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But I don't see how you'd have to "tear it all up and relocate once the local resources run out?" when you can just bring the new resources in to the already created factory. Then again I really like the trains in Factorio and use them extensively, which may mean I'm blind to some problems people who don't use the trains come across.
I absolutely "clear a boss" so to speak, I design a part of the factory and just keep it supplied with resources and it just keeps working okay. I feel no need to constantly rework it if it works reasonably okay. But if you feel like you have to do so that's your legitimate feelings on the matter, and the only one who really has any say over that is you, not everybody else who don't feel your feelings.
For running out of a resource, you can connect a new ore patch to your existing smelting setup by a long belt or train.
What happens in my games is we start with a very compact and messy spaghetti thing that ends up being a "starter" item mall for the actual base that's more tidy and spaced out. There's very little tearing down necessary if any.
Trains may make it easier to transport resources from distant harvesting operations to your main production facility, but you still need to set up those trains and harvesting operations. You don't start with the ability to build trains, so parts of your base will have to be adjusted to accommodate them if you eventually work them into your factory.
Sure, I suppose you don't have to rework your base constantly in order to increase production, assuming you're satisfied with researching at a fixed rate the entire game, but I personally don't have the patience to play this game any less efficiently than I already do.
It takes forethought, I'll grant, and I sometimes make mistakes I need to go back later, but stepping back and visualizing how things "should look", and starting with that in mind will save you a ton of headache in the long run.
There's no need to scale infinitely unless you want to, the 'win condition' of the game doesn't require a gigantic megabase, unless you're imposing your own conditions.
For the beginning, you can spend some time optimizing your designs so they're easy to build. Or changing how you do things. E.g. your building needs three inputs? Rather than put belts 2 and 3 tiles away and use a mix of yellow and red inserters... put the belts 3 and 4 tiles away and now you can build using all red inserters, so you don't have to keep switching all the time! Or lay out buildings so you can just click and drag some things to construct rather than having to carefully place each piece in the right place.
Partway through chemical (blue) science, you unlock construction robots and blueprints. When you set up the relevant logistics, you are now capable of copy-pasting large sections of your factory. You can use these to write a book of blueprints that make your designs readily available to paste whenever you like.
So what was now a several minute job to move that smelting array two blocks over because you placed it badly... is now the job of a few seconds giving orders and doing something else for a little while as automation takes care of it.
They help even the act of building a new block itself. You don't have to make a line of 20 assemblers making low density structures. You make a line of four of them (or some other number), get the belts, assemblers, and power poles how you like it, then you copy it and paste it four more times.
So, just like early game how you find yourself spending too much time making inserters so you automate the production of the intermediates (or even the finished products)... in the mid-late game if you find yourself spending too much time on construction tasks, you make blueprints to automate it so it's only a few clicks.
Then you can spend most of your time putting assembling the building blocks you've created into a productive factory, and designing new building blocks to use!
this likely means you're completely misunderstanding how to play the game. you're likely making some crazy mistake in how you approach the game and never notice it, because you think "this is how the game wants me to play", when the game absolutely does not.
"progression never feels permanent" is such a gigantic non-sequitur that you must be doing something (I have really no idea what) that is kind of a "bad habit" and apply the same principle all over the game and running into a fun killer nonstop.
looking back at my own gaming history, I've sure done my fair share of things like that.
I can only recommend to rethink your approach. honestly, I cannot even imagine how someone can arrive at "progression never feels permanent"... but I believe you. I had similar reactions that did not seem to make sense until I spotted where I went wrong in some games...
just in case you're not doing it:
use large scale blueprints you yourself make. design small or large factories, then place copies.
if you use main bus (I never do), then use a different principle, like smaller compartmentalized factories connected by long trains.
use trains. use more trains.
if the game's too simplistic in its selection of materials, and you feel forced to over optimize, then use Pyanodon's mod suite (I'd skip "alien life", but take everything else) and the game will make it impossible to use any designs everyone else constantly shows off in youtube videos because they don't work due to the complexity involved.
you build a base to build a base to build a base...
There's no need to rip it up, just build somewhere else. Or at least wait, till you get construction bots. Many people use a small starter base for red/green science + some basic material production like gears, circuits, ammo, etc.
"Factorio's main gameplay loop involves having problems"
That's quite true. Solving problems can be very satisfying, but can be also taxing. Esp. if you try to solve everything all at once. I can't play factorio anymore for long chunks of time.
Sometimes, it's helpful to get some input, how other people solve certain problems. You don't have to invent all wheels yourself. (But be aware, that it can be dangerous and optimize the fun out of the game, if you stop solving problems yourself)
f.e. there are also some design concepts, which are helpful. f.e.
a basic smelter line is 2x24 stone furnaces for one yellow belt. if you upgrade them to steel furnaces you can use a red belt.
for building big, you can try cityblocks, which is pretty extensible.
Youtube is full of guides for basically everything.
You're not wrong, that happens a lot. I find it very helpful to use blueprints to estimate where things will fit, and add extra space around my planned buildings so I don't box myself in.
It gets better later in the game, when you have construction drones that can build your copy/paste blueprints for you. It can also help to install the Factory Planner in-game mod, to help you pre-plan how many construction plants and what materials you will need to produce X of some widget.