I feel like the cost of setting up the bus should be emphasised, and that if you're not careful you either can cost throughput or end up paying a bit more than you'd like for yellow belt stuff that costs a lot more than you'd like by the time you need it to be blue. I feel like there should have been a note about throughput, and some splits needing more than half a belt. I generally like a bus that can produce enough for everything it's going to produce, so not having to worry about insufficient copper room on the bus for LDUs by the point you reach it. As a note, your argument of making sure everything gets some amount of resource works best is for distributing resources even-ish between belts rather than perfect balance. A good factory is one that you are invested in building - whatever the result may be.Generally a great guide, on the ideas of the bus. Don't artificially limit yourself with preconceived ideas of what a "good factory" is supposed to be. You can very well reach the rocket and only then start to think about it.īasically, play as it makes sense at a given time. Played for a few hours and your factory is a spaghetti? You decide when you actually want to start organizing it to get more throughput. Don't bother about "should I do like this or like that". TL DR: your playstyle will evolve as you play. I went through every big modpack and with that, my playstyles changed a lot. Obviously, my game is heavily modded now. Nearly everything is delivered through trains then through bots - because to scale bots throughput, all you have to do is to add more bots, and the means to charge them. You won't see much belts in my factory now. If it ever happens to be too small, it means that I'll need a second block - and I'll make one since it's *that* easy. Sometimes it's too big, but it's rarely too small. Just decide on a grid size (think big, each of my squares is a full 7×7 chunks). As I reached the endgame, I slowly replaced nearly every belts with logistic bots because you can scale it as much as you want while belts will always remain limited by their speed.Īnd these days? I'm using city-blocks because it looks good, is efficient, works with trains, belts and logistics and more importantly, can be scaled at will without any issue. And since that still wasn't enough, at some point, I outgrew the whole main bus thing - nearly everything was transported by trains and only the last few meters were actually made through belts - compressed through the Stacker mods. But soon enough, I realized that ultimately, belts were limited in throughput so I started to install mods, especially compression mods such as Deadlock Stackers. This time I focused on ratios, throughput and more importantly, scalability. I believe it's also around that time that I started to chunk-align my blueprints for ease of use/reuse.Īt some point, I decided to start over again. And toward the end, I added bots for small logistic deliveries of items that I don't usually put on my bus. But the main bus was my main way to have the products reach whatever I needed them for. So rather than saying that my base was built around a main bus, it was really actually built arount train stations. Using a main bus, that is, centralizing resources, involved the use of trains. So I limped my way to the rocket launch and started over, this time knowing full well what I wanted. I tried to orient myself toward the main bus but eventually, that wasn't realistic at the time. My first factory started as a spagetthi (of course, because I didn't know what I was aiming for). That'll be the abridged story, but still possibly quite long: (I actually came from Satisfactory *because* I heard of the main bus thing, so I wanted to try it out.) Here's how my take on the game evolved with time. When I first started playing Factorio, I already knew about the main bus concept.
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