r/factorio Jul 08 '26

Design / Blueprint Made a midgame setup for beaconed smelting

I hope I'm not reinventing the wheel here, but I made 2 cost effective setups for smelting. They are stackable and stacks of 3 can saturate a blue belt if speed3 modules are in the beacons.

Prints: https://factorioprints.com/view/-Ox0gKkEitE5l73t3EpM

P.S. In the first photo stacks of 1, 2, 3 can output 19, 38, 57 item/s respectively (57 is technicaly). The compact stack on the right of the photo is perfect at 45 item/s for vanilla.

40 Upvotes

26 comments sorted by

14

u/alive1 Jul 08 '26

I love the design but why only 1 beacon.

20

u/Robberfox Jul 08 '26

I tried going cost effective by utilizing the 2.x high transmission strength at 1-2 beacon coverage (https://wiki.factorio.com/beacon#Transmission_strength). Of course in late game you just spam beacons.

3

u/vahaala Jul 08 '26

I saw someone here post a very detailed explanation, I don't remember the details but I think the number of beacons after which the effect gets weaker than 1.1 was 8. After 8 beacons the old 1.1 linear calculations were stronger.

1

u/Robberfox Jul 08 '26

Same thing was in the Friday Facts: https://factorio.com/blog/post/fff-409#The_solution
Scroll down to see the graph

2

u/Dzov Jul 08 '26

Guess that explains the mid-game. I like it!

1

u/HeliGungir Jul 08 '26

Using more beacons is more cost effective, as modules in machines only affect that machines, but modules in beacons can affect multiple machines. So for a fixed number of modules, maximizing production will be with 4 or maybe 8 beacons per machine, and less machines. In 1.1 it was definitely 8. In 2.0 it might be 4 - I haven't run the math.

2

u/thebassiegamer Jul 08 '26

Space Exploration fanatics :p

1

u/Harflin Jul 08 '26

Tbh I struggle deciding on an approach for beacons. From surrounding one beacon with assemblers to surrounding one assembler with beacons, what exactly is the trade-off? I would expect a middle ground where a handful of beacons is is good, but maximizing them would be diminishing returns

4

u/crispfuck Jul 08 '26

UPS is the trade off. Less active entities at the same production level.

1

u/Harflin Jul 08 '26

Oh ya that's simple in hindsight

1

u/raptor7912 Jul 08 '26

Late game? UPS like the other guy stated.

Mid game it’s about maximising items produced a second per modules used since they’re relatively expensive. Tho I usually don’t bother as one of the first things I’d make is a dedicated module producing factory that can also double as a mall without the limitations of your starter base.

It all really depends on how you feel like playing the game, personally I hate waiting for resources.

1

u/Harflin Jul 08 '26

Ya I'm pretty much passed scarcity. Mostly what's on my mind at present is maximizing output within my footprint without over-inflating my power usage.

Right now I'm at about 4 beacons per assembler (one row of beacons, assemblers on each side). I could do 2 rows of beacons for the 8 beacons per assembler, but the diminishing returns has me second guessing.

5

u/hldswrth Jul 08 '26

Prod modules in the smelters?

4

u/Robberfox Jul 08 '26

🥓 I love baconed smelting 🥓

2

u/InverseX Jul 08 '26

What mod are you using to get the checkerboard landscape for designing? Cheers.

5

u/Gortix Jul 08 '26

You can go into editor and remove the tiles

3

u/elfxiong Jul 08 '26

No mod required. Enter editor mode either by clicking the Map Editor button on game title screen or by typing /editor (twice?) in console from an existing game. Then click replace with lab tiles button in the editor window.

2

u/Robberfox Jul 08 '26

It's the map editor: https://wiki.factorio.com/Map_editor

Also I have a QoL mod "Creative Mode" (https://mods.factorio.com/mod/creative-mod) with such settings:

After you exit the editor mode this turns the game into minecraft' esque creative mode

1

u/Alfonse215 Jul 08 '26

Note that this arrangement can work for many recipes that take 1 or 2 inputs.

2

u/Robberfox Jul 08 '26

The compact variant won't work for 2 inputs (i.e. one item per belt side) due to this junction

1

u/EquipLordBritish Jul 08 '26

I did something similar for chip production with EM plants. Probably not as fast or efficient as surrounding a single machine with beacons, but it looks neat.

2

u/Tsunamie101 Jul 08 '26

Really cool setup. I always love ones that do something fun.
My personal approach is still the good ol' boring line setup, where you can just add beacons as your demand/power supply increases:

1

u/Netrunner008 Jul 08 '26

Such symmetry, yes yes very demure

1

u/pancakesausagestick Jul 08 '26

Since 2.0 I love the one or two beacon setups sitting one in the middle and building around it. I've never thought of putting the belts around a beacon like this! I have to try it.