You'll note that other than RSO Radar, I didn't change the game really - just added some color and display stuff. I wanted to see what the default experience was. The default settings aren't too bad except: 1) not enough stone - there's never a patch worth running a train to. 2) too many biters - it's a sea of red out there and it gets ted.i.ous.
I added RSO Radar much later and regretted it pretty badly in terms of filesize and depression over the huge sea of red. Around the same time I added colored concrete, which is awesome, and the blueprint mods, which really should be in the base game because life without them kinda sucks now, and nixie tubes, which are totally sweet. I also did "enhanced map colors" and despite its simplicity, it really, really, really enhanced my day - another candidate for the base game.
Anyway: on with the base tour:
This plan was an utter failure. Because the trains always choose the nearest of the 8 unloaders, so I had 1 or 2 stations backlogged with ore, and 6 stations sitting empty, and 12 empty lines into my 16x16 balancer. Sadness.
In v 0.13 I can fix this with combinator tricks (I could fix it in 0.12 with the smart trains mod, but I just explained why my base is vanilla at the moment).
The 'real' fix is, of course, to do logistic bot unloading, so that I don't care if the trains prefer one station, and I don't have to sort them by ore (and I no longer have to worry about miners which sit on two resources out in the field), but that's a different base. Not the one I'm trying to make. In 0.12 I hacked around it by having my trains cycle stations, but that's a workaround I only used because 0.13 is so close.
Moving on:
Next stop:
Speaking of basic stuff:
And finally for the basics:
I also have belt-based builds for ammo, which looks like batteries without the liquid import, and concrete, which looks like batteries. And a smaller smelter for stone bricks.
For the rest I went with your joe-basic smart factory. But we'll get back to that. The trend in my belt-based builds was this: ||-> belt, inserter. There is nothing else. No inserters loading from or to corners, or underground belts, or splitters, or even facing belts end-on. No mixed belts. No long-handed inserters. Sure, I may spend more resources loading up the belts, but it's a one-time cost. Even if I empty a belt and have to refill it, it means I used that much resource, so it would have been spent anyway. The "belt buffer" only has to be filled once. And one-time costs depreciate to negligible over time. But that's not why I do it that way. I just don't like/trust anything but ||-> . Probably an aesthetic thing. You may have also noticed (especially if you consider "standard" builds for green circuits) that I don't buffer-chest. Which brings us back to the smart factory.
I have more to add about the refinery, oil load/unload, details about the combinators on the left side of the smart factory, engineering trains, and my walls, but I'm super tired and not sure anyone is interested, so I'll snooze for now.