6/23/2023 0 Comments Factorio green circuit layout![]() I haven't tried to distribute the extra with belts while keeping the max-beaconed thing working, that's adding yet _more_ inserter swings to the cable path, and when you're going for UPS you start counting inserter swings, especially when belts are involved. I've built the robot distribution network to efficiently balance an exact 14:15 pod, and it was a royal pain in the ass-satisfying and gratifying to achieve and it was fun to watch it run, enjoyable hours all around, but less UPS-friendly than just leaving well enough alone. and the distribution network to route its output evenly among the 14 existing greenchip assemblers, or 2) another cable+greenchip pair just like the 14 you've got now? Both ways get the exact same boost in the results. Perhaps the best way to see it is to start from the 14 4×P3 cable A3's feeding 14 4×P3 greenchip A3's, the cable A3's output is short of the greenchip A3's demand by 1/15, so what to do? Compare your options, what's cheaper to build and more efficient to run? 1) one more cable assesmbler. So the OCD in us all is yelling "well, by God, I'm going to build that 15th cable assembler per 14 greenchip assemblers and distribute the output, then all the assemblers will be 100% busy all the time!", but OCD is like other pieces of our makeup that we listen to perhaps without thinking. Greenchip production needs three cable/cycle, 15 cable outputs per 10 of its own cycles, and with four P3's of its own a single A3 can deliver 14 of those all by its onesies. Weird.)Ĥ0% extra bonus production for the four P3's means for every ten cycles you get 14 outputs, and copper cable produces 2 cable/output. In case someone is curious, what I am trying to create is a near perfect ratio, efficient, compact and tileable setup that produces 4 belts of GC per set.Īnd yes, I admit I am not very good about Factorio math (I am quite good at math in general but something about doing math for a game just makes my brain go on strike. From there it is just a matter of general efficiency since each GC costs less in resources due the productivity modules and in less time due to the speed modules in the beacons. By removing that extra half copper cable assembler you also reduce the iron to copper belt ratio so that you now need one belt of each. So, instead of 1.5 cable assemblers for each GC assembler, you need approx 1 (1.071 if you are nitpicky, but close enough). The 4 Production modules reduce the Green Chip copper cable requirement by 40%. Great "duuuuh" moment that removed my mental block. clearly points to a gap in my understanding.Ĭan someone please explain the gap in my understanding? To my shock I noticed that every single beaconed design uses a 1-1 wire/GC assembler ratio instead of the 3/2 I expected.Ī few such designs can be attributed to sub-par approaches, but every single one. Sounds good right? Well, before doing a beaconed design of my own I went to review other people's designs to get layout ideas. Adding production modules to the assemblers and speed modules on beacons reduces iron/copper cost and improves productivity. Feed it 1 belt of Iron, 1.5 belts of copper and you will produce 2 belts of Green Circuits. Repeat enough times to saturate your output belts. Use 3 copper wire assemblers for every 2 GC assemblers, to get a proper ratio. I thought I understood it and even designed my own. ![]() *I avoided having any extra inserters or items that did not directly affect the production rate*Ĭooper goes to the outside belts and iron plates on the two belts closest to the assembly machines in the inside.Green circuits production (especially non-beaconed) is very well covered in tutorials and blueprints. Best part is that the base blueprint is tile-able so you can actually use it starting when you get substations and add the modules and beacons as you get them. I designed it so as to condense the layout at much as possible (for the shear challenge of it) which I was able to condense the design down to a 100% space efficiency (669 of 693 tiles = 96,5% space utilized with a 21x33 tile footprint) with zero lateral gaps between beacons and assembly machines. Got a collection of 0,17 mid to late-game blueprints for fully compressed 4 belt output Green Circuit builds in both Red (7,2k/min) and Blue Belt (10,8k/min) outputs. ![]()
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