Try Facebook: https://www.facebook.com/JDPlay5/Grab me a coke with paypal: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick\u0026hosted_button_id=YQYEAQV29Q2HC Feeling generous i have a amazon wish list: http://a.co/jc2vzrv by CJ5Boss Thu Jan 10, 2019 2:40 pm, Post For a comparison of belt, logistic robot and railway transport systems, refer to the Transport use cases tutorial. Every item that is used in more than one recipe, got it's own production area with train inputs and train outputs, in my 2700 SPM game. Belt balancers utilize the mechanic that splitters output items in a 1:1 ratio onto both their output belts. It's all about trial and error as you start out, you can't be afraid to build something and let it run for a few hours to see how it works - if its not working right delete it and try something else. - I still need to put skynet back in =P. Steel is usually the one I'm short on. I usually go for KatherineOfSky's bus, especially in vanilla or slightly modified vanilla play, which is this: My own personal Factorio super-power - running out of power. Use the belt throughput numbers to determine how many lanes it should have. This is a good measure to combat "spaghetti factories" as it forces someone to plan a structured layout and move everything to use items from the bus. Buy Factorio here: https://www.humblebundle.com/store/factorio?partner=jdplaysMore tutorials: https://www.youtube.com/playlist?list=PLnIE0W-m629c4nhPTspGRVm35Zr80CZTgWelcome to my Factorio Tutorial series where I'll be trying to teach you guys everything I know about Factorio. For me my last base that could launch three rockets every half hour had 4 belts iron, 4 belts copper, 2 belts green (but was starting to bottleneck, should have built 4 lanes green), 2 belts steel (from its own supply of iron ore and smelting, i.e. Using a non-prioritizing split-off will only distribute the shortage, not magically create more production. Now red belt can span 6 tiles, which is pretty good for parts of the bus. All trademarks are property of their respective owners in the US and other countries. for example, there will be dozens or trains that will want to get at the green circuits, so I will need train wait platforms but I'll need so many of them (have at least one wait platform for each train that wants green circuits just in case of bottlenecks) that there will be a whole grid just made up of wait platforms that not much room for actually making the circuits.
Bus or train from Hamburg, timetables and tickets - GetByBus Thus up to a full belt can be delivered and the remaining resources can go through on the main bus. This item has been removed from the community because it violates Steam Community & Content Guidelines. - Copenhagen, Hamburg -
Balancer mechanics - Factorio Wiki Re: How many main bus lines do you generally use? Bus terminal is located approximately 2.2 km from the city centre, which is approximately a 10 minute ride. Place assemblers in a grid-like pattern as shown, adding belts, inserters, and power poles. Watching the trains move through the junction is so satisfying and mesmerizing! Place inserters as per screenshot -- only inserters need long-arms. The design shown here makes sure that the belts on the right side are filled first, so belts can be taken from the right every time without the need to further rebalance. 33 $$ Moderate Sports Bars, Bowling, American (Traditional) Broadway Sports Center. This Factorio Base Tour showcases a magnificent 5.2k SPM (Science Per Minute) Mutliple Main Bus Megabase made by Hornet! Espaol - Latinoamrica (Spanish - Latin America). If what you're going for is launching one satellite (beating the game) and researching all techs (for the achievement), in my experience you don't really need a "full" bus. I ment it more like a general thing like if someone has a favorite setup they use it a cool to learn stuff from others like having 8 copper lines instead of just 4. A guaranteed method to achieve throughput unlimited balancers is to place two balancers back to back that fulfil the first condition for throughput unlimited balancers (100% throughput under full load). Split off iron in two places (for throughput), and a half-belt of green circuits. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay. 3 is not wise since it is hard to tap properly and rebalance. Far better to make these locally as needed. Most likely you will need dedicated iron/copper smelting for green circuit production since so many things take them. When one wants to use the items on their bus one could directly take items off the bus as if it is just a belt, though that would mean an extremely long bus and useless lengths of other belts. And instead of rebalancing you can use priority splitters. I love using helmod to do all calculations in-game, but of course a spreadsheet is fine as well. The 4 line meta comes from a time of fixed underground lengths and the need for even balancer sizes. Split-off designs aren't strictly necessary but help immensely. Espaol - Latinoamrica (Spanish - Latin America), http://steamcommunity.com/sharedfiles/filedetails/?id=661582295, https://www.reddit.com/r/factorio/comments/4d3per/belt_balancer_compendium/, Red Circuits (Advanced Circuits) x1 (recommend x2). This is the case because they use more splitters than the minimum required amount of splitters for a throughput unlimited balancer. - Hamburg, Copenhagen But for some other parts of the bus you can easily do 6 belts next to each other Gears: While the ratio of iron plates to iron gear wheels is advantageous ratio-wise, (2 plates makes 1 iron gear wheel), I've found (through real experimentation) that it is much more efficient to make Gears locally.
How many main bus lines do you generally use? - Factorio Forums Pristina, Hamburg Place another belt along the output side of the assemblers. All trademarks are property of their respective owners in the US and other countries. Lane balancers may be output balanced or input balanced. Post - there is even enough iron left for "buildy things" (belts, etc). These are being used to transport items and put some of it in the centre spot (which is the main purpose of a main bus). The following are two designs for a split-off off a 4-wide bus that feature an in-line lane-balancer(by reddit user /u/moomaka). How many main lines of base resources( copper. In place they are used sparingly, 1 gear factory provides more than enough for an assembly line, and they can be placed such that the iron comes on half the assembly line, and the gears are placed on the other half. You'll get more benefit from your modules if you prioritize using them for more expensive things first.
Create an account to follow your favorite communities and start taking part in conversations. With that, here's a main bus guide for Factorio, including the blueprint, designs, as well as alternatives and other important details. I was pleasantly surprised when I saw you were behind this. As others have said the main bus simply acts as a buffer - remember that it's not your resource pool. I tend to only use main busses when bootstrapping up a large train-based base so just iron, copper, steel, green circuits, and maybe gears. spaghetti for everything else. For more information, please see our By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. First of all, you'll need to think of the best area in where to put it. by Trebor Thu Jan 10, 2019 5:14 am, Post - Putting a lane-balancer after an inherently balanced build that produces the item is also not necessary as then half of the production pauses and the other half fills the moving lane to saturation. by Rjskeet Thu Jan 31, 2019 4:44 pm, Post Press question mark to learn the rest of the keyboard shortcuts. Hamburg, Lviv Support me on Patreon: https://www.patreon.com/JD_PlaysMy Twitter For details of upcoming live streams and anything else 280 Char or less: https://twitter.com/JD_Play5Chat with me live on Discord: https://discord.gg/G6FcZPpTwitch for all your Live Steaming needs: https://www.twitch.tv/jdplaysFeel like being hit in the face, with a book? I tried using next-level products (i.e.
To balance belts it has to be made sure that the output belts contain an equal number of items from each input belt. You can replace splitters and undergrounds similarly by just placing upgraded versions on top of the old, (without the need to deconstruct them). - The balancers/taps get very large above 4 since your next logical jump is 8. - All rights reserved. In general, no block should be greatly than 4 but 1 and 2 are fine. What are the most popular bus routes from Hamburg? The idea is that one wants to draw from every belt (and lane even) equally to not have too few items at the current planned production and not have empty and at the same time standing belts of items. 1 Rocket every 5 min "ONLY" requires one blue belt of steel and 7 copper if your curious. Make sure to leave room for a lubricant pipe to feed the blue belt assemblers. Valve Corporation. 4 should be max, as even if you run 4.. you will still run out as the belts just acts as buffer.. the real key is to have more inputs to the main buss, or and give some factorys direct link that matches theyr requirement from the furnaces. is the fix to just have much larger grid sizes to account for the wait platforms? READ MORE: Rust: How to fix screen tearing. The first bus me and my friend are working on is currently like 8 hours into development and we've just got everything set where we can start making plastic, so it takes a long time.