![]() Now peaking at 1.2 GW of production though that's 0.5GW actually being used and 0.75GW is going to recharging accumulators in the morning. I now have a third of a million copper cable and over a quarter of a million green circuits in my logistic network so I'm not going to need more green circuits I don't think, at least for a long while!Įlectricity demands have skyrocketed past anything I've seen before. I suppose in hindsight had I had more roboports for recharging then fewer robots may have been needed originally, all I could see at first was swarms of robots hovering.Īfterwards I'm still struggling to produce enough red circuits to satisfy my demands, or purple ones, but all red circuit factories now are maxed out on efficiency modules and I'm going to need more plastic production to get any more built. I hadn't built anywhere close to enough roboports to recharge them so whole area is now surrounded by roboports for recharging, probably overkilled now. Before I knew it I had 5.5k logistic bots active so this array upped my demands by ~4000 robots (though only at peak). I had about 1.5k logistic bots for my entire factory until then (its all one giant connected zone excluding solar farm), with my logistic robot factory connected via a chest and logic circuit to add more robots to the roboport if I ever have fewer than 100 available. Hooked this up and my production and demands exploded.ĭidn't have anywhere close to enough logistic bots. So I built an array of beacons, cable, green circuit and red circuit factories with zero belts just logistic robots (with belts taking the plastic close but then going into provider chests, originally belts then trains taking the copper and iron close and into chests). I got fed up tinkering with Green and Red circuit buildings (managing how much cable is on the belts in particular is frustrating - either the belt fills or empties very quickly). Wow I can see now why you talked about beacon arrays. Your regular roundabouts look cool I think I'll need to figure out how to do a roundabout. Only issue currently is that to turn around a train has to pretty much go the full circuit of the map then turn around. Took a bit of figuring out, kept making mistakes on corners. North, South and West and I've designed a shape that works then stamped it down using blueprints. Trains driving on the right rather than the left, then the left rather than the right and so on but they cross over fine where required. The rail on the East is a horrible mess, it would around existing buildings (especially my orginal solar farm) and was built using the pathfinder so it is rather awkward but works. Solar Farm is now taking nearly as much space as the rest of my complex put together. Green circuits are required in everything!ĮDIT2: You appear to have multiple station names on top of each other wraith, how have you done that? Are they separate stops that happen to be close, or the same stop, or stops basically touching each other so they're one long stop? I'm guessing the later with filters to ensure the chests get the right goods?ĮDIT3: Current map. As well as potentially having green circuit processing away from the base too. For next time I restart I think I will try and sooner separate my ore processing from the main base - ore processing takes a ton of space and processed plates have double the stack as unprocessed plates so no reason to be shifting unprocessed ore to the base. Similarly with an ore unload station I set it to switch off if it has over 40k ore in stock, but to switch back on with 24k remaining.Ĭould probably cope with other numbers but going with that for now. So I designed an "SR Latch" like I use for Steam backup power.ĮG a copper train with 4 carriages can lift 8000 copper ore in one train, so I set the station to switch off if it falls below 8000 waiting ore, but to only switch back on when it has 24k+ waiting ore. Switching off a station (rather than switching off the path) worked much better thank you! Though it then triggered an irritating flickering, like accumulator switches can cause, where multiple trains would go to the same station only for the first to act then then station to switch off to the waiting trains.
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