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My friend and I routinely have conversations about factory design.

His ideal factory ships every ore in its raw state to a single building, which can then move the ore to different floors/sections for processing. He goes further than most and separates each product into its own "room", so all steel bars are made in one room then shipped to the steel beam and steel pipe rooms. Importantly the factory should be designed so that you can "infinitely" expand a room if you need more of that resource.

I prefer what I call "microfactories", where each component is created in a small, independent factory and the result is shipped to a main repository for builder use and for the space elevator construction. If you need modular frames, for example, you would find a group of ores and build a small factory on it and build every sub-component you can in it. Ideally, it would not rely on any other microfactory's outputs, but sometimes that's easier said than done. Often I will have a small cluster of microfactories all dedicated to shipping their output to a final microfactory for processing.

So what do you all use?

Note: He claims his design is more analogous to microservices (from software architecture) than mine, and that mine is something apparently called "pirate architecture". I think he's out of his mind on that one.

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[-] Taiatari@lemmynsfw.com 1 points 1 month ago

I often built one big tower on stilts with empty 'maintenance' floors in between factory floors in which I hide lots of spaghetti. I often have had a mall (subject to change now) and usually set out to built part X, get the raw resources needed and cram it all on one floor of the tower.

I have also previously abused the fact that you can use trains to get under the water line. Deep enough under it and you won't get damaged. Have built myself an under water base a la bioshock. Was great fun.

Now in 1.0 I have set up my main base and I am considering options of where and what to do. Just got my trains and will see where it takes me.

this post was submitted on 20 Sep 2024
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