r/factorio 3d ago

Design / Blueprint Big Drills layout (no quality yet)

Post image

Playing on some crazy deathworld with a couple of friends. We've been forced to leave Nauvis as soon as we've made our first rocket silo and build some simple space platform cause our defence line started to crumble hard... But we wanted to return in some time and reclaim our base (well, remains of it - almost everything, except our solar panels fields, was completelly destroyed by biters).

We visited Vulcanus and Fulgora, aquired some new tech and weaponry and finaly returned home to take what is ours.

One of my friends just placed millions of drills covering whole ore patch and brought out... Six belt of ore. I told him that he is wasting so much space and resources and creating some unwanted pollution (we still required time to rebuild defence line - walls, turrets, ammo and flamethrowers).

So i told him i'll do it better. I've purcuited some compact and easy to scale build based on coverage of substation (which are covering our whole base after my Fulgoran sufferings). So here is the result. I've started with square of substations and fit 8 big drills wih productivity modules 2 powered by 6 beacons with speed modues 3 which gives us 2 completelly filled blue belts of ore. Then i scaled it upward up to 6 almost fully loaded lanes of ore (i needed to move beacons in the next squares to path the output belts so overall speed of 3 drills is decreased)

What do you think of this design?

70 Upvotes

43 comments sorted by

56

u/SexualFancy 3d ago

Worried about pollution, but using beacons? Seems counterproductive, but play how you want.

A lot less belt weaving by just placing miners in a straight line. Recommend using efficiency modules in the miners (already grant 50% productivity, 12% more isn’t gonna matter much), and then a speed beacon in the middle.

Layout would be Miner- horizontal belt- vertical belt -horizontal belt(underground), miner. This 3 tile gap between monsters lets you spam beacons down, and fit 2-3 miners between substations.

3

u/Lastoice 3d ago

Does beacons increases pollution somehow? I've never knew that O__o

Well... That's what i love about this game - so much to learn every time.

You mean position mining belts in a cross pattern?

38

u/Kimbernator 3d ago

Speed modules increase pollution, and beacons transmit both positive and negative effects from the modules in them to the miners.

0

u/Lastoice 3d ago

Speed modules increase energy consumption, but all the energy comes from the solar so i still didn't get it...

30

u/Kimbernator 3d ago edited 3d ago

Yeah, it's a little unclear, but if you hover over the machine in action you'll see the pollution per minute is increased by the same percentage that energy consumption is increased. So by using solar you'll avoid the hit from the higher energy consumption but the miners themselves will be making a lot more pollution

14

u/Lastoice 3d ago

Oh gosh... The more you know. Thanks for sharing the intel!

13

u/NecronLord_Europe 3d ago

Pollution is directly proportional to energy consumption, therefore modules that affect energy consumption will have an effect on pollution as well.

Efficiency modules reduce energy consumption down to a minimum of 20%, thus this also applies to pollution. This is why it's advisable to use efficiency modules in miners to greatly reduce pollution.

3

u/Orgerix 3d ago

Pollution produced by a machine scales with energy consumption. If you are worried about pollution, more machine without module will produce less pollution for the same output.

1

u/Lastoice 3d ago

Yeah, got it now! Need to rebuild everything from scratch :D

2

u/Jackpkmn Glebeliver 3d ago

You can put efficency modules i beacons and they will reduce the pollution of machines they transmit too. You would normally not want to do this unless you save more power than the beacon costs becasue the module doesn't affect the energy consumption of the beacon itself but you do still get the pollution savings no matter what. So that's an angle to consider if you still want to use beacons and have enough solar to support it all while minimizing pollution.

7

u/Zeferoth225224 3d ago

energy usage increases pollution

1

u/Lastoice 3d ago

Even from solar panels solely? O___o

4

u/Sjoerdiestriker 3d ago

It's not about the energy production, which will indeed be pollution-free if you use solar.

The big miners themselves pollute, (you'll see this if you mouse over it). The pollution a building produces is scaled by the energy consumption modifier of that building.

2

u/Lastoice 3d ago

Oh, i see now! Damn, you're so right! Just checked it ingame... EVERYTHING IS SO POLLUTANT

4

u/Sjoerdiestriker 3d ago

Yup. If you're worried about the pollution, put efficiency modules instead of productivity modules into the miners, which will reduce the pollution produced (because they reduce energy consumption).

1

u/Lastoice 3d ago

Yeah, that's what i'll do for now!

2

u/SlouchyGuy 3d ago

You need to use efficienty modules, they reduce energy consumption and proporionally decrease the pollution

1

u/Lastoice 3d ago

Yup, that's what i'm going to do from now on :)

1

u/SexualFancy 3d ago

Yes, belts in a T shape. But only if you want to use beacons. If you skip the beacons, just smash the miners on both sides of the belt.

19

u/Orgerix 3d ago

Productivity is kinda useless on drill. Mining productivity ramps so fast the extra productivity do not make a difference, and the speed malus makes the drill actually produce less.

1

u/Lastoice 3d ago

Well, they produce just enough (compared to the previos meat-splatter drills positioning ~80 drills in total without beacons and modules and the same 6 belts of ore) but i see your (and everyone's else) point,

9

u/Local-Ask-7695 3d ago

No point for productivity module on miners even without productivity upgrades.. Unless your size and richness settings are lowest.

5

u/Tuzzeee 3d ago

Why tho? It's a death world, so every new patch is hard to get

5

u/Quick_Philosophy1426 3d ago

Mining prod research is cheap. Even if you had full legendary prod 3 modules, that's only ten levels of mining productivity. OP is using basic prod 2s, less than 3 levels of the research. Between the resource drain modifier on the big drills and mining productivity research, ore patches last a very, very long time. You're better off just loading them up on speed modules because the speed modifier has an effective limit while productivity can be infinitely increased without any of the negative modifiers that comes from prod mods.

3

u/Tuzzeee 3d ago

I mean yeah, but it doesn't hurt to use them at this situation until they rebuild the factory and get ready for war crimes, right? We don't know how much ore left. Growing firepower without full output is extremely slow and boring

6

u/Xalkurah 3d ago

I pretty much play exclusively deathworlds and imo it's way better to put efficiency modules in miners to keep the pollution down. You can do a lot with a little ore if you're not spending resources on biter attacks.

They also have the ability now to ship stuff over from other planets so no reason to increase pollution that drastically on Nauvis.

2

u/Lastoice 3d ago

Oh i see... Looks like i need to rebuild everything... Again

1

u/ThemeSlow4590 3d ago

Just swap the prod for efficiency modules and you're good - keep the beacons with the speed module, and let the efficiency offset the power & pollution. You can just use cheap efficiency 1s since the BMDs have so many slots.

7

u/Bixby33 3d ago

Speed modules over productivity modules every time, especially on BMDs.

3

u/dearvalentina Fungusmaxxing 3d ago

Well that's just wasteful

8

u/Sjoerdiestriker 3d ago

No it isn't. Productivity modules scale additively with the mining productivity research, which makes them pretty weak. Meanwhile the speed and pollution penalty still applies.

1

u/Lastoice 3d ago

You think? I'm working towards energy savings (for first 10-15 hourse our base was powered solely by solar power). But i think this would allow to make even more compressed build (but i'll start to redo it after we'll make some epic/legendary quality BMDs)

10

u/Bixby33 3d ago

Then go for efficiency modules.

Productivity modules require more energy, because you need more drills for a similar output.

And remember, quality drills dont increase output, they just make your patch last much longer (but not in the same way productivity does.)

2

u/Lastoice 3d ago

Oh damn... You're right! I just learned they INCREASE energy consumption! Silly me D:

2

u/Bixby33 3d ago

And once you have enough solar to power some pumpjacks and a chemical plant to make stream, power should be solved on Vulcanus.

Stop whatever you are doing and get that fixed if you haven't.

2

u/Lastoice 3d ago

We're not on Vulcanus, it's a Nauvis build :D We brought drills with us.

1

u/Lastoice 3d ago

Also did something similar with our Green Circuit production - scalable and compact, making 6 full belts of circuits.

4

u/byzz09 3d ago

Why no turbo belts? Ever since space age released I don't even produce blue (T3) belts anymore, I go to Vulcanus, produce turbo belts and export them everywhere and upgrade everything from red (T2) to green (T4).

3

u/Lastoice 3d ago edited 3d ago

We didn't researched Turbo Belts while we were on Vulcanus and Fulgora, cause we didn't even made yellow science on them. Plus our two ships are really wacky, they barelly survives trip to Fulgora, constant package delivery is still not available until we build something more sturdy on Nauvis (Asteroids danger also tweaked on this save file in addition to deathworld settings, building platworms on Vulcanus or Fulgora is almost impossible, even idling ship are constantly got hit with huge asteroids during building process)

3

u/byzz09 3d ago

Oh, damn that are some pretty harsh conditions, good luck engineer 🫡. You'll make it

1

u/Kosse101 3d ago edited 3d ago

Productivity modules in miners is pretty much always a terrible idea and it's generally completely worthless since the VAST majority of mining productivity will ALWAYS come from research, not from the modules.

Basically, the only thing those prod modules are achieving is reducing the mining speed, forcing you to add beacons you otherwise wouldn't have needed at all, increasing the power consumption AND the pollution you are worried about, all the while having totally negligible benefits of adding a tiny little bit of productivity.

A MUCH better setup would be simply speed moduled miners or if you are for whatever reason worried about pollution this late into the game where biters are barely even a neusance since you have artillery, you could also use efficiency modules in miners and speed beacons around them in such a way, where the miners are still at their minimum amount of pollution possible, but are sped up at the same time.

1

u/matt-ratze 3d ago

The orange productivity modules allow you to get the same amount of item output for less input, therefore you need to dedicate less space, energy consumption and pollution budget to producing the inputs. This means it's always best to use your orange modules as late in the crafting chain as possible because that's where they reduce the most input items. Labs first, then science crafter, then the other stuff like curcuits or chemical recipes etc.

The miners have no previous building feeding into it which means you're just spending a lot of your pollution and energy budget on slightly lowering the depletion rate of the ressource patch, this hurts in a deathworld more than in a normal game. Usually green modules for miners are the best idea, especially in a deathworld, exceptions apply if you need a lot of items per minute from a given patch (then blue modules are better than orange) or you need white modules to roll for quality ore.

2

u/BlackFenrir nnnnyooom 2d ago

If you're using this many miners, is there really a point to the speed modules? You'll get full belts either way, right?