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I would recommend to tear it down, calculate your lines through and then start building from the start. Miners, smelters etc. until you are at the finished product. Make heavy use of the stackable conveyor belt supports.
Edit: Here are some screenshots:
https://steamcommunity.com/app/526870/discussions/0/3595590330320021756/#c3719440044285243043
There is also a link to a save file from my base. Outdated since I added quite some stuff and changed other things but for the most part still accurate.
Trains work well once set up but they're way too annoying to build.
I had good luck with Trucks and Drones too for delivering smaller amounts of stuff across large distances. The seem reliable too but throughput is low.
But belts are always my #1 choice if possible.
The good news is that you can do most of the stuff from that mod by activating some settings in the game. Forgot which exactly they were but with them you can use fly, no power, no cost etc.
Just make sure to deactivate the mods before playing Update 8.
My suggestion is to branch out and attach as many miners as you can to make as many base resources as you can. Gather as many hard drives and worms as you can in the process, using them all to research important and useful recipes.
Super factories are difficult to build and maintain. It's better to build outward for various nodes, since it's not like factorio where you can build a main bus and just kind of tap ♥♥♥♥ off of it. You'll definitely want to build OUTWARD rather than UPWARD if you're building additional functionality.
Smelters in, count the input, count the output, mark a sign, buffers out.
Constructors in, count the input, count the output, mark a sign, buffers out.
Assemblers in, count the input, count the output, mark a sign, buffer out.
It's also a good idea to keep a sign for worm battery counts in case you need to track a bunch down.
Main bus and buffer overflow is my thing. I truck in, monorail in, and fly in materials. Everything builds towards the goal, so even the original starter factory can bring in ore or ingots depending what you want to do.
Organizing internal logistics within the super factory usually involves out of sight out of mind, so you'll want a logistics section where you can conveyor materials out of the main movement and assessment area. Potentially on the walls or ceilings. Organizing is key.
Walls, colors, label signs, and count signs help separate different functionality (rotors, iron plates, rods, etc). Building upward to add additional capacity to a function is very useful and saves space.
I've read that using buffers is a bad concept, and I completely disagree. This game's mental stack requires a copious amount of time, so keeping buffers with allowed overflow is a way to alleviate that mental strain and save time. It's not as optimal as say a perfect factory via power and optimization, but it doesn't matter since there's an insane amount of accessible resources on the map.
Requirement too high? Add more. Assess count.
Have a little extra? You're good. I go by the 20% rule. After about 20% it gets excessive. You can min/max this to produce more optimization if you want. Be sure to update your signs.
You're going to need overflows for all item types if you want to run this concept, and looking at the huge buffer clump is going to hurt your brain if you don't have signs. You'll likely need multiple buffer widths if you want to maintain a super factory, which is even more logistically painful. You can't buffer ores to "The Grand Smeltery" without a certain level of absolute headache. You'll need multiple boxes and mark 4 or higher.
Drones work more or less like trucks, except you have to provide their ports with batteries, not fuel, and you just tell them where to go, no need to drive them and record the route, like with trucks and they don't need roads and bridges which is a big plus.
Yes, it has a native fly mode option, no need for console codes or mods for that any more. It works well. So no worries, you'll be fine, no need to modify your game.
This may be true though, but I don't care about achievements. If anyone does so yeah, bummer.
https://steamcommunity.com/sharedfiles/filedetails/?id=2896196580
For the most part, I kept to that.
https://steamcommunity.com/sharedfiles/filedetails/?id=3049944537
I designed each factory to produce 780 belts from the resources in that region. Then trains take everything to the main plant.
The factories produce low tier items or items that don’t require a manufacturer. Higher tier items or items that need a manufacturer are all produced at the main plant.
I’m a math guy, so I did plan much of this in advance. Meaning, I looked at the resources of a region, determined how to get 780 lines from those resources and then counted how many lines I will get from my various factories. I needed 63 train cars, so I built my main plant to support 65 train cars which then unload into this belt system.
https://steamcommunity.com/sharedfiles/filedetails/?id=3037289736
From this belt system, I then pull off whatever I need for the higher tier items and manufacturers. This was going to be my end game strategy, but that has changed since I decided to turn all the uranium into power. This is so resource intensive that I switched from the main plant strategy of having low tier items sent to one main area, to a factory having a singular purpose. For 101 overclocked nuclear power plants (2100 uranium ore), I have one factory that just produces the nuclear rods and then another factory that just produces the items needed to deal with the nuclear waste.
Overall, I would argue that the main plant strategy is more flexible and can adapt to whatever you want to build compared to the ‘each factory has a purpose’ strategy. But when you know exactly what you want (I want to turn 2100 uranium into power) , then you can determine exactly what you need and then the single purpose factory is better.
Overall, overall, if you want to mine much of the map, then I would say use a main plant strategy. If you just want to get through the tiers and ‘finish’ the game, then I would say use the single purpose factory strategy.