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Place the final machine, spend lots of time planning out belts and pipes and how they they are going to flow into the next machines. Plan for a "distribution floor", any supply or parts not going directly to the next machines can be hidden. Coveyer lifts connect directly to machines and can even give a novice a clean belt-less lines.
Another thing, is that the game, (ADA Specifically), mentions building factories using VERTICALITY, so maybe try building UP instead of OUT.
I generally go with spaghetti when starting out, just to get going, and start establishing foundations and bases once I stop having to worry about Power, once I get to Coal Power.
Otherwise, while using Biomass Generators, I leave everything Spaghetti
While I think 4x4x8 on the designer is too limited, you can surprisingly squeeze alot into it it if creative.
The best way to avoid spagetti is planning..
plan your factory on paper or use the countless online sheets.
if i finish a factory i never touch it again. even if i need more of the same parts. i would rather build another factory than try to squeese more parts per minute in the factory.
and use the space.. the map is huge.. dont try to build to tight..
Basically you are creating a small gap beneath the floor about the height of the 4m foundations. this gives you a little bit of room to work in and move around during and after belt placement. as for the factory floor, to acess the belts below you need to place a conveyor floor hole and a vertical belt so that it is right next to the building you want to bring stuff to. this method can really de-clutter the belts on the manufacturer building which has 4 different inputs. having the factory floor raised in this method can also deal with relatively minor changes in teraiin such as small elevation changes, and boulders and such that can not be blown up or otherwise gotten rid of.
Nobody can tell you to be finished by the end of the day.
A trick that works is figuring out small modules for complex parts and some recipes make small groups of machines join each other without the need of belt balancing or changing clock speed.
https://steamcommunity.com/sharedfiles/filedetails/?id=3085039484
As a person with way, way too many hours in Factorio, I have started a couple playthroughs and said to myself "Self, we are going to build a tidy base, with a main buss, a mall, everything blueprinted, the whole nine yards, just like Katherine of Sky, Nilaus, et. al." Never happens. This has actually resulted in "Root, hog, or die" situations where I ended up coming up with fantastically creative ways to (for example) squeeze more production out of a physically constrained smelter array.
I had this one copper smelting outpost that ended up growing organically to become huge, and I was bringing in trainloads of copper ore from all over the map. Looked untidy AF, but after many hours and many, many little tweaks, balancing, etc, it cranked out a LOT of copper- four full purple belts IIRC. Of course, late game an assembler array considers a full purple belt of input to be a tasty snack, and wants more. :-)