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Speedrun layout

Posted: Tue 27. Sep 2016, 21:10
by Zulan
I wanted to go for a run and the search for a map looked quite endless ;-). So I came across this spot that I liked and started to work on a factory layout. Now I now that Anti by now has a better map and probably a better layout :bow:. I wanted to give it a shot anyway, because I had a very detailed map already. Running it alone I just get stuck (steel@1:09 :cry:) because I am suuper slow, and there are some issues in the map when running alone. Maybe we could have a MP ANY% on that.

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The starting area:

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Unfortunately rocks are far away, there are like 6 rocks in the north - with multiple players it wouldn't be much of an issue.

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When going chopping - this area needs to be cleared (for steel)

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Initial power.

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Starting area smelting is 5 rows of 10 miners, 20 furnances each.
Many pole-rows are carefully placed between belts (instead of between belt and furnances) / with 1-distance to the miners to reuse them
First row of smelting.

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Now is the time to complete the first row of power with 7 steam engines.

Second smelting row (adding to the first one)

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Third smelting row (note the the odd inserter splitter)

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Third row is one-side-belt only, feeding pipe production and boxes.

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Time for real power (3 rows, ~15 MW). Pipes are a bit odd to keep the stone accessible.
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Re: Speedrun layout

Posted: Tue 27. Sep 2016, 21:21
by Zulan
Now i did totally neglect science... I hoped to get along without it (doesn't need logistics). But I believe at some point we need to put in some manually feeded red science to get to logistics/automation 2 - otherwise we'd need to do a lot of upgrading assemblers and inserters later. But generally the design is free of splitters/underground belts.

Time for copper (fallen tree and decoratives for orientation), we need a bit more than one side of a belt, so we need 2 coal & 8 miners horizontal + 7 vertical, 28 furnances.

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Add another two-sided iron line above the first 1,5 belts. Gearwheels & green circuit production.

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Science.

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~50 MW of power. I don't know if we can delay the power until after the steel build, but the design should be quite quick to place. Totally an advangage to have more than one player ;).

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Don't forget bricks (conveniently using the power coal). 5 furnances store enough for the concrete later.

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Re: Speedrun layout

Posted: Tue 27. Sep 2016, 21:25
by Zulan
Steel (screenshots include some future stuff)

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Re: Speedrun layout

Posted: Tue 27. Sep 2016, 21:31
by Zulan
Oil. 16 refineries, 21 pumps (not sure if the latter is really enough)
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Plastics
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Going for iron smelting:
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And copper (belt missing just for orientation)
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Green circuits (filter & reds) and copper cables for reds
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Filter inserters:
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Red & Batteries (not sure about the best order)

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Battersies (
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Re: Speedrun layout

Posted: Tue 27. Sep 2016, 21:40
by Zulan
Blue science

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Smelting for blue circuits (note only a yellow belt of iron)

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Blues
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Aliens
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Science (it's 80 labs), maybe have to setup a lab production somewhere some time.
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Final four rows of power (hiddin under the popup, 2x20 steam engines) with 10 miners.

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Engines and prod modules
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Our beloved sushi:
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Rocket fuel (36 assemblers, no need to sushi)
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Low density units reuse the blue science, a bit of rerouting and removing filter inserters is necessary.
Solar panels and batteries have all they need without handfeeding (4 assemblers each), chest limits may be helpful though.

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Re: Speedrun layout

Posted: Tue 27. Sep 2016, 21:41
by Zulan
Here is the save of the final layout (with creative mode).

Re: Speedrun layout

Posted: Wed 28. Sep 2016, 14:44
by Bataar
Hm glaube in nächsten sale muss ich mir auch mal facturio holen

Re: Speedrun layout

Posted: Wed 28. Sep 2016, 19:19
by Zulan
Bataar wrote:Hm glaube in nächsten sale muss ich mir auch mal facturio holen
Die Devs moegen Sales wohl nicht so sehr, kann aber sein dass sie es bei Steam trotzdem mal machen.

Re: Speedrun layout

Posted: Wed 5. Oct 2016, 13:14
by Scalestor
Sieht deutlich organisierter aus als meine Gehversuche derzeit :D

Re: Speedrun layout

Posted: Wed 5. Oct 2016, 23:04
by Zulan
Scalestor wrote:Sieht deutlich organisierter aus als meine Gehversuche derzeit :D
Die sind aber nicht unbedingt eine Anleitung fuer einen guten Aufbau in einem normalen Spiel, da es hier klar darum geht die sachen moeglichst schnell aufzubauen ;)

Re: Speedrun layout

Posted: Thu 6. Oct 2016, 19:27
by Zulan
Errors in current Version:
1) Engine/Prod pickup is wrong, should be 520 red, 400 pipe, 200 gearwheels, 200 steel
2) Missing concrete: should be 5 factories on top of the inital power, probably

Re: Speedrun layout

Posted: Thu 20. Oct 2016, 00:16
by Zulan
updated version of the map, with early game 2 inserter productions.

Re: Speedrun layout

Posted: Thu 20. Oct 2016, 23:13
by Zulan
Updated version with improved early inserter production.

I put all images in a zip as per popular request ;-).

I found out why our filter build was lacking iron. There wer many miners missing, so it must have been running quite impaired. So there is some solid potential for improvement. However I also think since we are building filter inserters, red circuits, blue science kind of in parallel, we are not going to buffer up lots of filter inserters. This build can sustain about 16 blue science assemblers with filter inserters, so we can reduce this a little (20 instead of 24 blue science assemblers). This may seem like an issue but i don't think it is. We can't really improve production due to belt limits (copper & greens), but we could do a little bit of hand feeding from the early green circuit build later on.

Note the attached save is now on the latest map generation.