factorio main bus how many lanes

All purchases through these links help out the channel and when possible also give you guys discounts!Epic Games Store: https://www.epicgames.com/store/en-US/?epic_affiliate=jd-plays\u0026epic_gameId=undefinedHumble Bundle Store: https://www.humblebundle.com/?partner=jdplaysHow to find me?-----------------------------------------------------Feel bad about Adblocker? Reddit and its partners use cookies and similar technologies to provide you with a better experience. if its easier on the group to explain, I'd be happy to be suggested a video that covers such dilemmas and any others that I'm not yet imagining. by Rjskeet Thu Jan 10, 2019 1:55 am, Post Now red belt can span 6 tiles, which is pretty good for parts of the bus. This is fixed by adding more furnace/mine set ups to keep production high. For more information, please see our But when you discover the most important ones, you'll eventually have a grasp on it. EDIT: Here is an example of what I call a stage 2 "starter" base. Bowling. 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. Place Concrete or Stone Brick under a couple lanes of your bus & in one of the spaces between lanes (at a minimum) since it gives you a speed boost when running. Far better to make these locally as needed. how many belts of iron/copper/green circuits should I make, I'm currently planning on doing 4iron,4coppper,2green circuits. Make sure the empty side is across from the inserter! I think this would be adequate: Oh, I already have blue belts. If you believe your item has been removed by mistake, please contact, This item is incompatible with Factorio. 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. 4 iron and 4 copper is fine. 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). When you get robots, you can easily extend the bus with blueprints. - These start out as iron chests, upgrade to Passive Providers, then to Requesters as earlier belts are phased out. In Factorio, having a main bus is an advantage, however it must be well-designed to make sure that it could be used properly and efficiently. Amsterdam, Hamburg Neatness matters! Many balancers fail to balance properly once an output backs up or if an output is not used. - They are also inefficient to belt -- 1 copper plate makes 2 copper cables, inflating the need for belts by two-fold! 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. Assembly lines are best placed so that they run perpendicular to the Main Bus. There's a lot to consider when building a main bus. Rust game file size: How big is the download. This is sometimes done to get Items crafted into a chest for personal use like pipe which only uses Iron plates. When one doesn't have enough production to saturate a belt (or splits it into more) then this can be called a "fake"-bus as it can not be saturated. So, if only one side of that splitter gets input, as can be seen in the gif, it can only output one belt even though the side of the splitter is fed by a splitters which gets two full belts of input. Generally my main bus consists of iron plate, copper plate, and coal. There are alternative designs, for example, using splitter priorities to fully prefer the setups near the start of the main bus and only allow materials to go through to a later setup if that earlier setup's needs are satisfied. A corner is not unheard of but very unusual and is often only necessary when a lake appears that is not planned for. 1 Rocket every 5 min "ONLY" requires one blue belt of steel and 7 copper if your curious. A bus often starts at the smelting of iron, copper and steel, and then over time and distance gains more and more different items. Hamburg, Kolding If you need more inject more material later instead of widening the bus. Place inserters as per screenshot -- only inserters need long-arms. by Rjskeet Thu Jan 31, 2019 4:44 pm, Post Using iron plates as index 100: Copper: 78 Steel: 7 Plastic: 15 Coal: 13 Iron Gear: 6 Electronic Circuit: 38 Advanced Circuit: 6 Stone Brick: 2 Note that this is for science only. Really quite unique in my opinion.The factory utilizes 2-8 single length single headed trains for the raw material transportation. Place Assemblers: 1 crafting Iron Gear Wheels, 1 each for belts and assemblers, then 8-10 for Green Science. Reddit and its partners use cookies and similar technologies to provide you with a better experience. For very large amounts of items railways may be a better alternative that can not only carry large amounts of ore but also the intermediate and end-products. - And instead of rebalancing you can use priority splitters. Privacy Policy. For a comparison of belt, logistic robot and railway transport systems, refer to the Transport use cases tutorial. Ideally, a balancer should be input and output balanced. What is your definition of "main line bus" ? Bus terminal is located approximately 2.2 km from the city centre, which is approximately a 10 minute ride. The bottleneck in this balancer is that the two middle belts only get input from one splitter. Upgrade belts when more throughput is needed. The Steam Community of Rust shared some insights on how to design and build your main bus. - All production and builds in the factory are belt based and there are 4 identical, but rotated \"mini bases\" that each produce 1.3k SPM and fit into a corner triangle. 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. Use a blueprint book instead of designing your own. Aarhus, Berlin - This indicates not enough products being produced to meet demand, this can be remedied with adding more lanes with corresponding more production further up the chain of production. Universal balancers can be throughput limited. I was pleasantly surprised when I saw you were behind this. I am currently thinking bigger now and starting a new game with a starter base and then working on building 'towns' that each produce stuff and use trains instead of a main bus to move supplies between the towns. Done! Each of these is essential to your main bus design: Iron Plates x4 (recommend x8) Copper Plates x4 (recommend x8) Steel Plates x1 (recommend x2) Green Circuits x2 (recommend x4) Red Circuits (Advanced Circuits) x1 (recommend x2) Blue Circuits (Processing Units) x1. One reddit post mentions the use of cargo wagons as a means to increase throughput and reduce the size of a bus. Frankfurt (Airport), Hamburg Thanks for this! The concept of a Main Bus is to put the most used and useful ingredients in a central spot to use for assembling machines. It is only visible to you. Belt balancers utilize the mechanic that splitters output items in a 1:1 ratio onto both their output belts. Alternatively, one can make split-off setups without priority splitters. Press question mark to learn the rest of the keyboard shortcuts. - Even if you only have 2 rows of green circuits, you might be just fine provided you can make enough of them, but most people do 4 for large bases. The way in which materials are split off from the main bus determines which production setups in the factory are prioritized if the bus delivers less input than all the setups combined need. Split off iron in two places (for throughput), and a half-belt of green circuits. Reason being is to have 4 belts of green circuits at full power requires 6 belts of copper and 4 belts if iron. Cookie Notice Place 2 rows of belts along the gear, inserter, and belt assemblers, and place the snaking belt that leads to the Green Science assemblers as per screenshot below. A throughput limited universal balancer may only have the capacity for a few unused outputs. Sometimes this can be fixed by looping the unused output back around the balancer and distributing it among the inputs. Youre allowed to do your bus as you see fit. - Place assemblers in a grid-like pattern as shown, adding belts, inserters, and power poles. I'm not a fan of linear buses, but I would urge you to plan out a production target and design according to that. Place 2 fast inserters in, and 1 fast inserter going out of the Gear Wheel assembler. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. With splitter priorities that were added in 0.16 it is very simple to split off a belt from a main bus while ensuring good throughput properties. Provide all of their own modular factories and feed them with trains, and merely replace a certain part of the build once it runs out. Belt balancers utilize the mechanic that splitters output items in a 1:1 ratio onto both their output belts. Instead, I have a decentralized system where separate modular areas have inputs/outputs delivered/retrieved by train. - I also have a return bus that carries science packs back to the lab area. I've never been a fan of the central bus. And instead of rebalancing you can use priority splitters. Id like to consider starting a train-grid factory that I see people use and I'm just theorizing that I'll come into . I also tend to bus 2 steel, 2 plastic, 2 reds, 1 blues, 1 batteries. is the fix to just have much larger grid sizes to account for the wait platforms? Hamburg, Pristina When you find yourself needing an extra component that is used for very few items, (like stone, stone bricks, or coal), either run a line to the side of the main bus, ending it at the assemblers, or carry the materials in via robots & requester chests. 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. The 4 line meta comes from a time of fixed underground lengths and the need for even balancer sizes. Plastic x1 (recommend x2) Batteries x1. - 0eNqVld9ugyAUxl/FnKstwRbwT1sfY7fL0mhLHIlFh9DMGN99qO1mWrrCFfHI9+NwvgP0UFSaNZILBVkP/FCLFrL3HlpeirwaY6prGGRw5lJpE0Eg8tMYmGeEFAYEXBzZN2RkQB7Kt4WSWpVcsdNC1lRcKSYXsshBpmQu2qaWKixYpRbiePhAwITiirN509NHtxf6VJhlMvKIgaCpWyOrxbiqQYUUQWeGeBgTusFQdwz5BxN5ZxPZMLE3htowiTMGXykIjlyyw/wrtjBT70LdQKkFuvmFamO7LGVtxidY01bXXqq1avTYNXfgrW8hsa2Ou/v2tqS1SubEiA1BsKcX+HnVCPH1lzhAqb8X+M8KLh44QSKHIl6sxavEIVHvQ2I3JvEx13rMSOqCwBeEPYuN72as9wbZ+p5OgzEX7HQZZ4tnBkGVG52J0XDaUyB5+amCl6IL1nqtBf/SbE9fg9xMPTPZTuA0jmmabiihu2H4AQXcOK0=, 0eNqVlNFugzAMRX8F+WmTwkpSSlc+Y6/TVEEbdZZoYMGphir+fYZOHVrTijwhQu7J9Y3xGcrK6caiIcjPgLvatJC/n6HFgymqYY26RkMOJ7TkeEWAKY7DwmVHrKAXgGavvyGXvQhQvk2UyqtE0seJrKmQSNuJbDlDRrYwbVNbiktd0USc9h8CtCEk1Jeix5dua9yx5GNyeY8hoKlbltVmOJVRMW/t+JH2g6F/GDUbkzygLIPNLH2YNBijfJjVbMzVjIA9Wr27fFIeZnZ707cJvaweuFpfCY6v2B5szc/HWQ++ftumdtS4oUFuuK+hoSU+d5sZ9cXXAqUPIZPA3L1GpAy9Pb8ZFRx38pc2mjthy+BO97tLQ+L2tpNcBXSk30QWWov3p5XrwBHCFJ5t4xzMJxNeQFWwjNdUPFYUWTx8UvRUdtHCLZzBL6e36jkqeetJ23bkZmmqsmytpNr0/Q+uzw2D. Hmm I was doing 2 lines for green 1 each for blue and red and i also space my lines 4 spaces apart for all my fluids and a litter needs. Since the process can be repeated infinitely, balancers with 2n output belts are easy to create. Hamburg, Berlin (Airport Schonefeld) Keep the main bus, build your new base close to it. Make sure to re-balance belts after you split from them. - All trademarks are property of their respective owners in the US and other countries. Sharing makes us all stronger and more inspired to come up with new ideas! All rights reserved. I've had many playthroughs of the vanilla and mildly modded factorio but until now have consisted of main bus's of ingredients and trains that only bring ores from long distances to feed the fires. Balancers that are input balanced take evenly from all input belts/belt lanes. The gif on the right shows a 4 4 balancer being fed by two belts, but only outputting one belt which means that its throughput in that arrangement is 50%. Same with the production that is to the side of the bus, leave space between the builds for later expansion or belts that go between, at least three, six to ten is fitting. The orientation of and how wide the players monitor is also plays a role in this decision. The easiest way to do a two-material split off is to start with the position of the belt near the assembler, and work backwards. If you want to get away from spaghetti designs, building a Main Bus will allow you to reach a vast throughput of materials through your factory. Although a main bus can give you a huge advantage, it's still up to you if you want to use it. Once you've decided, proceed with collecting all the resources necessary to construct your main bus. Place 2 rows of belts along the assemblers. That means that a splitter can be used to put an equal amount of items on two belts. The balancers/taps get very large above 4 since your next logical jump is 8. Look at how many different recipes use the thing you have decided to bus, and then estimate how much throughput your factory will need. I dont make any two buses identical unless Im following a blueprint for some starter base. You are very welcome! - Most likely you will need dedicated iron/copper smelting for green circuit production since so many things take them. - Hamburg, Rotterdam So I'm starting of a new factorio game, planning on making my first rocket in this game. These balancers can balance evenly between any inputs and any outputs. Raw materials such as Iron, Copper, Oil etc are delivered via trains and are then turned into all 7 types of science using a large main bus. Re: How many main bus lines do you generally use? This can be done to reserve room for later expansion, blueprint-ghosts are a good usage for that as they don't allow the belt to be filled with non-usable items. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. This page was last edited on 31 August 2020, at 10:02. This is also a downside as there are more belts used and therefore more room for belt-buffer and everything is less compact. How many main lines of base resources( copper. What should be on main bus Factorio? Therefore, I usually go down to two. After that I begin to distribute production to separate factories and do not have single main bus for all products. Do you just want to finish the game, or do you plan on continuing after the rocket? 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). While I might leave room for 4x iron/copper, 2x everything else, the setup normally doesn't live long enough for me to flush it out completely. The concept of a Main Bus is to put the most used and useful ingredients in a central spot to use for assembling machines. you can also reduce needs late game with productivity modules. by Amarula Thu Jan 10, 2019 3:44 pm, Post 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. 0 reviews that are not currently recommended. First of all, you'll need to think of the best area in where to put it. and our It includes all the methods you need to take the designs and blueprints from the beginning on constructing your main bus, all the way up to using it to gain the advantage. Munich, Hamburg by Serenity Thu Jan 10, 2019 12:18 pm, Post The reason I asked about what a main bus should have is because I am rebuilding my base from scratch. 3 is not wise since it is hard to tap properly and rebalance. - There are numerous main bus blueprint designs you can choose from and use when in a match. Split-off designs aren't strictly necessary but help immensely. IMPORTANT: Guide will be updated for Full Release when I can find the time to do so! As others have said the main bus simply acts as a buffer - remember that it's not your resource pool. Once you can expand them in Factorio, you may put one of the green and red circuit builds each, alongside the blue processors, modules, science, and steel smelting. One downside to this can be that all resources are used up before every machine gets fed. by CJ5Boss Thu Jan 10, 2019 2:40 pm, Post by Rjskeet Thu Jan 10, 2019 2:53 am, Post - Flensburg, Hamburg Creating a train grid factory. 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. Place another belt along the output side of the assemblers. Hamburg, Frankfurt This allows for expanability of systems, and easy pulling from the Bus. Players sometimes choose to only build on one side of the bus until they can estimate that they won't need more belts on the bus. 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. I hope to cover everything in the series, but if you can't find something in the playlist above please leave a comment and I'll try to make a video on it.Today we covered how to split off a main bus, using priority splitters in both a waterfall and a reverse waterfall method, as well as more traditional main bus splits which take 25% off each lane.Map Download https://drive.google.com/open?id=1tP8lTMwijmavLCTsXYDTlB6xoNbfbFOlBlueprint String: https://drive.google.com/open?id=1ML-UGyxwLOSfpIKC9G6L35IXkPqNOMImFactorio is a game in which you build and maintain factories.You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. Look into what products use your resources and how many of those resources you can produce. you can reduce the number of belts needed on the bus by dedicating production to the intermediates (typically the green circuit requirements for other circuits). Having smaller groups of only one or two is also not a bad thing. by MobRules Thu Jan 10, 2019 5:12 am, Post I still need to put skynet back in =P. 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. In this particular case, the bottleneck can be fixed by feeding the two middle output belts with more splitters. I agree with Hedning, that it depends on whether you want to launch one satellite and then say "game over" (and start over), or continue on, and see how many satellites you can launch, and build a mega-base! When more than the number of allowed outputs backs up, the universal balancer behaves like a normal balancer, and may not balance properly. I have made about two lines of iron and copper in my last few vanilla games. If you look at popular bus designs most of them seem to have 4 belts with 2 spaces in between. 0eNqVllFugzAMhq9S5WmToCUh0JYz7AbTNEGbVdEgQSFUQxV3n4ExsTVs8VOEyf/Z2I7DjRRlK2ojlSXZjciTVg3Jnm+kkReVl4PNdrUgGblKY1uwBETl1WCYdoSc9AGR6iw+SEb7AKF8WiiZUymtqBayupTWCrOQxR4ya3LV1NrYsBClXYh5/xIQoay0UkwfPT50r6qtCnCT0W9GCwpzMRrWiRKQWjcg1GrwC7AQNnewQERzGLq1dTs4vAMzBBjDjRHcCMHla8m8o7KZ6qAk3pTwCwNdQc7SiNP0jjugKRpKf0JTB3R/33OrBafb5H/gAV+Y32F6lOmI98LwXmiE795VN1KteaHehZ0L4eo5yrCty5yYGItxR8PxEyXqPZKV+DRstE1Goju01AMxEyInwefU0D9jOCCz7I7j6D8SphQ7S84iTE6dA49R9ElhHtVmDH3OvbAxon7u78XeE5B4uILH6zpb/IgEpMxBBjYejqFsSvFmNw9Ft9m1u0rrKn/PH2HbVZhmGiicszTdM8qOff8JVpvtyQ==, 0eNqdlt1ugjAUx1/F9GpLitJDReUxdrssC2jjmkFLSjEjhndfwbkQLabHq4bC/3c+e8qZFGUraiOVJdmZyL1WDcnez6SRR5WXw57takEycpLGtm6HEpVXw8bli4iTnhKpDuKHZKynCOXbRAlepbSimsjqUlorzESWBMisyVVTa2OjQpR2Iub9ByVCWWmluAQ9PnSfqq0KZyZjcwxKat04mVaDVYeKEkq6YekHh24w8I9pnWFzNNqtcyB2BdFrNLq1dTv4fQdOMGBAgDkCHCO4a3RCmS+hKRoDPswmHAMPvNk+UV53UMhBGrG/vIOA3O2eKDbMmZFqxgqLn4gG8NGw8LPlN8J9UMBCb+vggyb3A2juELDlOgDIse0b+9qOrQP8imC5HhHezmVpCIL9IfxebEIQ8UMvtuhpE/cBnbzDptk7JCDGpNk//xn+TEFAhAD4kRDETTA19Ycc3uPxNffuMh4v7mzyS0JJmTuZ2+PR6MvCyOOXXbwU3WLVriqtq/w7f3XfnYRpRmjKOaTpBhjs+v4XLT/v+g==. 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. at minimum put 4 productivity 3 modules on the rocket silo for to reduce supplies needed for the rocket by 40%. Your resources still come from a mine somewhere, so your bus will get thinned out after a while even with balancing. Putting a lane-balancer after a split-off is not necessary most of the time as the rest moves on if the belt has no draw or if only one lane is used. Hamburg, Flensburg Groningen, Hamburg 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. In Factorio, having a main bus is an advantage, however it must be well-designed to make sure that it could be used properly and efficiently. Grouping differing items together can cause problems when splitting them off, hence only groupings of two differing items is recommended. Hamburg, Siauliai If there is enough input for the item to saturate a whole belt then putting a lane-balancer in won't help to get more items later on. Create an account to follow your favorite communities and start taking part in conversations. Main reason I run a 4/2/2 bus for my start base is that it allows me to produce continuously produce a SP3 and PM3 module in yellow assemblers and still have enough resources for 10/12/24 science in blue assemblers.

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factorio main bus how many lanes