Plates are melted de centrally to reduce the space of the main BUS. it is cleaner if you leave space between your lanes for undergrounds. One elegant solution I saw someone here do was to shrink the bus as it proceeded, so it was 4 lanes at the start, but downsizes to 3 lanes, then 2 lanes, then 1 lane. This is the final design of my "Quintessential" 60SPM base - no modules, cleanly aligned main bus, and very OCD-friendly. Build all your factories on one side of the bus. Main Bus till I launch the first rocket, then I switch over to decentralized production aka Modular. But on default settings, or even up to 200%, you're never going to have huge amounts of resources in the starting area. 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. change every time you add a build. xeider. All about Malls. One side can be Iron and the other Coal, for example, to feed into your furnaces. Intput/output ratio doesn't change - in Factorio assemblers work the same way no matter their arrangement (excluding beacons). You can speedrun on a single red belt each of iron and copper. A main bus style build is excellent for adapting to changing needs of a growing base. Identify the next finished part you need, choose recipes to make the finished part from common inputs, design a factory with appropriate ratios to process those inputs into finished parts, build it, route in the inputs, route out or sink the outputs. One belt each of green chips and steel. The main point here is that, for an experienced main bus builder, this doesn't matter much. Any errors, factual or otherwise, are It is possible now in 0. Would be the white section in the bus above. 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. In fact, it is designed not to be. That's a lot of gears. One lane each of red chips, blue chips, LDS, RCU, batteries, rocket fuel, coal, sulfur, stone and stone-brick. anywhere the bus might eventually Tutorial:Main bus. The mod can be found on the mod page here, a 'pack' mod can be found here. 4. wood for sure. Just follow your Factorio nose and you'll be fine. 4 lanes of copper plates. and finally 1 line of plastics. In order for a main bus to work well, you need to set yourself some rules and stick to them. You got belts going in every direction. It has the most beautiful spritework and it just feels more like a fully authored experience. For example, look at your red circuit production. So acceleration is way more important than cargo volume. No bus bigger than 2-4 belts. Copper wires all day. Busghetti clearly the superior option. A 6 tile wide "highway" on each side for driving and a buffer if i would need more belts. You left way too little space between the bus and your machines, leave at least 2-3 assemblers worth. e. So in this regard it's less efficient than more organic design. Expand radially, not linearly. Yellows are 13. Underground belt and big electric pole for reference. My bus at the end of K2 was 156 tiles wide. 33, reds 26. 2. This will be my first time doing a multiple lane main bus. Trains just make more sense at scale. I always put Iron, Copper, Green Circuits, Red Circuits, Gears, and Steel on the lines. :-\. 17 to get huge starting resources, if you set map gen settings to 600% or similar. Then just conveyor/pipe resources to and from your main bus/oil factory as needed. Have enough water and food around you and but don't eat and drink so much that you need to go to the toilet so often. So you route all 8 belts down from your smelting, let 4 go to green and the rest continue on. For instance, commonly thrown around numbers are 4-8 belts of iron and copper, 2-4 of green circuits, and so on. Walkthrough of my Starter Base w/ Main Bus (v0. Posted by u/Relicalchaos - 13 votes and 42 comments To have 1K SPM off of a single bus base, you would need to have over 10 blue belts of just copper plate. 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. You don't want to tear a chunk of your factory down just to fit things together, so use more space than you need and it will help in the future. Delivery of resources only by train (except fluids). The trains are all 1-1's. 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) Plastic is petroleum and coal, but it's a 1:2 recipe, not unlike copper cables or iron sticks. The main issue is size. Find a huge empty area that isn't part of your main bus and put oil there. 4 lanes of green circuits. ) But upgrading a main bus from yellow to orange to blue is just brutal, even with bots. 2x Rails (or at least space for them for passage if needed) 8x iron plates Nov 11, 2016 · Re: City Blocks instead of Main Bus. # Afterword. I personally do not use iron gear in my main bus, i prefer to craft them. 1 line of blue circuit. However, then there is also this method. IR3 Tips and Tricks. Reply. 343K subscribers in the factorio community. Main Bus is good for a certain amount of SPM, but modular is just better to get mega base status. 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 Base. You might want to start with a goal (usually SPM) and work backwards to Top tip is to play the game for yourself without looking up any tips or videos or anything. Blue science requires sulfur specifically, so you need to either put a belt of sulfur on the bus, or a pipe each of water and petroleum gas to make it on-site. Modular bases don't have to be train-based. You have to set the game resolution to the extended desktop resolution. It has about 5 different "busses" zigzagging between production blocks. Example Now that priority splitters exist, pushing everything to one side is clearly the better option. Connect everything that takes items out of the loop with red wires. Even in vanilla I always doubled up what my center area on the bus did. Only build on one side of the bus. 2 lines of each engine (normal & electric) 2 lines of steel. this design doesn't work well, if everything is not backed-up - production at the beginning takes "priority" and can consume resources unbalanced. For transitioning from a bus base to a city block base, this is what I use. Community-run subreddit for the game Factorio made by Wube Software. Map Download. On the other side you can put train stations for materials (especially ore) being brought in from other outposts or factories. At some point, your main bus simply cannot withstand your base consumption. 67, blues 40 items per second. However, we’re not going for perfect balance if we’re using main bus in the first place. they should have separate/dedicated input streams. (I am fairly certain someone here will contradict me, and maybe even use math. But if it's going to be consuming a full belt, just feed it a full belt and don't bother splitting it off, just turn that belt. This example of a main bus was taken from YouTuber KatherineOfSky's excellent Steam guide on the subject. I'd say trains go with anything, but logistic networks are best when paired with city blocks. motors. Then don't have to be next to each other. But I feel like there's a sort of time limit, albeit a very long one, on amassing the production to expand before your nearby resource patches run out. ago. Set everything to "read contents" and "pulse". tank shells and artillery. It is easier in modded with longer range roboports and underground pipes, but my vanilla bus is usually half the size of the one above -- something like: I use a different style, but same issue. A base using a main bus is modular, and uses the bus to connect modules. Trains are probably the simplest. I'm not the "Put intermediates on the bus" type, but you're going to see Electronics Components, Blue Circuits, Lithium batteries, and Low Density For me it is mainly about these two methods of splitting. Good luck :) Reply. Salmonelongo I steal designs and ain't ashamed! • 9 yr. For example, when I build the main iron plate factory that is really the backbone of my main bus. Perhaps lasagna, if you started layering the noodles across the other way and Multiple lane main bus. So here's the gist of it. • 40 min. Thats why we got the production bus: if 90% of your copper leaves the bus at red and green circuits, there is no reason for keeping 8 lanes past that point as many do in main busses. I hate the idea anyway: items queued to an assembler are a sign the factory must grow upstream. I was helping out a beginner set up his first bus and I came up with this "cheat sheet" as a by-product. With enough train cars, you can just make a loop around the entire map, loading and offloading containers to supply factories. Complement that with Nilaus' Order Your Base with the MAIN BUS and maybe a little of JD Plays Splitting Off a Main Bus and you'll launch a rocket no problem with 4-8 lanes--4 will probably do when red--and some kind of priority splitting, the waterfall seems popular. The Spine - A main bus solution with resupply lines. City blocks or "town districts" are modules. Always just iron plates, copper plates, petro gas and coal. It looks to me like you've taken the idea of a bus, but have it running in multiple directions. Main busses are resource intensive with so much material needed to upgrade the bus to cover huge areas with belts. So there is intrinsic overproduction, big space consumtion, much energy waste Main bus layout. The same is with factorio, the spaghetti doesn't necessarily mean inefficient, but it definitely means hard to figure out. You may also use an online tool, but I prefer ingame as it reads my current science Here is a small example main bus from google. Apply Bolognese sause as appropriate and let simmer for 200 hours. For example: column 1 takes iron off the bus and makes gears. Reply reply. Compact designs (especially train stations) optimize the use of your roboports and logistic bots, leading to higher bandwidth / throughput. Sulfur is mostly for blue science and sulfuric acid. I expect you already know this, but for the record. Most people don't get it, but main busses are wasteful. 1 line of batteries. Once you have trains, a light rail network feeding a main bus will make grabbing new ressources very easy Downside : Limited throughput. Connect the green wire and the combinator to annother combinator set to add 0 to My completed main bus Krastorio 2 base. 18. 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. This is similar to what I do, except I am bigger. Start with one belt of each item if you like, and when you're no longer meeting demand, just tack some more belts to on to the outside of your bus. Connect everything that puts items into the loop with green wires. It is easy to do with just needing four splitters which replenishes the belt you took from. You should use priority input on the resupply lines, not on the bus. I did it for the optimization spagbutti. Overview of my main bus. Like someone suggested a mining outpost is a good way to tinker. Preface: This guide attempts to describe a Mall in Factorio, gives examples, links to blueprints and videos. Used it for power, roboports, and the four main liquids. So instead of a main bus running only parallel, you have mini-buses running both parallel and perpendicular. I use a main bus to set up and feed a mall. I build it kind of far away from ore deposits. Sort by: zepaperclip. Build long straight lines of belt and fill it with a single item. Tip #11: As your factory grows, consider building a main bus and mall. I took the materials from KoS' guid on what you would want to put on the main bus. You'll definitely need to leave room for Rare Metals, Lithium, Imersium Crystal and Plate. Feel free to offer critique or ask questions . The so-called spaghetti code in software engineering is not inefficient code, but first and foremost code that is hard to read and hard to change. I know that recommendation comes from KoS's guide, but it's way more throughput than most people asking these intro bus questions will actually use. Rules such as, "Bus runs right to left. 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. 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 Shortest belt it takes to get to space you need, so no leaving lots of space between systems. Expanding is a pain if you bus too many or too few items. 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. Tutorial / Guide. •. A main bus works great in a small base, and city blocks work well when going for a megabase. This allows for the main bus size to be much smaller and vastly reduces resource strain on the main bus. It is capable of a sustained 60SPM of every type (military included), and aside from creative-mode hacked ore outposts (created after launching a few rockets), is 100% vanilla. A loader and a unloader for each material (with an optional 3rd for byproducts when playing modded), all named something like x loader and x unload (stations that share a name are treated the same on the schedule, with the closest with open space used first) I usually run with limit control based on "can I fill a 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. Put your phone in flight mode. Don't build more than 4 belts wide before leaving a gap of a few tiles so there is room for splitters and underground belts to split off resources to the factories on either side of the belt. The big horizontal stripes are the main bus. I'd like to thank my insomnia for making me stay up to 1am writing this. (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. From there I have two red belts each of iron and copper. It's a ring of belts that can deliver common supplies to your entire factory. My solution is a paired station system. 2k SPM (Science Per Minute) Mutliple Main Bus Megabase made by Hornet! All production and builds in the fac 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. I'd say the main difference is about scale. Every 3 'bus' rails (left-right) have a combined 'looping' rail (right-left) to save some space. by TheTom » Mon Nov 14, 2016 7:43 pm. This will be a long guide, so lets get some things out of the way: This is a guide to Seablock. So this is my third run, and I decided to try the main bus design, because it was cleaner, they said. You can design smallish bases that are I/O optimized with just belts. Especially if you don't use output priorities when splitting of from the bus. 2 empty spaces between each component on the bus. I've had many questions about how i split of a main bus so i decided to make a video splitting 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. I sometimes wonder if the main bus demographic are aware of the fact that for UPS, splitters are one of the worst things in the game you can use; because they literally don't have a sleep state at all. Build gears on one side of the map and use them on the other side. vafitzm. Basically everything is used somewhere in the mall, so I've thrown at least 1 belt of everything on my bus. The concept of a Main Bus is to put the most used and useful ingredients in a central spot to use for assembling machines. If you don't pre-plan your bus then estimate the number of lanes and triple it. Originally that is quit a lot of roboports, later it gets down to 4 (bob mod tier 4 roboports) plus possible quite a lot of recharging stations. To get more out of using a bus, try building everything in its own column perpendicular to the bus. vanilla stuff + stone chain stuff. This is my go to numbers for everything, I dont place gears or copper wire on the bus as I can make 20 copper wires in 1 second with just enough machines and if i can make it that fast it would be a waste of space. This base can be the final base to get a rocket, or only the bootstrap base for a megabase It isn’t necessarily more efficient, but by making circuits locally we are creating more opportunities for inefficiencies to add up. There are many approaches to this but it's mainly used early game and continued to mid-game. Each train stops for max 10 seconds before moving further down the line. Advanced military options. from KatherineOfSky‘s excellent guide) are meant. don't drop the bus down to 3 belts after every bus tap. So the main bus is definitely not spaghetti. So manufacturing process has exactly the same efficiency no matter the shape. I am the author of the guide, but definitely not the author of the Mall design, or the video and blueprint below. After launching your first rocket, THEN look up everything else. The other side is for bus expansion. Aug 14, 2020 · Automation is the overarching theme of Factorio. Petroleum gas is only used in 4 recipes: plastic, sulfur, solid fuel, and barrelling. Use more space than you need. It consists of: 2 belts of iron (part of which goes to steel) 1 belt of copper. That dramatically reduces the width of the bus. spit-evil-olive-tips. and have the correct amount of lanes for each material. Sulfur is only used in 3 recipes: sulfuric acid, explosives, and blue science. I'm going to take this post to go over that base with screenshots and explanations. Their outputs should go to the bus of course. And as I understand this split off is regarded as the 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. It may be easier to have a non-bus feed for the U-238. This is also a downside as there are more belts used The concept of a Main Bus is to put the most used and useful ingredients in a central spot to use for assembling machines. 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 main thing I'd recommend though, is getting to grips with using trains before your initial resources run dry. Which is also a downside as there are more belts used and therefore more I've played about 500h and have never built a main bus. 7. 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. Connect the red wire to a combinator set to multipy "each" by -1 and output "each". • 6 yr. You've put sulfuric acid on your bus already, and explosives aren't needed for any science. The core gameplay loop is the same as overhaul mods like AngelBob (therefore Seablock) and SE. In other words - yes, the red circuit factory should be fed by a green circuit factory. At some point, a centralized bus becomes unwieldy. Sulfuric acid and lube get routed through my main bus for batteries and electric. Then that train can go wherever to start a new bus without needing to deal with the multiple stops and sorting on-site. 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. This is generally what make me switch to another build. Producing a single yellow belt of red circuits (15/s) requires an input of 30/s green Apr 24, 2021 · This Factorio Base Tour showcases a magnificent 5. And the Factorio wiki, Tutorial: Main bus, has some ideas to add to that. By late game many bases switch to bots or to trains to transport materials. This method comes from this guide. Sorry. growth of the bus for additional inter-products. One pipeline of lube. You should have a circle/square base, not a really long line or following a grid. A "main bus" is a compact and orderly way of transporting commonly used materials through your base so that your factory can expand cleanly. It's still mostly straight lines, so definitely not spaghetti. 100x100 good start, though I would recommend going 4 chunks (128), so it can be easily aligned. Blue circuits I make with logistics bots, and anything oil related is in a sub-base some distance away from the main base. I switched to trains as soon as I got logistic bots up and running. maybe 25-50% wider than what you do in vanilla should be enough. Larger stations require more roboports to cover, logistic bots that have to more (and use energy), wasting time. I'm still working through reaching mid-game in SE, myself, but my ground factory is still running on 2 red iron, 4 red copper, and a mix of pretty much everything else. Long-timers will find it useless, but for a beginner it's all you need to launch your first rocket. I can highly recommend the mod Logistic Train Network, it's a game changer for city blocks. 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. Broadly speaking, yes, that looks about right. I'm trying to get the most items on one mainbus, and am currently and over 20. New lines are added to the bottom of the bus. I always start with a mainbus-base with a fixed amount of lanes (4 iron, 4 copper, 3 green circuit, 1 red, 1 blue, 1 plastic, 1 battery etc). The world is infinite. Disable the door bell. Don't build on the "golden path" (i. Pick a direction and imagine all your "stuff" flowing in that direction, usually via a dozen or so belts and pipes. IR3, on the other hand, feels more like a “parallel universe” version of vanilla and feels just as polished. If you really want to use conveyor belts, most people build a vehicle stripe of belts Although when you talk about modular, it can mean anything. He does use a main bus for the initial base. cheers. 4 lanes of iron plates. For the best experience it is highly recommended to download it directly as a zip pack with all the correct mods from the homepage here . 1. A good way to think about it is if the belts are all full at the start, and you use the materials as the main bus proceeds it will no longer be full. You do need a certain amount of patience to get the trains working correctly, but IMO that's half the fun. 16 labs. Say to all relatives and friends that you'll be sick for a few weeks. From KatherineOfSky's "How to Build a Main Bus" guide: . Nearly infinite input and output to build things. You missed one of the easiest methods, take from different belt each time, 4-4 RCBRDE. If you get stuck, take a break and just remember to go one step at a time. My recommendation is to only bus ingots, circuits, etc. Every time you add a new science, add each new item to the bus. All balancers can do is split the load across every belt, so each belt becomes slightly emptier at the same time. Define a "decent run". Other than those, both are used in advanced military i. g. We can ignore solid fuel and barrelling for the purposes of the bus. • 2 yr. You'll need a lot of copper, and not a lot of steel. 256 votes, 58 comments. If you can't keep your bus full at the A bus in a data system is a directional flow of common info. I started with a main bus, and it's pretty convenient. Items are mainly created per inventory tab and are separated to ensure the bots only deliver locally. fishling • 3 yr. A bus in this game is very similar. 15) Base. gozulio. 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. Production goes above the bus. best advice for buses is to leave 2-3 spaces between each set of 4 lanes for undergrounds and also DO NOT pull inputs for green circuits, gears, and steel production blocks from the bus. 4 lanes of iron gears. red and green science production (5 red sciene assemblers to 6 green science assemblers) automating yellow, red and blue inserters. The alternative is to make modular local production that takes only basic materials (copper, iron, plastic) and produces final product (science packs for example) The example of this type of production is a well-known 3:2 green circuit production block - the copper Now for the arguments for: The first and by far the most important is item density. To plan a base to know what it will use resource-wise beforehand, use FNEI or Helmod. The main bus design makes this very easy to manage. Posted by u/db2765 - 4 votes and 10 comments Right now that bus looks like a bunch of uncooked spaghetti noodles, and just below that, it looks like a bunch of cooked spaghetti noodles. Throughput is high enough anyway, and I can put as many trains on 1 line as there are stations. I don't know what it's called. My rule for bus items is anything which is needed for science or significant mall/pre-science production, and which cannot be replaced with a more processed item. " and so on. Seablock Starter-Guide. For Absolute Beginners Only: A beginners bus guide. 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. 2 lines of green circuit (I'm thinking of doubling it) 2 lines of red circuit. A block is 5 cells x 5 cells. 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 The main alternative is the rail grid, which scales up to megabases. 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. There's a lot of effective ways to build a "main supply line", so to speak. They are always on. All ore processing goes behind the start of the bus, and off to one side. Use both sides of the treadmill. 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. Leave 2 space gaps every 4 lanes so you can route undergrounds easier. Your base can be either an unentanglable mass of spaghetti where you build things without criteria, or modular. That way later stations have access to all your fancy new stuff as well. 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. Because of early game limitations But before the main bus, you should focus on a jump start base. I dislike the concept. Main bus is not just "Supply ALL THE THINGS," you have to actually account for how much a belt can support in throughput. You also have to have cards to power it. A mainbus base is way faster to build than a modular train base - but the train base is more expandable. 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. The Factorio community has come up with so many brilliant ideas over the years that Factorio has been in Early Access. I loved it. All main bus concepts use the push principle. Nitrogen / Helium isn’t as complicated as it looks. Just check how Nilaus does it by searching on youtube: "Base in a book" series. My K2 bus became wider than my factory was long. The greenhouses and wood bus belts are a K2 thing. As you tech up through the science, your base's needs and the ratios it consumes iron, copper, coal, etc. I found it on the factorio wiki on the main bus tutorial page. I just finished my second attempt (first attempt dissolved into unrecoverable spaghetti chaos) at the Krastorio 2 mod and I loved it. Main buses are great for expansion, but your item capacity can be quite limited. Plastic is mostly for red circuits. Just play through on your own. Add a Comment. But I have absolutely no idea how to split it off efficiently. The general rule is to not bus intermediates that only have one ingredient. 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. You will probably learn a lot from his series. The red circuit factory feeds into the blue circuit factory and bus, and finally the blue circuit factory feeds into the bus. Main bus base usually needs a LOT of extra belts. have a splitter send a belt off sideways to go to that subfactory, but keep all 4 However, with each recipe added to the bus, more of the heavy lifting actually happens before the initialization of the bus. It's not like factorio. I only have a couple concerns. mx ph fu hl rq pv ji zu wx bm