
Here are most of the inputs to my early-game temporary main bus. I'm using Bob's mods, as well as a few extra utility mods. The worst cases of spaghetti in this setup are the quartz and - far worse - the plastic. The plastic line is the white line at the far left. Try to keep track of it as the screenshots progress further north.

To the left you can see my red and green science production, as well as the location where until very recently I had some labs. I hadn't planned for this base to go beyond green science, so when the need presented itself I had to move the labs. Much of the worst spaghetti surrounds the general production area north of the science build; not only did I have to input 8 different belts of resources in a very small space, but I also had to later weave the plastic through the existing setup. To the right of this image is the lower half of my first-tier circuit production.

A better view of the general processing facility, which I've been using to produce almost all of the machines and equipment I've been needing so far. I've been crafting electric furnaces by hand to begin with though, since I have yet to set up processing for them. As you can see, I've had to run the green and red science through the setup later. To the right of this image the complete first-tier circuit production is visible.

And here we have... a mess. The worst mess in the factory so far (as is really to be expected from a temporary main bus that was extended into the plastic tier when that wasn't planned for). On the right, above the basic electronic board production (and feeding off the same water pipe) is the silicon processing. That seemed like a pain to set up, and then I got to the tier 2 circuits on the left. There are eleven separate inputs feeding into that array (counting the water pipe) and it would've been more if I hadn't been able to divert carbon and tinned copper wire from the basic electronic board production (in another shocking feat of spaghettification). It altogether only produces half a circuit per second, but that's plenty for my current needs (technically it's not because the science can't be brought to maximum production rate, but slow science is okay at this stage in the game while I'm setting up mid-game arrays).

And here we have science. At the end of the bus is the production of blue and grey science on one side, and the new location of the science labs on the other side. It's not overly messy at this point because it's newer and no new inputs have had to be cleverly diverted through existing arrays.

Finally, here's the source of all of that plastic. I'm currently flaring the heavy and light oil, which is inconvenient but necessary at this point, since I need plastic but I can't use the other products and I don't yet have access to cracking.