Setup and rules
Setting: (very?) high water, (very?) high fragmentation, RSO, all else normal (I think). This yields a sort of archipelago with connected and disconnected islands. This gives fun logistics challenges and allows me to ignore the biters for a while as they can't swim, so a "cleaned" island remains clean. (This is also somewhat risky as it means evolution factor will be pretty high before I get enough artifacts to get good combat gear.)
Mods: FARL, landfill, warehousing, RSO, rail tankers, and probably a bunch more.
Design rules / limitations:
Up to green science there are no restrictions, i.e. set up normal base for the usual goods and red+green science
From green science on: all new production has to happen in separate/dedicated factories on different islands. Mines produce only the ore (no local smelting), and every station is a "company" with a single output item or a group of related items. E.g. ASML produces green circuits, Intel red circuits, and IBM will produce blue circuits. Corus produces iron and steel, the Stone Works produce stone, bricks, and concrete, etc.
When all basic goods are produced (currently lacking belts/inserters) I will disband starting area or convert it to a dedicated academy. I will setup one or more storage areas to have the basic stuff needed for my character.
From blue science on (not there yet), I will probably go "beltless", and have factories work with just robots (possibly excluding mining/smelting?)
"Company" (sub-factory) design:
Every input should have a dedicated train set to wait indefinitely until empty. Warehouses will be used at all train (un)loading, but may be limited at unloading sites to prevent overstocking for goods used in more than one place. This prevents empty trains from driving around (unless a good is "sold out", but that shouldn't happen), but also means a station is needed to every item to be (un)loaded.
Trains are single-headers using roundabouts. Stations are (generally) anchored at two sides with a roundabout, with 2 routes totally clear, and inspection/passenger station, and a dedicated track for each good.
Production chains should be directed away from the station, so they can be extended "indefinitely" (i.e. until the island runs out).
Mods: FARL, landfill, warehousing, RSO, rail tankers, and probably a bunch more.
Design rules / limitations:
Up to green science there are no restrictions, i.e. set up normal base for the usual goods and red+green science
From green science on: all new production has to happen in separate/dedicated factories on different islands. Mines produce only the ore (no local smelting), and every station is a "company" with a single output item or a group of related items. E.g. ASML produces green circuits, Intel red circuits, and IBM will produce blue circuits. Corus produces iron and steel, the Stone Works produce stone, bricks, and concrete, etc.
When all basic goods are produced (currently lacking belts/inserters) I will disband starting area or convert it to a dedicated academy. I will setup one or more storage areas to have the basic stuff needed for my character.
From blue science on (not there yet), I will probably go "beltless", and have factories work with just robots (possibly excluding mining/smelting?)
"Company" (sub-factory) design:
Every input should have a dedicated train set to wait indefinitely until empty. Warehouses will be used at all train (un)loading, but may be limited at unloading sites to prevent overstocking for goods used in more than one place. This prevents empty trains from driving around (unless a good is "sold out", but that shouldn't happen), but also means a station is needed to every item to be (un)loaded.
Trains are single-headers using roundabouts. Stations are (generally) anchored at two sides with a roundabout, with 2 routes totally clear, and inspection/passenger station, and a dedicated track for each good.
Production chains should be directed away from the station, so they can be extended "indefinitely" (i.e. until the island runs out).
old screenshot
Progress / Screen shots:
I will just post a single teaser screen shot now, I will post a map and some more screenshot next time I play.
This is my battery plant:
As you can see, the rail yard takes much more space than the factory itself. This will be improved if the factory expands (although I'm not sure I'll ever need 100 chemplants making batteries )
Bottom right are the input stations: iron, copper, and sulphur*. Top left is the factory itself, which is almost trivial: one plant makes sulphur gas, the rest batteries. Top right is the battery loading dock, only a single warehouse at the moment.
This was a mining site before I made the battery plant here, as soon as it is depleted I can expand the tracks so every station also gets a waiting bay.
* my chemical company makes plastic and sulphur, so transport is easy - will need to use tankers for lube later on.
I will just post a single teaser screen shot now, I will post a map and some more screenshot next time I play.
This is my battery plant:
As you can see, the rail yard takes much more space than the factory itself. This will be improved if the factory expands (although I'm not sure I'll ever need 100 chemplants making batteries )
Bottom right are the input stations: iron, copper, and sulphur*. Top left is the factory itself, which is almost trivial: one plant makes sulphur gas, the rest batteries. Top right is the battery loading dock, only a single warehouse at the moment.
This was a mining site before I made the battery plant here, as soon as it is depleted I can expand the tracks so every station also gets a waiting bay.
* my chemical company makes plastic and sulphur, so transport is easy - will need to use tankers for lube later on.