Description
End game (post end game?) outpost designed to take raw materials (iron, copper, stone, coal, oil, water) and create science packs in roughly equal proportions. Trains bring (roughly) 5 minutes of resources a trip. Includes pipes for water/oil to be provided locally if available. Other than fluids, it's bot based. The intent is to obviously build 20 (or more) of these for infinite science research.
I'm certain you could reduce the number of beacons here, but at the point where you are considering plopping 20 or so of these down one could argue that extra beacons' aren't that big of a deal. I built this in pieces attempting to minimize the number of assemblers and do direct insertion as much as possible. I intended to arrange things nicely at some point, but ended up jamming everything in there for the sake of compactness.
Full Disclosure: It's not quite 1/sec. With 17 of these in a (mostly) vanilla world I'm at ~950 science / minute or so sustained (it fluctuates a bit) Not sure if I messed up the math somewhere or what. That said, it's close, and scales fairly well. I might revisit it later (in creative mode) in order to tweak it. Apparently my rail network wasn't quite sufficient to feed 17 of these. Chugging along at 1/k minute for the last hour or so at 42 UPS after upgrading to bigger ore trains from the mines. Screenshots: http://imgur.com/a/v5Fnd
Updates:
- Found a few issues (wasn't producing enough steel or copper.) I truncated by accident when doing the math. Oops.
- Tweaked blue science a bit so it could keep up with the other sciences.
- Removed radar's from the blueprint because a modded radar snuck in at some point.
- Changed it to a blueprint book. There's still the base (vanilla) blueprint, but also a vanilla walls/turret addon, a radar/air filter addon (requires big brother / air filter mod, also adds storage chests/improves roboport coverage.), a tiled blueprint (concrete), an on-site concrete creation addon (takes the raw resources you are already delivering and produces concrete into a provider chest), an additional (internal) lights addon, and an addon with meters for the raw resources. The only non vanilla blueprint is the radar/air filter one. To use the addon's just line up the rails. All addon's can be used at the same time (example: http://imgur.com/a/OU5rK)
- Added some circuit logic to the labs to force the 4 labs close to the silo to be used first. The second set of labs are necessary (sometimes) to maintain research speed, but I had a (rare) case where one side ended up lacking high tech science packs and the other side ended up lacking production science packs and only 1-2 labs were running.
- Tweaked Rocket Control Unit layout to be slightly faster.
- Added an additional processing unit assembler and added tweaked high tech science to produce slightly faster.
- Tweaked the inserter condition intended to pace rocket launches.