For a base like this, it'd be really cool to see an "ore to Rocket" journey, where you follow a train coming from the mine and just trace the production path. Might make the train splitting and stuff make more sense too!
Thank you SO much for the tour! I really enjoyed it! Regarding the train networks, there have been several reasons, some of them are also mentioned in the comments: The "inner network" as you called it where the production cells are is very close to being overcrowded. So I have a number of trains there that run from the hubs to the individual cells and back, they always go the same route, same distance, so the number of trains in that network does not have to change, ever. The networks that go to the mining/smelter outposts are separate for the four hubs you have seen, and depending on how many outposts there are and how far trains have to travel, I had to add trains to keep up the flow of materials. Also, the trains in the inner network are all 1-4 trains, with mixed trains for coal/steel and stone/oil, while the outer network trains are never mixed and for copper and iron are 1-4-1-4 trains. So the hubs are also necessary to transfer from the long iron and copper trains to the shorter ones and to mix the coal/steel and stone/oil. Also, when I built the base, there was no train limit yet. I only used the train limit for the artillery outposts when I converted the base to version 1.1 because I had to add a couple outpost trains to not be suddenly overrun (there is no outer wall, that's just rails). AFK time: yes, there was some AFK time where I had to wait for bots to place all the solar and concrete stuff, but in those phases usually I would place new blueprints every hour or so or take a few minutes to issue deconstruction orders for roboports etc. A lot of the time was playtime though, also since using explosive excavation to turn ore patches into lakes and then fill them up with landifll ist not the most effective way to get rid of the ore ;-)
Hi! I just wanted to ask if I'm right about thinking the entire base is designed to look like a flower, there's the ore mining at the bottom that looks like roots, then the solar which looks like a stem, then the flower shaped top that produces everything? That's amazing if you designed it like that!
@@dasaniwaterbottle6247 yes. It was not inteded to look like that when I started, but that aspect of the overall design emerged during the game and it fit well with the flower design in the center
@@DerPumu Cool! I've made a 1350 SPM base, but it wasn't very efficient and it looked horrible, so I'm very impressed with this base and I always love watching these base tours from more skilled players :) Great job!
One interesting thing I noticed when he zoomed out fully is that the entire base looks like it was designed to look like a flower. There's the ore mining at the bottom with all the chaotic rail lines that look like roots, then there's the long straight solar field that looks like a stem, and then at the top there is the giant flower shape where everything is produced. Very cool!!
What impresses me the most with diagonal designs is, that you can't bluepring them as easily as you can "normal" builds - unless there's nothing around it, you'll always have to "edit" a lot of stuff out of the print.. so respect to Derpumu , this base is sick!
thank you! The blueprints were not too hard to make, I would just go to a free area where I could put them down and tweak them to make new ones. Also the base is very spacious so there is not much stuff that gets into the prints that doesn't belong there.
Hope you guys enjoy this as much as I did! I'm honestly still blown away by how great this base looks and works. Very impressive build by Derpumu. Would love to hear what you guys think. :)
This base is truly next level, Not only because it is a great base but because of the amazing decoration as well. Transfer stations might also have been a choice made before the train limit feature was introduced in 1.1. I also preferred this method before, but now with 1.1 I will never again transfer from one train to another.
Yes, it was done before 1.1, but I'd probably still use the hubs in his particular base, for mixing the train contents, different train lengths, fixed train route lengths in the inner network etc
A good reason I can think of haveing the 2 seperat train systems is that the inter loop is set up perfectly with the right amount of trains for the cells for the distance they travel so they never have to change the cell trains, vs the outpost trains have new travel times every time they set up a new outpost so they have to "balance" how many trains to send to that outpost, and I believe it is a lot easier to send it to the 3 transfer hub stations than the 12 cells every time u setup a new outpost. that plus its a lot easier making a big "train waiting station" place outside the cells than the need for having multiple train waiting places in etch cell.. ;)
@@benjaminw.1471 I thought the same, but it's honestly hard to tell if it's just really compact single-headed 4 cargo train stops, or if they have more locomotives in-between cargo wagons. It's especially confusing because the dropoffs only take from so many cargos at once.
23:00 The reason to deliver to a hub is so the trains that actually feed the cells have much shorter refill journeys so you don't need as many to keep the cells supplied. This cuts down on train traffic within the base as it doesn't matter if you have 50 trains parked up waiting to deliver copper to the hub so long as the collection trains don't get caught in that traffic.
Yes. Also when I ran low on steel I could just add a few outposts delivering to the hub without having to rebalance the collection trains for the production cells.
Another reason I could think for the two train systems is (as others have said the inner trains are balanced) but also as trains move from the far outposts, I believe they reserve where they want to go, which would vary the timing of the inputs at all the inner cells. It could be do-able, but you would need to increase the buffer size at all the cells. Instead, all the buffering happens at the transfer. From other comments it sounds like there are a lot of additional benefits too.
It might be double the amount of trains, but without the inner and outer network the trains would be travelling through a single network that matches the size of the inner and outer networks combined. So it kind of... evens out? The handover stations do add some overhead due to the chests, inserters, and belts/bots, but those entities consume almost nothing compared to everything else in the base.
Transfer stations are most likely because rail infrastructure in inner base is not designed for 2-8 trains. Long trains are used to service outposts and bring resources closer to the base and the rest of distribution is done via smaller 1-4 trains.
i believe the reason they transfer to the other trains before entering the central system is because the intersections in there probably cant handle those larger trains as efficiently as the smaller trains
22:50 this is probably the same thing that programmers use in software development - modularity. It is much easier to comprehend an individual smaller module rather than one big system, it is easier to debug, easier to make changes without breaking other modules as long as you keep the protocol the same. In this particular case, the core base (a module) is isolated from the outer world, and knows only about resource hubs near its borders. It does not know where raw materials are being brought from. The same way, the raw materials rail system (another module) does not know anything about the core base. And the hub itself is like a protocol that these two modules communicate on. The benefits of this is that you can have a calculated amount of core base trains moving resources from hubs to the actual production site, and at the same time you can freely add or remove trains from the raw materials network (like, connect new ore patches, remove depleted ones, etc) and that would not break your core base while you doing these changes. You can even have different rail designs (like, 2-8 trains for bringing resources to hub, 1-2 trains for core), etc. Basically you can do whatever you want on either side of the hub
The train thing is almost definitely to reduce the amount of space needed for trains inside a module. He uses 8 (I think 8) car long trains to bring material to the transfer station and then uses 4 car trains inside the modules. Need the transfer station to allow different train sizes. Also some of his internal trains carry multiple materials whereas the outer trains are all carrying one material.
2 questions for this series Can you add a link to the download if you have permission? Can you add a list of used mods written in the description? And add it in the title if the creator used mods BTW Awesome video ;)
I suspect the two train networks are useful for expandability. Adding a new Science-production cell would let you copy train routing from the same resource supply depots to the new cell. Then, when you add a new outpost, or retire an old one that no longer produces, you don't have to re-route all the trains in the science cells, only the trains that provide materials to the supply depot.
The train transfer is for the train sizes, I think. I don't think that the train depots would fit nicely into the very pretty grids that they set up. Not sure though.
i think the storage system is to control the amount of supply in circulation in the main system. so you wont oversupply and will only send trains to pick up supply based on demand. you can add or lessen trains on the main system easily. but those trains that bring in supply to storage, you can build as much as you want.
@Fred G. yes, that and Long Reach/Factorio Reach - you see the requester chests at the beginning of the video? I could grab what I needed even when I was down in the south. (Had to patch the long reach mod though since it originally limited the reach to 10k tiles)
The train transfer feels bad because you're double handling the product. They need to do it as the factory trains are all 1-4s whereas the outpost trains seem to all be double in length/capacity
Don't press read more Hey guys, Minecraft" "ASMR" "pewdiepie" "music" "Fortnite" "markiplier" "TH-cam is a perfectly balanced game with no exploits." "Runescape" "World of Warcraft" "Shadowlands" "Dream" "MrBeast" "Warzone" "Faze Clan" "100 Thieves" "Call of Duty" "Pokemon" "Pokemon cards" "card unboxing" "Charizard" "they don't want you to know" "Flat earth" "round earth" "triangle earth" "the earth is not earth" "what even is earth if not earth omg government is lying to you" "Minecraft" "ASMR" "pewdiepie" "music" "Fortnite" "markiplier" "TH-cam is a perfectly balanced game with no exploits." "Runescape" "World of Warcraft" "Shadowlands" "Dream" "MrBeast" "Warzone" "Faze Clan" "100 Thieves" "Call of Duty" "Pokemon" "Halo" "Devil may cry" "TH-cam is a perfectly balanced game with no exploits." "Cocomelon" "t series" "Minecraft" "ASMR" "pewdiepie" "music" "Fortnite" "markiplier" "TH-cam is a perfectly balanced game with no exploits." "Runescape" "World of Warcraft" "Shadowlands" "Dream" "MrBeast" "Warzone" "Faze Clan" "100 Thieves" "Call of Duty" "Pokemon" "Pokemon cards" "card unboxing" "Charizard" "they don't want you to know" "Flat earth" "round earth" "triangle earth" "the earth is not earth" "what even is earth if not earth omg government is lying to you" "Minecraft" "ASMR" "pewdiepie" "music" "Fortnite" "markiplier" "TH-cam is a perfectly balanced game with no exploits." "Runescape" "World of Warcraft" "Shadowlands" "Dream" "MrBeast" "Warzone" "Faze Clan" "100 Thieves" "Call of Duty" "Pokemon" "Halo" "Devil may cry"
For a base like this, it'd be really cool to see an "ore to Rocket" journey, where you follow a train coming from the mine and just trace the production path. Might make the train splitting and stuff make more sense too!
I concur
I concur
I concur
@@krishivagarwal5189 I concur
I concur
Thank you SO much for the tour! I really enjoyed it!
Regarding the train networks, there have been several reasons, some of them are also mentioned in the comments:
The "inner network" as you called it where the production cells are is very close to being overcrowded. So I have a number of trains there that run from the hubs to the individual cells and back, they always go the same route, same distance, so the number of trains in that network does not have to change, ever. The networks that go to the mining/smelter outposts are separate for the four hubs you have seen, and depending on how many outposts there are and how far trains have to travel, I had to add trains to keep up the flow of materials.
Also, the trains in the inner network are all 1-4 trains, with mixed trains for coal/steel and stone/oil, while the outer network trains are never mixed and for copper and iron are 1-4-1-4 trains. So the hubs are also necessary to transfer from the long iron and copper trains to the shorter ones and to mix the coal/steel and stone/oil.
Also, when I built the base, there was no train limit yet. I only used the train limit for the artillery outposts when I converted the base to version 1.1 because I had to add a couple outpost trains to not be suddenly overrun (there is no outer wall, that's just rails).
AFK time: yes, there was some AFK time where I had to wait for bots to place all the solar and concrete stuff, but in those phases usually I would place new blueprints every hour or so or take a few minutes to issue deconstruction orders for roboports etc. A lot of the time was playtime though, also since using explosive excavation to turn ore patches into lakes and then fill them up with landifll ist not the most effective way to get rid of the ore ;-)
Hi! I just wanted to ask if I'm right about thinking the entire base is designed to look like a flower, there's the ore mining at the bottom that looks like roots, then the solar which looks like a stem, then the flower shaped top that produces everything? That's amazing if you designed it like that!
@@dasaniwaterbottle6247 yes. It was not inteded to look like that when I started, but that aspect of the overall design emerged during the game and it fit well with the flower design in the center
@@DerPumu Cool! I've made a 1350 SPM base, but it wasn't very efficient and it looked horrible, so I'm very impressed with this base and I always love watching these base tours from more skilled players :) Great job!
It's just magnificent!
I'm really inspired to get back to work on my own base!
@Derpumu Such a beautiful base! Can I download it somewhere to have a closer-up-look-see for myself?
One interesting thing I noticed when he zoomed out fully is that the entire base looks like it was designed to look like a flower. There's the ore mining at the bottom with all the chaotic rail lines that look like roots, then there's the long straight solar field that looks like a stem, and then at the top there is the giant flower shape where everything is produced. Very cool!!
Wow and the "roots" literally take in nutrients for the base, that's quite awesome!
@@AwesomeNPro Yeah! That't why I thought it was so cool! It's like a giant artificial plant
And then the rockets are spores / pollen :O
What impresses me the most with diagonal designs is, that you can't bluepring them as easily as you can "normal" builds - unless there's nothing around it, you'll always have to "edit" a lot of stuff out of the print.. so respect to Derpumu , this base is sick!
thank you! The blueprints were not too hard to make, I would just go to a free area where I could put them down and tweak them to make new ones. Also the base is very spacious so there is not much stuff that gets into the prints that doesn't belong there.
Hope you guys enjoy this as much as I did! I'm honestly still blown away by how great this base looks and works. Very impressive build by Derpumu. Would love to hear what you guys think. :)
People's imagination combined with design/problem solving just astounds me in this game.
This base is truly next level, Not only because it is a great base but because of the amazing decoration as well.
Transfer stations might also have been a choice made before the train limit feature was introduced in 1.1. I also preferred this method before, but now with 1.1 I will never again transfer from one train to another.
Yes, it was done before 1.1, but I'd probably still use the hubs in his particular base, for mixing the train contents, different train lengths, fixed train route lengths in the inner network etc
A good reason I can think of haveing the 2 seperat train systems is that the inter loop is set up perfectly with the right amount of trains for the cells for the distance they travel so they never have to change the cell trains, vs the outpost trains have new travel times every time they set up a new outpost so they have to "balance" how many trains to send to that outpost, and I believe it is a lot easier to send it to the 3 transfer hub stations than the 12 cells every time u setup a new outpost. that plus its a lot easier making a big "train waiting station" place outside the cells than the need for having multiple train waiting places in etch cell.. ;)
They're also using longer trains to bring in the materials to the transfer station, then transferring them to shorter trains
@@benjaminw.1471 I thought the same, but it's honestly hard to tell if it's just really compact single-headed 4 cargo train stops, or if they have more locomotives in-between cargo wagons. It's especially confusing because the dropoffs only take from so many cargos at once.
23:00 The reason to deliver to a hub is so the trains that actually feed the cells have much shorter refill journeys so you don't need as many to keep the cells supplied. This cuts down on train traffic within the base as it doesn't matter if you have 50 trains parked up waiting to deliver copper to the hub so long as the collection trains don't get caught in that traffic.
Yes. Also when I ran low on steel I could just add a few outposts delivering to the hub without having to rebalance the collection trains for the production cells.
The circular bus ties in nicely to the circuit board design since the bus on processors also wraps around the outside
Another reason I could think for the two train systems is (as others have said the inner trains are balanced) but also as trains move from the far outposts, I believe they reserve where they want to go, which would vary the timing of the inputs at all the inner cells. It could be do-able, but you would need to increase the buffer size at all the cells. Instead, all the buffering happens at the transfer. From other comments it sounds like there are a lot of additional benefits too.
It might be double the amount of trains, but without the inner and outer network the trains would be travelling through a single network that matches the size of the inner and outer networks combined. So it kind of... evens out? The handover stations do add some overhead due to the chests, inserters, and belts/bots, but those entities consume almost nothing compared to everything else in the base.
Transfer stations are most likely because rail infrastructure in inner base is not designed for 2-8 trains. Long trains are used to service outposts and bring resources closer to the base and the rest of distribution is done via smaller 1-4 trains.
i believe the reason they transfer to the other trains before entering the central system is because the intersections in there probably cant handle those larger trains as efficiently as the smaller trains
What an amazing design!
The reason for the switching station is the raw trains from outposts are 2-8 while the inner base uses 1-4
Beautiful base
Omg , This is Amazing ! Perfect
22:50 this is probably the same thing that programmers use in software development - modularity. It is much easier to comprehend an individual smaller module rather than one big system, it is easier to debug, easier to make changes without breaking other modules as long as you keep the protocol the same.
In this particular case, the core base (a module) is isolated from the outer world, and knows only about resource hubs near its borders. It does not know where raw materials are being brought from. The same way, the raw materials rail system (another module) does not know anything about the core base. And the hub itself is like a protocol that these two modules communicate on.
The benefits of this is that you can have a calculated amount of core base trains moving resources from hubs to the actual production site, and at the same time you can freely add or remove trains from the raw materials network (like, connect new ore patches, remove depleted ones, etc) and that would not break your core base while you doing these changes. You can even have different rail designs (like, 2-8 trains for bringing resources to hub, 1-2 trains for core), etc. Basically you can do whatever you want on either side of the hub
The storages are buffer for decouping production from extraction. Lets say you measure a decrease in the buffer, you have to increase extraction
True Factorio Art! Beautiful base.
Thanks!
The train thing is almost definitely to reduce the amount of space needed for trains inside a module. He uses 8 (I think 8) car long trains to bring material to the transfer station and then uses 4 car trains inside the modules. Need the transfer station to allow different train sizes. Also some of his internal trains carry multiple materials whereas the outer trains are all carrying one material.
So, it's really awesome mega base, cool!
what a beautiful base!
you can search through production window :)
2 questions for this series
Can you add a link to the download if you have permission?
Can you add a list of used mods written in the description? And add it in the title if the creator used mods
BTW Awesome video ;)
Damn, that is crazy!
Indeed. I was blown away when I first loaded up the save!
Long Trains(2/8) for mining transport and short ones(1/4) for the Base.
Amazing Base!
I suspect the two train networks are useful for expandability. Adding a new Science-production cell would let you copy train routing from the same resource supply depots to the new cell. Then, when you add a new outpost, or retire an old one that no longer produces, you don't have to re-route all the trains in the science cells, only the trains that provide materials to the supply depot.
yes, that was one of the reasons
I got over halfway through this video and suddenly realized that you sound like Ninja
The train transfer is for the train sizes, I think. I don't think that the train depots would fit nicely into the very pretty grids that they set up. Not sure though.
that's one of the reasons, yes :-) sizes, mixing trains, balancing between the outposts and production cells
i think the storage system is to control the amount of supply in circulation in the main system. so you wont oversupply and will only send trains to pick up supply based on demand. you can add or lessen trains on the main system easily. but those trains that bring in supply to storage, you can build as much as you want.
Good point! Id definitely agree with that
@@Xterminator hi xterminator can you do a video on how to even items on belts from 4 to 3 or 6 to 4 etc or do you have a video of that already?
Exactly, it also allowed me to add new Ore sites without having to rebalance/reroute those trains in the main system.
Amazing base!!
When I see a base like this and compare it to mine I feel pretty sad :(
Don't. It took me quite a lot of experience to get there ;-)
me 2 :(
600 trains is what did it for me. How do you even stick with one map for long enough to place and set up 600 trains?
You can't automate that, surely?
You can copy & paste train orders similar so how you copy assembler recipes
quite impressive, and still pretty
the train switchers are for compression.
I can't imagine attempting even a small mega base without a custom map. And how do people play without big bags mod?
@Fred G. yes, that and Long Reach/Factorio Reach - you see the requester chests at the beginning of the video? I could grab what I needed even when I was down in the south. (Had to patch the long reach mod though since it originally limited the reach to 10k tiles)
The train transfer feels bad because you're double handling the product. They need to do it as the factory trains are all 1-4s whereas the outpost trains seem to all be double in length/capacity
Nice found it :)
did my man just recreate tokyo-3?
damn i could never
What mod allows you to research that far like the productivity
It's actually vanilla. The base game has infinite research for a few things like robot speed, mining productivity, and weapon damage
What about playtime for this setup?
around 500 hours
he goes from 1-4-1-4 to only 1-4 trains so lessening the train routing?
I just started playing this game. What did I get myself into lol
You've gone down the rabbit hole, good luck getting out! Lol
Would have replied earlier if i wasn't totally hooked on cracktorio, shit's addictive man
How many years this kind factory need? O_o
about 6 months
my mining prod 13 research takes 1 million of each... mhm... no marathon, changed nothing... strange
to don't fall asleep play on x2 speed, thanks me later
*u can do it with all videos on this channel
Did you add any mods?
Explosive Excavation and a few quality of life mods, e.g. Factorio Reach, SsqueakThrough. The map can run completely in vanilla though
How can we get the base yo check it ourselves
look up u/derpumu on reddit, I linked the save game in the post there ;-)
@@DerPumu Your link in the Redditpost does not work for me.
@@G3T_FaMe the link currently does not seem to work with Chrome - try Firefox, Edge or another browser
Thanks for the tip.
I had tried Chrome and Firefox, but neither had worked. It worked with Edge, though.
man i like it. but.. you have real life?
save game file pls!!! :)
look up u/derpumu on reddit, I linked the save game in the post there ;-)
i dont feel so bad for my spaguetti now if this guy is struggling with utility science. Hate those yellows
Yeah they are definitely a huge pain in the butt! Potentially harder than a rocket sometimes.
Yeah, it's cool. But if there's people out there doing this kind of thing, why tf do I bother making my medium-small shtlord bases?
Well I'd hope because you enjoy it. Just build and play in whatever way you enjoy for yourself. :)
У меня также 4k spm но с модами и база раз в 10 меньше
It is pronounced Et-Cet-era
minecraft creative mode
Don't press read more
Hey guys, Minecraft" "ASMR" "pewdiepie" "music" "Fortnite" "markiplier" "TH-cam is a perfectly balanced game with no exploits." "Runescape" "World of Warcraft" "Shadowlands" "Dream" "MrBeast" "Warzone" "Faze Clan" "100 Thieves" "Call of Duty" "Pokemon" "Pokemon cards" "card unboxing" "Charizard" "they don't want you to know" "Flat earth" "round earth" "triangle earth" "the earth is not earth" "what even is earth if not earth omg government is lying to you" "Minecraft" "ASMR" "pewdiepie" "music" "Fortnite" "markiplier" "TH-cam is a perfectly balanced game with no exploits." "Runescape" "World of Warcraft" "Shadowlands" "Dream" "MrBeast" "Warzone" "Faze Clan" "100 Thieves" "Call of Duty" "Pokemon" "Halo" "Devil may cry" "TH-cam is a perfectly balanced game with no exploits." "Cocomelon" "t series" "Minecraft" "ASMR" "pewdiepie" "music" "Fortnite" "markiplier" "TH-cam is a perfectly balanced game with no exploits." "Runescape" "World of Warcraft" "Shadowlands" "Dream" "MrBeast" "Warzone" "Faze Clan" "100 Thieves" "Call of Duty" "Pokemon" "Pokemon cards" "card unboxing" "Charizard" "they don't want you to know" "Flat earth" "round earth" "triangle earth" "the earth is not earth" "what even is earth if not earth omg government is lying to you" "Minecraft" "ASMR" "pewdiepie" "music" "Fortnite" "markiplier" "TH-cam is a perfectly balanced game with no exploits." "Runescape" "World of Warcraft" "Shadowlands" "Dream" "MrBeast" "Warzone" "Faze Clan" "100 Thieves"
"Call of Duty" "Pokemon" "Halo" "Devil may cry"
@Fred G. probably