i did a lazy bastard + there is no spoon run a few weeks ago - here's the post i made on reddit, which includes a link to images of my base:
https://www.reddit.com/r/factorio/comme ... h=fcb8236f
my general approach was to quickly put together a baby base that lets me get through the red + green science whilst producing equipment to put together my (relatively) large rocket-launching base. the design of my rocket-launching base was the conventional main-bus.
the plan: i defined my production goal (measured in # of constantly producing blue assemblers) at two stages of the game: research phase and rocket-building phase. in research phase, i planned for 10/12/24 for science (and 60 labs) and 10/10 for speed module and processing unit. this works out to a little over 2 red belts of iron, just under 3 red belts of copper and a negligible amount of steel (for blue science). in rocket-building phase, i planned for 22/23/24 for RCU/rocket fuel/low-density structure (with the assumption that science is cut off) which requires less than one red belt of iron, roughly one and a half red belts of copper and roughly half a yellow belt of steel (i.e., ~120 stone furnaces, ~60 steel furnaces outputting steel, with the same # making plates). ~15 refineries on advanced cracking are needed to support the targeted production.
buffers are important - assuming we can put up the planned production (for the most part) in a timely manner, buffers essentially become our margin of error. there are times when we produce certain items well in excess of demand - namely, steel, solid fuel, speed modules and processing units.
[*] steel: i had all of my steel-smelting in place at roughly the 2 hour mark so I could have assemblers start working on pumpjacks/chemical plants. once i had the necessary equipment for oil, i had WAY more steel smelting than was necessary to support blue science (24 blue assemblers making blue science requires only 1.5 steel per second), so i put in a simple non-throughput limiting buffer. this let me get away with only having 48 stone furnaces outputting steel as you can see in the imgur album. this was my only intended deviation from the planned production. i think i had ~15k steel stockpiled (6 full steel chests) well before i started making low-density structures.
[*] solid fuel: i had ~9-10k solid fuel buffered (need just over 7k solid fuel to make the necessary amount of rocket fuel assuming prod3 modules in rocket silo) before advanced processing was done. (since i was doing lazy bastard achievement as well, i had to prioritize automation 3 before advanced processing because i needed assembler 3 to make more refineries - if you do advanced processing as your first research, you may not have all of the solid fuel you need before switching.)
[*] speed modules & processing units - these are available quite early in the tech tree and i started stock-piling them before going to collect artifacts (btw i'd get 300 artifacts to be on the safe side).
i also chose to buffer excess plastic.
when sizing your rocket-launching base, the key tradeoff to keep in mind is that a smaller base will let you get through science faster but a bigger base will give you bigger buffers of rocket-ingredients by the time you finish researching rocket silo. in retrospect, i probably chose a base size that was bigger than necessary which resulted in a somewhat stressful/rushed game for the first 4 hours - but the payoff was that by the time rocket silo research was done, i had all of the steel/plastic/speed modules and 50% of the processing units that i needed for launch.
as reference, i finished rocket silo research with ~1:45 left on the clock and i launched with 35 minutes. all this despite forgetting to upgrade one of my copper smelting lines from stone to steel AND accidentally setting up my light oil chem plants backwards prior to advanced processing (i reversed the light oil / water intakes
).
ofc, don't forget about starting electric engines early on - those are the most time consuming of the rocket silo / satellite ingredients. the solar panels / accumulators / concrete are fairly quick to make.
sorry for rambling. lmk if you have any questions.
p.s. it took me a number of tries to get the combo achievements and the majority of my failures were due to brown-outs because i underestimated how quickly my base would grow. for my successful run, i chose to play it safe with power and took my steam engine count up in virtually 2 steps: from 10 to 40 (after adding additional smelting, setting up final red/green science but before oil) and then from 40 to 160 (after setting up initial oil/blue science).
p.p.s. regarding alien artifact hunt - i had a car (two actually
) that i made in early game to help with inventory + mobility, which was extremely useful for going from base to base. i'd also automated hand grenades very early on because i needed to clear out some trees near my spawn point - these grenades came in very handy for clearing trees during alien hunt as well. my first green science research is always military 2 followed by grenade damage 1 for two-shotting trees. weapons-wise, i used gun turret with +4/+4/+4 upgrades (damage and shooting speed upgrades) piercing ammo. i didn't take any armor but that was dumb and i wouldn't recommend cutting this corner. i ran into two big worms which needed a bit of micro but which are killable with regular gun turrets whilst taking zero damage if you abuse their targeting AI (lmk if you want clarification on this point). i found car + gun turret to be the fastest option by far - if you want to play it safe, take some poison capsules too. i experimented with combat shotgun and flamethrower also - lack of upgraded shotgun shells makes it a no-go (those require alien science), and i was having a hard time not hurting myself with flamethrower if any biters got close (with heavy armor). once you place and load a gun turret, they'll protect a decent perimeter around you with no manual control required, and. with piercing ammo and upgrades, small/medium biters and small spitters will get shredded.