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I quite like both. Really love the idea of utilizing the natural world's geography with vehicles and tucked away buildings. But the engine also allows gargantuan creations and I wouldn't want to miss that.
At this moment decentralized feels more complicated to me but I also haven't yet worked out how to limit a truck system.
And since I like when my stuff gets transported via belts I have a lot of belts in my world.
https://www.satisfactorytools.com/production?share=oE4aRam1jliPbxda5wyt
all quantities are 20% of a stack except for ammunition and gas filters which is less. Note that there is fuel in this calculation to provide enough power and all possible alternatives used to squeeze the most out of a single resource.
Oil can still be processed on the node and the megafactory can be made near water with plastic rubber and fabric being brought in with the resources.
The crater lake has like everything nearby except nuclear and oil.
But if they can penalize or limit players who use too many conveyor belts then I would consider decentralizing.
I don't see why they would limit/penalize players for using conveyors. Conveyors only have convenience going for them until you get to higher tiers and even then they lack the overall volume that other transport methods have. Fair point though, centralizing things means you don't need to travel for materials and eliminates the need to be bogged down on other transport methods.
There are 6 Oil nodes in the Blue Crater. It lacks Quartz, Sulfur, and Bauxite in addition to Uranium.
Interestingly, there's a spot a ways northwest of the Blue Crater in the Titan Forest that has Quartz, Bauxite, and Uranium in proximity to each other. There's another spot in the southern reaches of the Swamp that has Bauxite, Uranium, and Sulfur, as well...
All that is needed is to make them take power somehow balanced, and then raise power plant output to compensate.
On topic, I mostly made a megabase when starting, but processes by oil at the nodes because for some reason trucks can't transport fluids without packaging like trains. I did the same with catering processing, quartz and alumina scrap as well, but I stopped playing.
one problem with conveyor spam in the late game is the framerate issues, only really applicable to some of the truly large megafacs. But I have used trains or drones for truly far away resource nodes because they lower my framerate less than conveyor spaghetti does. But then i'm the kind of madman who builds factories that make 10/min of every resource in the game so kind of a niche case I guess.
It comes down to "How do we define 'centralized' in this context?"
The later in the game you get, the more everything just kind of... flows together. Like a major metropolitan area, eventually you can't really tell at a glance where one factory stops and another starts.