Ready so far. In the beginning, while the first ingots are made, I made a blueprint (some wooden chests) of the bus size as a placeholder. I also provided space for 2 tiles south (my horizontal layout, east for the vertical layout provided here) plus 6 tiles for a 4x4 roboport and diving belts, radar and elecricity as well as science packs.
The second primary stub with some wooden chests was a roboport grid 50x50.
Then I started tiling the area with a dozen or so ghost chest stubs for the bus plus some roboport dummies.
The ordering of the racks reflects nearly the game/science progress.
I'm currently on tier 2 (red belts) and haven't scaled too much. Enough to win the game, though. I've played very aggressive, deleting biters and placing artillery bases asap. My spidertron ‘Consuela’ is my current favourite, though.
Some ‘Guerilla factories’ are added inside the bus late-game to provide useful items. Maybe I make proper installations later.
From early game on I provided ‘Leecher chests’ for most resources, grabbing a few stacks into wooden chests, becoming later passive provider chests.
As I posted peviously I use the bus belts for other resources first. Stone on the blue chip belt until purple science, coal on the red chip belt for smelting (unbuilt now).
Uranium processing and nuclear power is done elsewhere, I found a nice compact blueprint for kovarex enrichment process on Reddit
https://www.reddit.com/r/factorio/comme ... blueprint/. Just put your first 40 U-235 into the rightmost centrifuge, the others will fill up automatically later.
The racks (north / south) from west to east:
west/left: primary resource patches, later train stations, feeding in raw materials
#1 iron / copper smelting
#2 steel smelting / stone processing (most recipes not yet available at the beginning)
#3 green circuits / explosives - a guerilla factory added much later bc space available here
#4 red circuits / plastics - at the beginning simply place a standard bus here
#5 inserters, pipes, modules - note that the inserter blueprint provided here doesn't feature all inserter types
#6 belts
south of #5/#6: late game robot-driven factory site for buildings and other useful stuff I don't need in masses
#7 red science / black science
#8 green science / labs plus guerilla factory for flamethrower fuel
#9 engines / blue science
#10 refineries, liquids input (water, oil) / lube plus guerilla factory for bottling light oil
#11 light oil / heavy oil cracking plus guerilla factory for solid fuel
#12 acid / sulphur
#13 accumulators / purple science plus guerilla factory for solar panels
#14 blue circuits aka processors / yellow science
#15 robot frames / batteries
#16 low density structues / plastics
#17 endgame
Below is a blueprint for red science wit 4 production facilities. It needs medium poles so it is not working early game. I noticed my older version is enough for now.