALLHISTIOCYTES:speed-module1:•

I spaghetti the hell out of my starter bases but I'm trying to be a bit more lean in 0.17 especially when the first science pack has more complexity and I need 3 ore for one plate.

Rush red belts w 2 extra gear machines, and the throughput is probably enough for miners and assembly 2's.

1
IOVERCALLHISTIOCYTES:speed-module1:•

Thank you!

I bet I'm not the only one whos gonna use it...

1
Gh0stP1rate•

That’s also a very effective mall bus - it will let you make nearly everything you need. Usually I do plates on one belt (split iron / copper) and products on the other (gears / green chips). Very effective for making lots of things!

2
Nub1lum•

cute, i love it

1
FemmegineeringEntropic Chef•

10/10 Would still Refactor tho

1
LamiDamore•

Might I suggest plinko labs :)

1

Those power lines though.

1
thebigbobo•

I've been meaning to ask, what this gui that so many people seem to use?

1
An_Unknown_Idiot•

The 0.17 update (not stable yet) You can update by selecting the 0.17.x beta channel in the steam game options

1
Amendoza9761•

Wha.... So over my head having Just picked this game up last night. I got stuck on trying to automate my labs for the story mission lol its like the 3rd one.

1