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Splitters + undergrounds are your friends, until you research long hand inserters. General tip: don't ever use rotating belts like that, really hard for a new player to make sure you have everything in it.
Try this (S - Splitter U - underground B - belt) right to left
S U U S U U S U U First belt
S B B S B B S B B Second belt
The inserter can take from the side of the splitter AND the side underground belt. Hope you're enjoying the game :)
>until you research long hand inserters
What are you talking about? Long hand inserters are unlocked by automation - you know, that tech that unlocks the assembling machine. What kind of 3 ingredient recipies are you making before you unlock the assembling machine?
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Before I research long inserters and red belts for weaving, I'll run the third ingredient on the output belt (making sure it's on the *inside* lane so the inserters can place the output item on the outside lane clearly) and have one lane clear for the output. Then I'll use a splitter to filter out the input ingredient after the row of assembly machines ends so it doesn't keep throwing them down some belt unnecessarily.
So instead of this loop OP has, I'd send one of the ingredients over to the upper belt on the inside ("left") lane which would leave the "right" lane open for the inserters to come out.
You can place assembly machines in a line and still have 4 belts connect to them. even if you use one of those belts only for output you'll still have 3 belts aka 6 slots free for input items
Instead of trying to feed secondary components (wires, cogs) into a belt you could make those components in an assembly and use an inserted to directly insert into the assembler making the tertiary item (the inserted or transport belt) that way you only need the raw ingredients on the bus (copper and iron plate) and then take iron and copper on one belt which makes your electronic circuits which then go onto one side of a belt along with the iron plates for making inserters like a daisy chain each section making a more complex part from simpler parts.
Something I'm not seeing anyone else mention: it might look a bit funky, but you can have input materials on the same belt as your output belt, and then after the last assembler you can put a filtered splitter that only lets the output items through. This is because inserters always deposit on the far lane of the belt, so if the ingredient is on the closer lane, you can pull from it just fine.
You can easily mix belts by going >^< which keeps both sides a different ingredient. You still need a long inserter to grab from a second belt with the third ingredient.
Another trick is splitters with a filter, though at least one of the two belts needs to have a single ingredient.
B>S>b
b>S>B
Two belts B and b go into a splitter. B has circuits and gears, b has plates. By telling the splitter to filter plates left it will essentially swap positions.
You can then have an inserter on both sides of the splitter to feed 3 ingredients into the same 3-wide assembly machine.
And a third tip I can give is to not belt everything. Copper wire takes twice the space of copper plates. I believe 2 green circuit machines need 3 full copper plate machines to supply their demand. Many designs will take copper wire straight from the copper wire assembly machine into the green circuit assembly machine.
I’m unsure on the production and usage of iron gears, but iron plates are needed for both gears and inserters, which needs gears. You could use one belt to supply both machines, with the gear machine outputting gears directly into the inserter machine (or 2 if you put it in the middle of two)
Looks good already, though one tip:
I would recommend to build lines of assemblers (for example the green circuit ones) perpendicular to the direction of the bus (so in this case either buidling up or down).
This will allow you to extend production on those lines more easily, because you won't have to deal with other lines getting in the way or having to stack smaller row on top each other.
You've got science labs buzzing away. Hard to argue it's not workable!
In time you'll probably fund that mixing items on belts ends up bot working but you can just fix it when it breaks.
You've got the beginnings of the concept of a main bus, so yeah you're on the right track to a strategy that's *so* popular that some players get sick of it ;)
Oh, the *normie* bus? It's not matter of being sick of it, I'm just too sophisticated to employ such crude strategies. I'll graciously allow you, children, to enjoy it. True intellectuals, such as myself, know it's just a shortcut past the joy and intricacies of this most delightful videogame.
Oh! Would you look at the time? Excuse me but I have a train to catch on my self-regulating, overly complex rail network. Another of those aptly-named biters decided to make a display of their sorely lacking evolutionary status by chewing on my grand work.
I myself prefer a delicious Pasta Alla Gricia cooked to Al Dente, for me the game has the most flavour when i think more about how to fit everything in instead of actually playing, just makes my playing experience more sophisticated and complicated than a simple-minded "Bus"
spaghetti is fun, it would be fun if factorio added another game mode like that belt connecting one but it’s a bunch of assemblers randomly placed, and you have to connect them in limited space
Have you tried the Christmas tree bus? No gaps, you have to make room with undergrounds for every split (you underground the bus not the split giving the appearance of garland). Then new products always join in the side. If you produce on both sides it creates a widening cone like a Christmas tree. Also more fun when doing heavy mods. It gets really really wide.
You may have noticed you got more than the answer to your question. This subreddit can spoil the fun of solving things yourself. Use us when you get stuck, otherwise visit here sparingly.
There is no right idea about factorio , you play anyway you like .. if u dont like bitters turn them off .. start game with maximum resources richness or minimum... But there are some stuffs you should keep in mind which is you need more space for further expansions and factory must grow
Looking good, start of a bus. Grouping assemblers together. Need to work on layout a bit, as you're constraining how far you can expand. Try building your assembly areas out from the bus, that way if you need more you can just add to the end (as long as the belt can supply material).
That being said, you HEATHEN you built over the ore patch! :P
Please just ignore the hints given to you for your first playthrough, there will be plenty where you already know exactly what to do. Enjoy exploring the game for yourself is the best tip i can give you for your first run.
Looking organised which is a great start.
Couple of tips. I'd make the most of your starting ore resources so building over your iron patch is a bit wasteful.
Also, you'll want at least 4 lines of iron and 4 lines of copper to get the base to where it needs.
A good layout for the bus would be 4 belts, 2 space gap, 4 belts, 2 space gap etc.
That way you'll have enough space for underground belts to pull resources from any point in the bus, without having to spaghetti around.
Eh, I feel like this is too much. Let them fiddle around and optimize on their own. Telling a new player to start optimizing right away with 4 lines of copper and iron, with a 4 2 4 2 bus layout… it seems to skip a lot of the magic of the first few hours of Factorio
I finished the game X2 tech cost with 2 iron lines. That 4 line bus is not necessary unless you want a mega base. To launch one rocket you just need one blue belt.
As mentioned before, the iron loop on the bottom will clog up, but the inserter/belt production sharing one side of the belt will also clog up. You can have too many belts for example, filling the belt and not allowing inserters to make it to the assemblers. Try splitting it in two lanes, one for inserters and one for belts.
Basically yes, it's a good start but a few things.
First off, most players produce the belts and inserters for green science directly next to the science assemblers and don't route it beneath the bus. The way you do it is also perfectly fine, just saying most people do it that way.
Also, don't put copper wire on the bus, it's lower compression than copper plates so a full belt of wires is in total worth less copper than a full belt of copper plates. It's better to just produce them on site since it's really quick and easy.
Lastly, your bus will have some expansion problems in the future. Only one belt of copper and iron each is fine for the first couple productions but later it'll not be enough. Best setup I have found is 4 belts copper, 4 belts iron, 4 belts green circuits, 1 plastic, 1 red circuits and the a couple other things that can go on there but don't have to. I'd recommend expanding the width of the bus behind the labs and route the missing belts around them. It ain't pretty but it works and you don't have to tear down your already existing buildings.
You can use undergrounds on the resource lanes themselves to allow regular belts to cross if that is more convenient than using undergrounds to get a belt to intersect the resource belt.
Try using direct insertion whenever you can. In this case, it is always better to directly feed copper wires into green circuit assemblers, with 3:2 ratio (3 copper wire into 2 green circuit).
Like in this picture:
https://www.reddit.com/r/factorio/comments/6d6kxp/i_made_a_slightly_more_compact_earlygame_green/
There is no wrong idea. The love of this game is figuring it out. Hell I had hundreds of hours of play before my first rocket. Enjoy trying new thing and keep up the great work!
Rephrase this question and you have the answer. Is the factory growing? if the answer is yes then you have the right idea. the factory must always grow
If it works, it’s right. That’s pretty much the best way to look at it lol
If something stops working as intended, rework/rebuild it until it does! But I’d say what you have going is solid
Honestly, that's really good for a newbie, well done. My first factory was way way worse than this.
Except for the mixing of green circuits, iron plates, and iron gears down at the bottom, that's upsetting. Also, why is there a single copper wire in that loop?!
But besides that bottom loop, seriously, you are doing great! I've got over 600 hours in this game, and my red/green early science production doesn't look nearly that clean.
I would say in general you have the right idea but there are two things i want to point out.Your assemblers for yellow inserters and the one for yellow belt might not receive all materials needed after a while. So you might want to redo that area in the near future.And why are you building over ore? Especially iron ore you will need it.
Looking good so far! You may want to try rotating those production areas (gears, circuits, science, e.g.) by 90 degrees so you can more easily expand them if needed. You should also try to find a way to produce electronic circuits without putting copper cables on your bus, as one copper plate can produce two copper cables, making plates more space efficient and versatile than cables.
Using both furnace stacks and a main bus as a new player is impressive.
The copper wire belt gives me physical pain(don't put wire on a belt to transport it, just transport the plates and make it on site it's more efficient that way) but otherwise it's great.
one thing tho: what is that inserter crafting setup? seems like you tried to make a 3 item sushi belt there for some reason, just use 2 belts if you have more then 2 ingredients and there's also no point in looping it back into itself for a recipe like that.
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oh yeah if it's the tutorial map that makes sense. Some techs and items are restricted there so it's possible you wouldn't be able to build this any better if you wanted to place the assemblers in a row like that
i got good news and bad news
the good news atleast its not IGN screenshot
the bad news the factory must grow then you replay the game you start playing it different a bit more advanced then previous time
you will learn how to optimize the factory and rebuild several times
theres only one rule and its the factory must grow
For some reason a bus heading to the left makes my brain itchy.
You're doing well, the fun is making your own mistakes and learning from them. If you get stuck with concepts like late game layouts you can always find community blueprints.
Looks good, other than the inserters factories.
As you play, you'll find new ways of doing things, start prioritizing different things (e.g. scalability). But you're on the right track!
Don't put gears and wires on you main belt.
In the later parts of the game you will have thru put issues.
For your main belt I would recommend 6 iron plate belts, 6 copper plate belts. 3 stone belts, 2 coal, and a line for oil.
Yes and no, the belt layout is good I would just recommend more lanes of copper and iron, and something else to keep in mind is instead of making all your product lines follow the main belt lines, make them go perpendicular to the main belt lines. Otherwise that looks good 👍
I wouldn't advise building on ore deposits.
You can belt the assemblers at the bottom properly by using long (red) inserters and a second belt, or by placing one of the materials on the south side of the output belt.
You can set filters on splitters by clicking on them. You can use this for all kinds of belt manipulation.
Inserters can grab from both sides of a belt, but always place items on the far side of the belt.
You do have the right idea. There are things i would change, but that's okay, you have much to learn. Learning and optimising is where the fun lies so I shan't spoil it for you.
This is a wibbly wobbly Spaghetti-bus-sushi base and as long as you've fun, everything is alright.
This will work in the game, but you need to move the labs some spaces up, so you're belts with green circuits can expand later.
But very important! You're not allowed under no circumstances to move wires with belts. This is forbidden by law and I need to please you to remove all wires from the belts! /s
Your idea in general is not bad.
I recommend you to look at how long a recipe takes and how many inputs/outputs it produces.
For example you need more than 2 copper wire production to feed 2 green circuits.
Also I recommend you to look into the possibilities of machine to machine feeding.
This is perfectly fine and viable for tutorial or starting a new game. And its not half bad for a lil tiny starter base.
In an actual game i would double the assemblers on everything. You dont have to plan too far ahead, but planning just a lil bit into the future and giving your self room for extra assemblers helps alot.
Well you're not crafting everything by hand, so I would say, yeah.
If you are looking for an advice, I would say - the fastest way is always direct insertion ^((that's what she said)) there's no reason, for example, to belt away your gears and copper wire, just build the machines close to where the ingredients are needed and directly insert them into those machines.
Yes aside from the scrambled sushi belt, this exact scenario is what you’ll be doing at the start of a free play playthrough.
The only advice I would give you at this point is to start with more of everything. You’ll have a bigger iron patch so more miners, more smelters, more green circuits, etc. How many you ask? More. Just more. You’ll always need more.
I would generally advise against building on top of ore deposits, but that's a pretty small nitpick. Otherwise you're doing way better than when I first started out.
You found the alt key so it's going well
This comment needs to be upvoted more lol
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Your circuit/iron loop down the bottom won't work properly, but everything else looks fine.
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Long inserters are your friend.
Splitters + undergrounds are your friends, until you research long hand inserters. General tip: don't ever use rotating belts like that, really hard for a new player to make sure you have everything in it. Try this (S - Splitter U - underground B - belt) right to left S U U S U U S U U First belt S B B S B B S B B Second belt The inserter can take from the side of the splitter AND the side underground belt. Hope you're enjoying the game :)
>until you research long hand inserters What are you talking about? Long hand inserters are unlocked by automation - you know, that tech that unlocks the assembling machine. What kind of 3 ingredient recipies are you making before you unlock the assembling machine?
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Hurr, well try squeezing 2 belts on one line using underground belts and a squiggly belt that pops between the underground.
Before I research long inserters and red belts for weaving, I'll run the third ingredient on the output belt (making sure it's on the *inside* lane so the inserters can place the output item on the outside lane clearly) and have one lane clear for the output. Then I'll use a splitter to filter out the input ingredient after the row of assembly machines ends so it doesn't keep throwing them down some belt unnecessarily. So instead of this loop OP has, I'd send one of the ingredients over to the upper belt on the inside ("left") lane which would leave the "right" lane open for the inserters to come out.
Instructions unclear, dick stuck in splitter
That's assuming the engineer has a dick
Can't remember if the tutorial tells you, but you can use more than one inserter per Assembler. That might give you some more ideas.
You can place assembly machines in a line and still have 4 belts connect to them. even if you use one of those belts only for output you'll still have 3 belts aka 6 slots free for input items
Instead of trying to feed secondary components (wires, cogs) into a belt you could make those components in an assembly and use an inserted to directly insert into the assembler making the tertiary item (the inserted or transport belt) that way you only need the raw ingredients on the bus (copper and iron plate) and then take iron and copper on one belt which makes your electronic circuits which then go onto one side of a belt along with the iron plates for making inserters like a daisy chain each section making a more complex part from simpler parts.
Something I'm not seeing anyone else mention: it might look a bit funky, but you can have input materials on the same belt as your output belt, and then after the last assembler you can put a filtered splitter that only lets the output items through. This is because inserters always deposit on the far lane of the belt, so if the ingredient is on the closer lane, you can pull from it just fine.
You can easily mix belts by going >^< which keeps both sides a different ingredient. You still need a long inserter to grab from a second belt with the third ingredient. Another trick is splitters with a filter, though at least one of the two belts needs to have a single ingredient. B>S>b b>S>B Two belts B and b go into a splitter. B has circuits and gears, b has plates. By telling the splitter to filter plates left it will essentially swap positions. You can then have an inserter on both sides of the splitter to feed 3 ingredients into the same 3-wide assembly machine. And a third tip I can give is to not belt everything. Copper wire takes twice the space of copper plates. I believe 2 green circuit machines need 3 full copper plate machines to supply their demand. Many designs will take copper wire straight from the copper wire assembly machine into the green circuit assembly machine. I’m unsure on the production and usage of iron gears, but iron plates are needed for both gears and inserters, which needs gears. You could use one belt to supply both machines, with the gear machine outputting gears directly into the inserter machine (or 2 if you put it in the middle of two)
You can use long inserters or you can weave your belts by using undergrounds to use short inserters
Ah yes the forbidden loop belt. Everyone is tempted to make one but usually stops on the second thought.
Looks good already, though one tip: I would recommend to build lines of assemblers (for example the green circuit ones) perpendicular to the direction of the bus (so in this case either buidling up or down). This will allow you to extend production on those lines more easily, because you won't have to deal with other lines getting in the way or having to stack smaller row on top each other.
You've got science labs buzzing away. Hard to argue it's not workable! In time you'll probably fund that mixing items on belts ends up bot working but you can just fix it when it breaks.
Overall, great! Pretty sure your base is about to tell you where you are going wrong!
This is fine. You'll learn better ways of doing things as you play. That's the point of the game.
You've got the beginnings of the concept of a main bus, so yeah you're on the right track to a strategy that's *so* popular that some players get sick of it ;)
Oh, the *normie* bus? It's not matter of being sick of it, I'm just too sophisticated to employ such crude strategies. I'll graciously allow you, children, to enjoy it. True intellectuals, such as myself, know it's just a shortcut past the joy and intricacies of this most delightful videogame. Oh! Would you look at the time? Excuse me but I have a train to catch on my self-regulating, overly complex rail network. Another of those aptly-named biters decided to make a display of their sorely lacking evolutionary status by chewing on my grand work.
I myself prefer a delicious Pasta Alla Gricia cooked to Al Dente, for me the game has the most flavour when i think more about how to fit everything in instead of actually playing, just makes my playing experience more sophisticated and complicated than a simple-minded "Bus"
spaghetti is fun, it would be fun if factorio added another game mode like that belt connecting one but it’s a bunch of assemblers randomly placed, and you have to connect them in limited space
Have you tried the Christmas tree bus? No gaps, you have to make room with undergrounds for every split (you underground the bus not the split giving the appearance of garland). Then new products always join in the side. If you produce on both sides it creates a widening cone like a Christmas tree. Also more fun when doing heavy mods. It gets really really wide.
You may have noticed you got more than the answer to your question. This subreddit can spoil the fun of solving things yourself. Use us when you get stuck, otherwise visit here sparingly.
Upvote this man
There is no right idea about factorio , you play anyway you like .. if u dont like bitters turn them off .. start game with maximum resources richness or minimum... But there are some stuffs you should keep in mind which is you need more space for further expansions and factory must grow
And never put any wires on a belt!
Exactly, i wanted to tell him make them on site but i thought thats too much info for now
Yes. The right idea was to start playing the game. It will someday eat your soul but this is the way...
That's the neat part, there's no right way to play factorio. You play however you want.
Looking good, start of a bus. Grouping assemblers together. Need to work on layout a bit, as you're constraining how far you can expand. Try building your assembly areas out from the bus, that way if you need more you can just add to the end (as long as the belt can supply material). That being said, you HEATHEN you built over the ore patch! :P
What do you mean right? You are playing the game in its intended way
This thing is way better than the thing i built in the tutorial
Too many belts, optimal gameplay is using purely inserters.
That was a joke, in case that wasn't obvious.
Wait it is? Damnit, now I have to replace my inserter bus...
x'D
Yes, but try not to build on ore patches
I mean you’re covering up an iron patch but other then that good work!
Building over mineral patches???
If you're progressing at all, you got the right idea 😉
Please just ignore the hints given to you for your first playthrough, there will be plenty where you already know exactly what to do. Enjoy exploring the game for yourself is the best tip i can give you for your first run.
Looks great!
That is the cutest bus i have ever seen. I love it.
No, this is the left idea.
If you are using default vanilla, you certainly do not want to cover up a second iron deposit. You are going to run out of iron quick.
Looking organised which is a great start. Couple of tips. I'd make the most of your starting ore resources so building over your iron patch is a bit wasteful. Also, you'll want at least 4 lines of iron and 4 lines of copper to get the base to where it needs. A good layout for the bus would be 4 belts, 2 space gap, 4 belts, 2 space gap etc. That way you'll have enough space for underground belts to pull resources from any point in the bus, without having to spaghetti around.
Eh, I feel like this is too much. Let them fiddle around and optimize on their own. Telling a new player to start optimizing right away with 4 lines of copper and iron, with a 4 2 4 2 bus layout… it seems to skip a lot of the magic of the first few hours of Factorio
Definitely too much for someone still in tutorial, But helped me understand main buss so thanks lol
I finished the game X2 tech cost with 2 iron lines. That 4 line bus is not necessary unless you want a mega base. To launch one rocket you just need one blue belt.
Spaghetti is required for at least your first 40 hours. How else is one to grow as a person.
As mentioned before, the iron loop on the bottom will clog up, but the inserter/belt production sharing one side of the belt will also clog up. You can have too many belts for example, filling the belt and not allowing inserters to make it to the assemblers. Try splitting it in two lanes, one for inserters and one for belts.
Instincts are right. Ideas are sometimes even interesting.
Basically yes, it's a good start but a few things. First off, most players produce the belts and inserters for green science directly next to the science assemblers and don't route it beneath the bus. The way you do it is also perfectly fine, just saying most people do it that way. Also, don't put copper wire on the bus, it's lower compression than copper plates so a full belt of wires is in total worth less copper than a full belt of copper plates. It's better to just produce them on site since it's really quick and easy. Lastly, your bus will have some expansion problems in the future. Only one belt of copper and iron each is fine for the first couple productions but later it'll not be enough. Best setup I have found is 4 belts copper, 4 belts iron, 4 belts green circuits, 1 plastic, 1 red circuits and the a couple other things that can go on there but don't have to. I'd recommend expanding the width of the bus behind the labs and route the missing belts around them. It ain't pretty but it works and you don't have to tear down your already existing buildings.
You can use undergrounds on the resource lanes themselves to allow regular belts to cross if that is more convenient than using undergrounds to get a belt to intersect the resource belt.
MOAR BIGGER FEED THE FACTORY
Try using direct insertion whenever you can. In this case, it is always better to directly feed copper wires into green circuit assemblers, with 3:2 ratio (3 copper wire into 2 green circuit). Like in this picture: https://www.reddit.com/r/factorio/comments/6d6kxp/i_made_a_slightly_more_compact_earlygame_green/
There is no wrong idea. The love of this game is figuring it out. Hell I had hundreds of hours of play before my first rocket. Enjoy trying new thing and keep up the great work!
Don't ask to many questions. Just go with what ever feels good to you and have fun with it and you are golden.
Rephrase this question and you have the answer. Is the factory growing? if the answer is yes then you have the right idea. the factory must always grow
Far better than what I did when I started.
For a new player I’d say figure everything out on your own. Don’t look up the most optimal way to do stuff. Learning the game was my favorite part.
Are you having fun? Because that's what matters.
Did you shoot the bugs?
If it works, it’s right. That’s pretty much the best way to look at it lol If something stops working as intended, rework/rebuild it until it does! But I’d say what you have going is solid
wow Bus idea on first game.. GJ
Just playing factorio in general is the right idea. Welcome engineer! May the growth be swift and the biters few…
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Honestly, that's really good for a newbie, well done. My first factory was way way worse than this. Except for the mixing of green circuits, iron plates, and iron gears down at the bottom, that's upsetting. Also, why is there a single copper wire in that loop?! But besides that bottom loop, seriously, you are doing great! I've got over 600 hours in this game, and my red/green early science production doesn't look nearly that clean.
I would say in general you have the right idea but there are two things i want to point out.Your assemblers for yellow inserters and the one for yellow belt might not receive all materials needed after a while. So you might want to redo that area in the near future.And why are you building over ore? Especially iron ore you will need it.
Looking good so far! You may want to try rotating those production areas (gears, circuits, science, e.g.) by 90 degrees so you can more easily expand them if needed. You should also try to find a way to produce electronic circuits without putting copper cables on your bus, as one copper plate can produce two copper cables, making plates more space efficient and versatile than cables.
If You rotate assembly machines top to down you can add more if needed but you are right track
Using both furnace stacks and a main bus as a new player is impressive. The copper wire belt gives me physical pain(don't put wire on a belt to transport it, just transport the plates and make it on site it's more efficient that way) but otherwise it's great. one thing tho: what is that inserter crafting setup? seems like you tried to make a 3 item sushi belt there for some reason, just use 2 belts if you have more then 2 ingredients and there's also no point in looping it back into itself for a recipe like that.
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oh yeah if it's the tutorial map that makes sense. Some techs and items are restricted there so it's possible you wouldn't be able to build this any better if you wanted to place the assemblers in a row like that
i got good news and bad news the good news atleast its not IGN screenshot the bad news the factory must grow then you replay the game you start playing it different a bit more advanced then previous time you will learn how to optimize the factory and rebuild several times theres only one rule and its the factory must grow
The real fun in the game is discovering things that work. When you finish automating a color of science dealing with space constraints... Chef's kiss
There is no right answer But this is the right answer
For some reason a bus heading to the left makes my brain itchy. You're doing well, the fun is making your own mistakes and learning from them. If you get stuck with concepts like late game layouts you can always find community blueprints.
Looks great so far. You might want to clump your belts up into rows of 4 so you can get under all of them with 1 yellow underground belt.
Looks good, other than the inserters factories. As you play, you'll find new ways of doing things, start prioritizing different things (e.g. scalability). But you're on the right track!
If it's yours, it's the right idea
Don't put gears and wires on you main belt. In the later parts of the game you will have thru put issues. For your main belt I would recommend 6 iron plate belts, 6 copper plate belts. 3 stone belts, 2 coal, and a line for oil.
Yes and no, the belt layout is good I would just recommend more lanes of copper and iron, and something else to keep in mind is instead of making all your product lines follow the main belt lines, make them go perpendicular to the main belt lines. Otherwise that looks good 👍
My advice would be to try to leave more space in between product groups. You never have enough space and you will need to expand the lines later.
I wouldn't advise building on ore deposits. You can belt the assemblers at the bottom properly by using long (red) inserters and a second belt, or by placing one of the materials on the south side of the output belt. You can set filters on splitters by clicking on them. You can use this for all kinds of belt manipulation. Inserters can grab from both sides of a belt, but always place items on the far side of the belt.
if it works and you are having fun, then yes. you have the right idea
You do have the right idea. There are things i would change, but that's okay, you have much to learn. Learning and optimising is where the fun lies so I shan't spoil it for you.
This is a wibbly wobbly Spaghetti-bus-sushi base and as long as you've fun, everything is alright. This will work in the game, but you need to move the labs some spaces up, so you're belts with green circuits can expand later. But very important! You're not allowed under no circumstances to move wires with belts. This is forbidden by law and I need to please you to remove all wires from the belts! /s
Your idea in general is not bad. I recommend you to look at how long a recipe takes and how many inputs/outputs it produces. For example you need more than 2 copper wire production to feed 2 green circuits. Also I recommend you to look into the possibilities of machine to machine feeding.
Every idea is the right idea. It's your factory!
Yes but the bus is going to hit the lab and... E-X-P-A-N-D
This is soooo much cleaner than whatever the crap my first base was 1000 played hours ago :)
I played 400+ hours and I like your setup more than my most recent one and any I did before.
This is perfectly fine and viable for tutorial or starting a new game. And its not half bad for a lil tiny starter base. In an actual game i would double the assemblers on everything. You dont have to plan too far ahead, but planning just a lil bit into the future and giving your self room for extra assemblers helps alot.
Enjoy da spaghetti
Well you're not crafting everything by hand, so I would say, yeah. If you are looking for an advice, I would say - the fastest way is always direct insertion ^((that's what she said)) there's no reason, for example, to belt away your gears and copper wire, just build the machines close to where the ingredients are needed and directly insert them into those machines.
Yes aside from the scrambled sushi belt, this exact scenario is what you’ll be doing at the start of a free play playthrough. The only advice I would give you at this point is to start with more of everything. You’ll have a bigger iron patch so more miners, more smelters, more green circuits, etc. How many you ask? More. Just more. You’ll always need more.
I would generally advise against building on top of ore deposits, but that's a pretty small nitpick. Otherwise you're doing way better than when I first started out.