Whereas burner miner and smelter did not prove to be big problem, the inserters did. I played 0.12.35 - that means that the inserters never get any bonus when moving items from or to belt. I believe that playing 0.13 makes it a lot easier. If I read the changelogs correctly, there is a stack bonus for these situations now. But for my version, there is no way to improve the horrible speed of about 0.5 items/second. Hence you should forget about all the typical standard builds and standard ratios. Throughput is often limited by the inserters. Having no long-handed inserters does not help either. In addition, each line must have fuel or you have to power all inserters by additional, secondary inserters. Overall - a fun challenge.
As Mods I used a few convinience mods: Blue print flipper, extended reach (doubling the default reach), larger inventory, autofill (most useful one), module inserter. There are others, I did not bother to deactivate, but did no use (like anything train related).
Ressources were increased by one step for ores and two steps for coal and oil. Running out of fuel seemed really not fun to me. Biters were set to peaceful. I guess playing with default setting would be possible and not that much harder. But for me, the main fun was creating the new builds and hence I avoided any distractions.
Here are several pictures of my results:
Coal mining
ore mining
Ore smelting
Energy production
Green circuits
Red,green science
Fuel production
Inserter production
Red circuits
Blue science
Blue circuits
Rocket parts
Rocket silo
Overview
I hope you liked it! ![Smile :)](./images/smilies/icon_e_smile.gif)
Last remark: I played a regular game again today and was completely irritated by the fact, that I had to supply inserters with electricity :O . I could not unterstand this yellow flashing triangle error sign at once...