Board Thread:Tutorials/@comment-1757231-20140812030947/@comment-1757231-20140920192330

Patric20878 wrote: Well, guess I saw this a month too late. I hope you're serious when you say you're open for criticism, because frankly, you have a LOT to learn. And that's an understatement. At least you improved your old version, that was nightmarish.

Your current version still occupies a massive amount of space. Even if you compacted all those modules together your design would still be almost 6 times less compact than my WORST design. And worst of all, for that size, the only reason it even manages to produce at around 2.5 solars/sec is because you cheated hard on the factory design by prestocking like 36 stacks (that's over 2300) of each item in the chests. Without that, your factory will hardly keep up at even .6 solars/sec. Really, you don't just magically start off with 36 stacks of refined iron, machine blocks, generators, copper cables, circuits and every other item when you make a solar factory in survival.

When it starts from scratch WITHOUT prestocked materials, it gets massive bottleneck and stability problems, with the machine block subfactory hogging all the iron from the circuit one until the entire subfactory chain from machine block to generator inventory is completely full - ender chests, auto table inventories, everything. Which as you can imagine, is ridiculous and completely out of the question in a quality factory. And even then, the rubber production is so slow that it slows the solar panel production to a crawl. It takes 24 rubber per second to keep up the circuits production required to produce 2 solars/sec, and yours doesn't even manage to produce 8 rubber/sec.

Ender chests and wireless redstone everywhere makes the factory highly susceptible to getting hacked, which means that this factory is not only slow and large, but also completely unviable in a pvp raiding server as well. And I don't understand why, with your wireless inventory strategy, you didn't connect the dots and take it a step further with the EMC supply method for the materials. You still rely on one power flower for each inventory when that clearly creates huge bottleneck issues on the required materials. Uniform EMC generation on all materials when materials require different amounts of EMC result in uneven material production, and that should be obvious.

There's a lot more problems beyond the ones already discussed above, and frankly there's just too many for me to mention all of them.

Maybe you should take a look at my current design so you have some idea what to aim for in a good factory. It produces 2 T1 solar panels per second, and this is starting from scratch, with literally nothing prestocked at all, and auto-stabilizes without overproducing materials, and all the while could fit in a hole, just to mention a few features. As you're using standard filter-to-autotable design, which is different in concept from mine, it will be less compact, so aim to at least compact it down to under 400 blocks volume (240 blocks volume being the other design I mentioned, my worst one, and uses filter-to-autotable design also) and have it produce 2.5 solars/second. THEN your factory is at least somewhat efficient and worth presenting. Good luck if you're still up for it.

www.tinyurl.com/facsolar Ok, nice to see you back.

I think your link is broken? But, I'm up to fix my design with any criticism. Can you send me a .zip or something of the map?