4 ms·
> The refactoring bit hits hard, how do you structure your factory to minimise time/cost/space, can you increase throughput, do the outputs line up where you ne
by lawl 6y ago
> The refactoring bit hits hard, how do you structure your factory to minimise time/cost/space, can you increase throughput, do the outputs line up where you need them, how do you ensure a sufficient power supply, etc.?
There are different 'designs'. I'd recommend a main bus design for your starter base. Basically you take key materials, like copper plates, iron plates, steel etc. and then run (multiple) full belts of them down a long line. and build your factories to the side of it, taking your input materials from the main bus.
See here: https://wiki.factorio.com/Tutorial:Main_bus https://wiki.factorio.com/Tutorial:Main_bus
Alternative designs (for much later in the game, if you want to buiold a megabase) are e.g. rail grid, sometimes called city block design. Looks like this: https://i.ytimg.com/vi/1as3oMAgOy4/maxresdefault.jpg https://i.ytimg.com/vi/1as3oMAgOy4/maxresdefault.jpg
You have a grid of rail tracks with standardized squares and standardized input/output locations. Then you automate input delivery/output collection to them either by pure circuit logic, or of you don't hate yourself quite that much using the Logistic Train Network mod: https://mods.factorio.com/mods/Optera/LogisticTrainNetwork https://mods.factorio.com/mods/Optera/LogisticTrainNetwork
- tech2 6y agoA lot of these rules/ideas likely apply to Satisfactory, though there are additional concerns like rate-of-climb for ramps and placement of objects is not (by default without using base-plates) fixed at 90 degrees but works in (iirc) 15 degree increments. It makes things differently challenging.
- munchbunny 6y agoOnce you play Factorio enough times you find that there are some general rules of thumb you can follow, in terms of resource consumption at various stages. Once you know those, it's partly just a matter of figuring out your scale milestones. I do three stages, a main bus starter base which is enough to fill out the tech tree and launch a rocket, and then once I've automated most things, then comes the first megabase, which after enough time I rip up and build the modularized, distributed megabase (mostly solving the problem of keeping train traffic spread out and avoiding long multilane belt busses). The interesting thing is that building a megabase isn't necessarily just 10x-ing your start base, it's actually doing things differently because how you move resources around starts to become a problem in ways you didn't encounter at the smaller scales.