Main bus factorio reddit. t3hPoundcake. have a splitter send a belt off sideways to go to that subfactory, but keep all 4 18. if you are making plastic from the bus (something I don't recommend), you'll want probably 2-3 belts of coal. 16 labs. Use a splitter, set to output priority (left or right). gozulio. This allows you to use the full bus worth of goods by only accessing the outer belts. I suspect keep all stone products together in a small area. • 5 yr. Just play around them until you unlock cliff explosive. Fe - iron, Cu - copper, St - steel & Ci - circuit. For example, look at your red circuit production. When building my first 1RPM base, I wanted to go full belts. I also mostly used red belts and steel furnaces as the goal was to build a low technology megabase. Pull as many belts as you want to eventually be able to use in your area, counting on your initial rebalancer to push things where they need to be when you aren't there yet. The tradeoff is that it requires much more space reserved for it, and many more belts and splitters spent upfront. Let's say the fist thing you your bus is In my mind it's: Spaghetti - starter base. Gears are twice as dense as iron plates, meaning you need half as many lanes in the bus to have the same net throughput of iron downstream. 17 to get huge starting resources, if you set map gen settings to 600% or similar. I direct insert engines into blue science and electric engines. Once the city block is up and running, you demolish the bus base. You use the Main Bus as the starting point to the City Block base. 15) Base. By feeding your main bus with trains like this, you greatly improve your existing factories production of things that you will need to expand into a more trainbased factory. oil. 1x solid fuel (as a buffer, for fueling) I also have some "dynamic" lines for transporting larger amounts like batteries and engines from one factory to another, or to compliment specific factories (like extra iron + copper to circuits). In standard factorio, people will argue over wheter gears should be on the bus or not, but for IR3, there are too many of these parts for it to make sense. Nauvis is 100% main bus. It was enough of an extra challenge from the base game to keep things fun and interesting without becoming as crazy as Bob's+Angels (or similar) can get. Most people tend to put raw resource processing (e. Schillelagh. Carries the various oil products. You don't really need to put every fluid on the bus, sulfuric acid and lubricant should be sufficient (make plastic and rocket fuel at the oil processing area to avoid needing to move petroleum and light oil) 5. Playing Space Exploration has given me the opportunity to embrace the Spaghetti Factory multiple times. My Main Bus From memory, my main bus in my low-SPM, learning-as I go base - still enough to win the game - was 2x iron, 2x steel, 3x copper, 1x rubber, 1x coke, 1x sulfer, 1x plastic, 1x green chips, 1x red chips, 1x raw lead ore, 1x of all of the “byproduct” ore washing metals (lead, nickel, etc. I'm running two old 980tis in sli so I use the Nvidia control panel to sli then do surround and that makes the res 7680x1600 then I set the game res to that. 371K subscribers in the factorio community. That way later stations have access to all your fancy new stuff as well. So instead of a main bus running only parallel, you have mini-buses running both parallel and perpendicular. The BUS just takes so much space, and beyond a few beginning factories, just seems like a waste of belts and capacity, and makes it hard to grokk my input/output. However when you have 4 lanes you get 60 plates a second. This is done because 'The Main Bus' architecture favors the first factories on the bus. My recommendation is to only bus ingots, circuits, etc. I tested it overnight for a constant 1000spm during 10 hours. Put a circuit wire connecting the chest with pipes to the inserter input into the pipe-to-ground assembler, and set a Enable condition on the inserter with the expression " [pipe-to-ground] <= [pipe]". It also requires more planning and knowledge of the game. For example, you can have sub-factories for components which are separated by trains - these sub-factories can use bots and/or belts. Batteries yes, engines no. Base. I know that organically you wouldn’t transition straight to cityblock- it would be increasing rail supply to the main bus base (I 13 votes, 21 comments. Expanding is a pain if you bus too many or too few items. You'll have a hard time using a main bus. It gives much lower latency at the cost of some throughput (compared to two express belts, since it is two tiles wide). The main bus is a more robust solution, because it splits off resources (somewhat) more fairly. I only have a couple concerns. Create a square using the station with intersections design. ago. Meanwhile, a main bus is probably the easiest step to start planning a more organized factory, while at the same time letting the player get used to some of the more advanced concepts like efficiency and space management. For me it goes: belt in the usual resources - iron, copper, stone, coal, later add a pipe each of crude oil and water. However, with each recipe added to the bus, more of the heavy lifting actually happens before the initialization of the bus. Intersection on a main bus. Feel free to offer critique or ask questions Try a train bus. The general rule is to not bus intermediates that only have one ingredient. Items are mainly created per inventory tab and are separated to ensure the bots only deliver locally. That gets very nearly 45 non-white spm (it's a tiny bit short on plastic). From there I have two red belts each of iron and copper. Always just iron plates, copper plates, petro gas and coal. And sometimes I add: 1x concrete. The Spine - A main bus solution with resupply lines. Just create lines of materials needed for the factory. 16 2. Half belt each of iron plates, gears, yellow engines, blue engines, green circuits, steel plates. Engines are pretty easy to make locally (since they require only iron plates). The buss doesn't have to be 100% full all the time. 4 lanes steel (4 lanes Iron Ore), to make 30 SPM. It is possible now in 0. A main bus needs fewer materials and less land than trains, but more than carefully designed spaghetti. I usually put oil right after green circuits on my bus. One short row of iron smelters (2 x 36 furnaces) into 1 bus belt of iron. Group them in row/columns of 4 with 2 space between each group for underground belts. With this configuration, if your belts were at 100% usage the right most bus lane would be empty. Yes, it's common to abandon the main bus for late-game/megabases. This train carries Plastic, Sulfur (so sulfuric acid could be created on the main bus, where Iron was already available), Sulfuric Acid, Lubricant, Solid Fuel and Batteries (also loaded from the main bus at Once you have trains, a light rail network feeding a main bus will make grabbing new ressources very easy Downside : Limited throughput. However, the justification is that the ratio of 2 iron plates makes it more efficient to bus gears than plates, which I suppose it's true. So you should generally have 4 iron, 4 copper, 4 green circuits, and then you can do 2/2 steel/plastic to start out, then as you progress and get other resources made you can either leave them local (for gears/copper wire Every time I try to design/plan a factory I just get somehow "locked in" on a main bus concept, which I really don't like because of: splitter mess. You then branch off all materials required to make finished products, or new intermediate products (that then expand the bus). Sorry. I hear that BUS is inefficient, but I have a hard time figuring out what the alternative is, if not just pure spaghetti. Single row of everything else. ) E-VE-RY-THING. If you are rushing external factories, 4 lanes of base materials is sufficient (especially if you upgrade belts). Delivery of resources only by train (except fluids). red and green science production (5 red sciene assemblers to 6 green science assemblers) automating yellow, red and blue inserters. You can centralize smelting for iron, copper, steel, and stone. The base uses the main bus design (90 lanes). (bus 1: iron+steel; bus 2: copper + plastic; bus 3: green circuits + red circuits ; bus 4: the mall; bus 5: half a belt of every advanced intermediate) 1. I don't know what it's called. Because batteries are a pain in the ass to make in each place you need them (since it requires two solids and a fluid). 30, 45, and 75 SPM are all fairly easy to reach, and are good for winning the game. The main point here is that, for an experienced main bus builder, this doesn't matter much. Community-run subreddit for the game Factorio made by Wube Software. IRON GEAR WHEELS, copper plates, electronic circuits, steel. Marathon, yes. Now that priority splitters exist, pushing everything to one side is clearly the better option. Main Bus is good for a certain amount of SPM, but modular is just better to get mega base status. If you want construction only designs roboports should cover into your travel lanes. For me the transition usually goes: Main bus - Main bus supplied by ore trains - Main bus supplied by smelter city blocks - City blocks producing tier 3 modules - City blocks producing everything else. So this is my third run, and I decided to try the main bus design, because it was cleaner, they said. Materials just aren't reaching the end of my factory efficiently with my current belt spaghetti. 5x steel coal sulfur brick stone, as well as pipes for lubricant, sulfuric acid and light oil. Saw a good post about it the other day for a 60ups 1 RPM factory or something. A main bus means you put all intermediate products on a highway, basically. We can ignore solid fuel and barrelling for the purposes of the bus. Copper wires all day. Yellow belts are nearly the cheapest things in the game - 1. Modular bases don't have to be train-based. This guide covers the complete set up of a Main Bus system, from products to adding to the bus, pulling from the bus, belt balancing, splitting, and general tips & tricks for a successful Main Bus. The rest is just personal preference. Salmonelongo I steal designs and ain't ashamed! • 9 yr. Add power poles and roboports to the square. Keep this starter mall expanding until at least red belts, trains, large and long distance poles, and landfill. Blue circuits I make with logistics bots, and anything oil related is in a sub-base some distance away from the main base. You should use priority input on the resupply lines, not on the bus. 5 ore per or less. My completed main bus Krastorio 2 base. 87 times faster (assuming inserters are spaced every 7 tiles) Unfortunately, you can't blueprint wagon placement. Which means that engines are only used to make Chemical science, pumps, cars and flamethrower turrets. If you look at popular bus designs most of them seem to have 4 belts with 2 spaces in between. I expect you already know this, but for the record. Busghetti clearly the superior option. I started playing this mod and i just placed my first 2 smelts arrays and now i'l be planing the main bus. There is a large interchange in the middle to merge all the belts. spit-evil-olive-tips. You've put sulfuric acid on your bus already, and explosives aren't needed for any science. You also have to have cards to power it. Krastorio 2 Main bus. 3. 4x iron, 4x copper, <1x steel, 1x stone, 1x bricks, 1/2x glass, 1x plastic, 2x green circuits, <1x red circuits, <1x blue circuits. To defend against them I built a perimeter of laser turrets across a series of choke points. from there you keep on expanding along the bus. At the end of the playthrough, the bus is still there, but the only thing it still makes is satellites. lots of green circuits. 1/2 bus belt of Coal. It's still mostly straight lines, so definitely not spaghetti. I'd like to thank my insomnia for making me stay up to 1am writing this. :-\. MauPow. One pipeline of lube. Pick a direction and imagine all your "stuff" flowing in that direction, usually via a dozen or so belts and pipes. Then a belt of copper plates spaghettied to the assemblers that Rather than using the popular main bus it uses a 18 red belts that are half copper and half iron. I'm going to take this post to go over that base with screenshots and explanations. if you aren't not making plastic from coal on the bus then one belt is enough for military science and explosives. You can design smallish bases that are I/O optimized with just belts. • 7 yr. You can have a bus with any number of belts. 15. Good candidate materials for the bus are items that are used in high quantities by many recipes. I wouldn't bus engines. Sulfur is only used in 3 recipes: sulfuric acid, explosives, and blue science. If that is your main bus, then no, you should not be writing a tutorial until you understand throughput and this is not a good example of a main bus done well. 1x lubricant. AzraelleWormser. The BUS is just a pathway for materials to travel. Anti-main-bus build, space exploration. One short row of steel smelters (4 x 30 furnaces) into 1/2 bus belt of steel. 1x water. Good luck :) Reply. Limit the output of each to 100-200 pipe-to ground and 100-400 pipe or so. Just figure out how many lanes you need map out the bus, and then add modular sections for each component. As a note, your argument of making sure everything gets some amount of resource works best is for distributing resources even-ish between belts rather than perfect balance. When you need to make something, you can tap it and go perpendicular to the bus, then have the "new stuff" join the flow. The materials can be sent to different offshoots of sub-factories on the sides of the BUS. I like to "pre-process" at mining outposts (smelting ore to plates, and making iron gears and steel); then I'll find the biggest consumer of something and do "through factory unloading" (e. Generally this confirms the conventional wisdom: 1 yellow belt of everything you bus except for iron, copper, and greens, plus 4 yellow belts of iron, 2 yellow belts of copper, 4 yellow belts of greens with dedicated supply. One very short half-row of stone brick smelters (1 x 8 furnaces) into 1/2 Summary: The bus system allows for an simple routing system for input products, easy addition to your factory in a piecemeal fashion, and if used properly, can help you organize the chaos that will often plagues bases. Especially if you don't use output priorities when splitting of from the bus. I did it for the optimization spagbutti. That way, you'll always have both on hand. Overview of my main bus. green/red/blue circuits of course, steel, plastic, batteries, coal (mostly for plastic but also because I had multiple steel smelters), stone (for rails) and bricks (for electric furnace needed for science) Reply. Hell, produce your gears sttaight out of your smelters and just belt/ train that to your base. Sure, you can push city blocks higher if you really wanted to, but that would require a different type of block than the usual 100x100 grid we usually see. FeFe - - FeSt - - CuCu | until the bus reaches circuit production, at which I dedicate an entire belts worth of copper to it and replace one bus copper belt to circuit so FeFe - - FeSt - - CuCi. You have to set the game resolution to the extended desktop resolution. Cliffs are in the way of my early game main bus planning. Main buses are great for expansion, but your item capacity can be quite limited. The concept of a Main Bus is to put the most used and useful ingredients in a central spot to use for assembling machines. Share. This is not what you want for maximum throughput on any split off the bus; there is material that could have gone to the split, but was I’m starting to hate them. Cries in 4 carriage long trains on a loop. Main Bus till I launch the first rocket, then I switch over to decentralized production aka Modular. It’s SUCH a ballache- starting with copper, iron, coal and oil mining, then to develop copper plate, iron plate, steel smelting, as well as sulphur and plastic processing on a mega-scale is such a ballache. But for those (like me) who prefer to try for larger bus bases, you'll certainly need more eventually. Main bus is just a stepping stone. Feel free to ask me about anything! Electronic Circuit production. A base using a main bus is modular, and uses the bus to connect modules. Use the square design as your basic blueprint. 4k spm and see how well it performs. Walkthrough of my Starter Base w/ Main Bus (v0. Each train stops for max 10 seconds before moving further down the line. This is generally what make me switch to another build. paco7748. 6k spm in 0. Instead, move the second splitter from the top two space up so it's above the diverting splitter. 2 belts of coal. I also run a secondary bus that supplies the mall. Did a bus kill your family? I started out a newbie, went through a bus phase, a bots phase, and several different phases of rail before embracing a philosophy I call "organized spaghetti. 1x sulfuric acid. Bus has 16 belts: Two short rows of copper smelters (4 x 36 furnaces) into 2 bus belts of copper. Reply reply. But before the main bus, you should focus on a jump start base. smelters) at the start of their bus, which causes a huge amount of belts. 2 belts of steel (not full belts yet) 4 belts of stone. I did not use beacons, for the challenge. Processing units (blue circuits) And the stuff I'm not sure at all what the best way to handle is stone and stone brick. Personally, I don't bother and make on site. Build on a map with a lot of water. don't drop the bus down to 3 belts after every bus tap. The issue is needs to be designed for some specific goal like first rocket or bootstrap base. Although when you talk about modular, it can mean anything. Since many of the planets are smaller and the factories have a narrow purpose, it’s much easier to lay down everything haphazardly. plastic is the biggest It is a 1000 science per minute megabase. 1 coal and 1 glass and the liquids. If you build to ratio you can track how many belts of material would be left after a split and trim off excess and/or merge/shift over the remaining. Obviously, the part-of-one-belt of iron and copper plates you're feeding the bus aren't enough and you will need to expand your smelters. All balancers can do is split the load across every belt, so each belt becomes slightly emptier at the same time. Inspiration for this experiment came from Mojo’s 1. Bus coal, iron, copper and steel plates, stones (use them for rails and then smelt them and turn it all into stone bricks), Iron gear wheels, green and red circuits and petrol. . - is space. It consists of: 2 belts of iron (part of which goes to steel) 1 belt of copper. The game is what you make of it. This pretty much ensures that you always have these handy materials on hand for your bus, and you end up with a lane of iron, copper, iron cogs and green circuits. This is also a downside as there are more belts used Aug 29, 2016 · 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. Petroleum gas is only used in 4 recipes: plastic, sulfur, solid fuel, and barrelling. Also, digging the 80's music - gives me Labyrinth vibes. I like patterns. Then that train can go wherever to start a new bus without needing to deal with the multiple stops and sorting on-site. 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. It looks to me like you've taken the idea of a bus, but have it running in multiple directions. But once you have more hungry production lines, you'll probably have dedicated trains supplying them anyway. My main bus for 30spm with prod module 3 on the silo is 8 red belts and 3 pipes: 3x copper, 1. this design doesn't work well, if everything is not backed-up - production at the beginning takes "priority" and can consume resources unbalanced. Producing a single yellow belt of red circuits (15/s) requires an input of 30/s green Finally got a main bus set up! (SEK2) What recipe are you using that 6 greenhouses can produce so much wood? 6 belts of iron. Factorio is a game of surplus and shortage: Your factory will tell you what it needs. Given the number of pipes needed, 5 belts would be about half of the bus. I am trying to plan out my main bus (properly this time) and have a question about how some of the recommendations about numbers of belts (e. from KatherineOfSky‘s excellent guide) are meant. Sulfuric acid and lube get routed through my main bus for batteries and electric. growth of the bus for additional inter-products. pofu6395. • 40 min. Main bus - rocket launch base. Everything else is built in dedicated factories on the railway network. Unless, you really need to split a whole belt of the bus, but then you should either shrink it down after the split or add more belts to the input. So it doesn't matter that a lane is missing. and have the correct amount of lanes for each material. One belt each of green chips and steel. Take resources from the outermost belts, then priority split from the inside belts towards the outside. smelting iron, copper, and steel. This base was created with creative mod’s cheat mode. The main ideology when borrowing from a main bus is to split the ressource away to make it so the lane can still go forward should the borrowed lane back up. This is a really big problem in a game about building an evergrowing factory. 2 of each circuit and 2 for steel. Half expecting David Bowie to start singing Have a train pull in alongside the bus and splice it in using input priority splitters. fishling • 3 yr. Generally a great guide, on the ideas of the bus. This one is very organized. That dramatically reduces the width of the bus. Whole chest of belts, inserters, rails, and power poles. What I plan to do is to have lots of small factory dedicated to producing a single item or kind of item (circuits, plastic, batteries, belts, etc) and use trains extensively to move items between theses factories. I always put Iron, Copper, Green Circuits, Red Circuits, Gears, and Steel on the lines. This is by far easiest technique. I started with a main bus, and it's pretty convenient. But on default settings, or even up to 200%, you're never going to have huge amounts of resources in the starting area. In other words - yes, the red circuit factory should be fed by a green circuit factory. I'm starting a new base and for a change I'd like to do something different and no use a main bus. 74. 6 belts of copper. If you are new to a mod, and dont know anything. You could also try smelting on site of your ore deposits, making green boards locally as needed, a bot base, an arms base. g. As per all factorio runs, automate all your basics as soon as you can. There is another one that is few K tiles longer and used simple formula of : building on one side, expand bus on the other. Make a block around your smelting area. My 30spm science-from-raw starter base blueprint is 230 x 81, of which a third (77x81) is smelting and refining, a third (146x35) is red circuits/low density modules/engines from plates, and a third (144x34) is science Hi r/factorio, . For setting up the circuit network, the belts behind the splitter are set to read belt contents on Hold mode only. If you want a logistics bot kind of square, make sure it doesn’t go to the middle of your travel lanes. Just don't replace the belts/lanes you've removed afterwards. City blocks - up to about 2k spm. 1. I can see scenario where you make engines locally and ship them into the main base, in which case they could on the bus. It all depends on what volume you want your bus to handle. Your base can be either an unentanglable mass of spaghetti where you build things without criteria, or modular. 4k spm main bus experiment. The entire game was played biters on aggressive mode. For instance, commonly thrown around numbers are 4-8 belts of iron and copper, 2-4 of green circuits, and so on. Use train cars to move every step of the production around. I’m starting to hate them. Try mixing up your world settings a bit, easy first step is to play trainworld, you're gonna be forced into some logistical challenges that are fun, especially with angels+bobs, that has to be solved outside of a main bus. The eleven rockets are setup to launch simulteneously. City blocks should use the Blueprint grid feature to align blocks perfectly. If you have 4 belts and something needs a full one to run and you throw down a balancer after, the remaining 3 belts will only be 3/4 full. City blocks or "town districts" are modules. Since in 0. I'm trying to get the most items on one mainbus, and am currently and over 20. At all. I just finished my second attempt (first attempt dissolved into unrecoverable spaghetti chaos) at the Krastorio 2 mod and I loved it. Perhaps lasagna, if you started layering the noodles across the other way and Priority splitting off main bus. Let me present you a 0. Absolutely. Once the Mainbus Area starts outputting enough assemblers, inserters, rails, modules, and all the various parts needed to set up your City Block you move to City Block. Once enough items have been built off the bus, one can start making science packs off-bus too, and trains that do not serve the bus start their first journey. It made sense to put all this stuff on one train, as it's mostly loaded in the same place. 4 belts of wood (also a work in progress) Now for the arguments for: The first and by far the most important is item density. 4 lanes of plates gives you 4 times the bandwidth of 1 lane. Oil Products. " At 1500+ hours, my factories for the last three hundred or so have all followed the principle of "keep it neat, put This is very cool. Tutorial:Main bus. Plates are melted de centrally to reduce the space of the main BUS. With all the materials needed on the bus in one place it makes it easy to build any factory you want on the side and just take materials from the bus lanes. You can't expand a bus. Things that you put on your bus if you are doing a no-logistic-bots-ever design (mid-large factory, low rate, but several uses): Speed module 1. motors. It is also more visually understandable. One minor improvement is to arrange the splitters after the priority split and to invert their placement. Stand alone factories - >2k spm. I mainly bus Iron, copper, steel & green circuits in this fashion. I've bused them, though it is kind of debatable. One of the nice things about trains is that you can spread out quite a bit. City Block uses rail to move items to and from itself. Reply. I have 8 lanes of iron and copper, but half of them go just into green circuits and the other half form the rest of the bus. I have this opinion because of one big disadvantage of a big bus. To put that into perspective, by adding 4 lanes of gears to your bus, you reduce the total number of lanes in your bus by If you are bored of bus replace whit train it is very fun to have a city block like factory whit each cell connected trough train, make transport of resource easier, tho i must recommend LTN if you know how to use it, makes it even more fun. My plan is to build a large megabase - I have the general design worked out in my head already - but of course, I needed a starter base to get things rolling. If you can make rectangles with train tracks, you're already doing it right. I was thinking of the usual 4 lanes of each ore and cooper. 5x iron, 1x plastic, . •. 16 belts are very well optimized, I decided to give it a try, challenge 2. One lane each of red chips, blue chips, LDS, RCU, batteries, rocket fuel, coal, sulfur, stone and stone-brick. I'm currently about 40 hours into my first playthrough and I've reached a point where I need to redesign the factory and utilize a structured main bus. And the circuit condition for the belt after the splitter is Everything (red * in circuit signal tab) greater than 8, 12, or 14 depending on how much priority you want to give to the other lane. If you have a single yellow lane of iron plate, you get 15 plates a second to wherever it's going. • 2 yr. # Afterword. And pre-rocket, it'll tell you that you need 3 yellow lanes of copper plate, 2 lanes of iron plate, and 0. At some point, your main bus simply cannot withstand your base consumption. bus can potentially always be the answer. 2 express belts are 80 items/sec, this is about 55 items/sec. For example, my main "mix" takes entire 4-wagon trains full of either iron plates, copper plates, steel, or plastic, and mixes them into one train with one wagon each of the preceding. Built it and was proud of it. . Latency is about 2. The way you do it, when it comes to the 4-belt balancer you are spreading two belts over to 4 belts, that will never fill the 4 belts unless everything down bus is backed up. • 4 yr. Unpopular opinion: I don't like the idea of a main bus. Which is a very low utility for a bus item. it is cleaner if you leave space between your lanes for undergrounds. Broadly speaking, yes, that looks about right. you get the idea. This allows for the main bus size to be much smaller and vastly reduces resource strain on the main bus. The red circuit factory feeds into the blue circuit factory and bus, and finally the blue circuit factory feeds into the bus. It has about 5 different "busses" zigzagging between production blocks. These blocks usually contain a square of 2way rail around it. Don't just forget the refinery stuff and stone. I'd say trains go with anything, but logistic networks are best when paired with city blocks. : r/factorio. 62. As my average when doing bus: you ideally want 3 lanes of iron and 2 copper, of which a lane of iron turns into iron cogs, and a lane of both go into circuit production. qv xk do pw te yt fu hg bt df