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Personally, I like very big/rich ore patches, so that they last for a long time and provide a sufficient amount of materials. The cycle you describe is indeed part of what is so addictive about Factorio, but your planning should mitigate the "hard crash" of any one of those things happening.
Lack of greens seems to be the main difficulty -- mine LOTS of copper -- have several outposts, not just one. Plan a green circuit production area based on how many blue belts of green circuits you want to provide to your factory. ... the make sure you have enough copper and iron to supply it. Remember that steel furnaces are the same speed as electric ones, and don't need red circuits. There is ZERO reason to switch to electric unless you have 1. Sufficient Power AND 2. Modules to Put in them.
Consider making your greens in their own outpost, so you can design everything from the ground up, (instead of squishing it into your current factory).
I guess this would kind of be like when you were adding a steel outpost in your playthrough but to make the rails you needed steel.
There is one: You're building a smelting outpost and don't want to ship in coal to run it.
1. First consider from the get go where you want/plan to be at the end of the day. My goal originally was a satelite launched every second before .15 came out. Now I logic circuit my rockets to launch when i need packs, but I still want to be about that speed.
2. However much space you think you need around anything, quadruple it and then give it more space. I am currently moving my satelite outposts a third time and will need to move some of them again to give them enough room to be big enough for my end desires.
3. If you want rails, decide what kind of system you plan to run from the get go and how big your trains are from the start. Its a royal PITA to switch later. Also, plan a minimum of 4 tracks wide in your busiest areas of your base and keep intersections/T's/exits away from each other at least a train length.
In short, it's the fundamental dilemma behind every resource-management game: spend or invest. I.e. whether to use your resources to create end products (e.g. combat units in a RTS) now, or to use them to increase your resource flow so that you can create end products at a faster rate in the future.
There are a couple of things that can semi-automate this:
One of the bigger newbie mistakes is focusing too much materials on science, since it's the biggest resource drain. If you're finding you're running out of basic metals too much, you should consider shutting down your science labs and rerouting the metals to build defense or resource acquisition. Getting new resources is cheap. Plop a few turrets around a far out ore patch and spend a few hundred iron on belts, and you've now got a half a million ore potential coming in.
Also, you really don't need to worry about rails in a small factory. Arguably, you may not even need them to launch a rocket. Just keep building yellow conveyor belts outwards going into your factory. If you've built two yellow belt lines and still need more ore, that's a good time to switch to rails, but that's not going to be for a while.
Even four yellow belt lines wasn't enough. That's why I needed my train network.
As to your issue you have to pick a spot and just start there. Even if you are bottlenecked shutting all nonessential stuff down and just cranking out train stuff until you can get rolling should be doable. If not then make simple single two headed train runs to get the critical stuff moving until you can.
When I made that statement, I thought it was obvious to anyone that if you had no desire to ship coal, you shoudln't do it. Regarding your statement: It is NOT always more efficient to use electric, depending on the state of your factory. Obviously, the OP's factory doesn't yet have the capabilities to go full electric furnace. Therefore it would be much more time-efficient to use steel furnaces until s/he has enough steel and red circuits and power to support them.
Trying to build enough electric furnaces too early can be a disaster!
I hope that last 24 U-235 gets done soon.
Edit: @slidenau Please come back when you have Katherine's 1100 hours played.
With now being able to filter the Deconstruction blueprint, it's easier than ever.
Plan for the future.
Additionally, the production chain for a steel furnace is shorter than the one for the electric furnace and if one considers the wasted ressources for a few hundred steel furnaces....... neglectable.
I don't think I even used electric furnaces for the 8 hours speedrun.