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.
I suppose I’d call what I do a “mill and factory” architecture which seems to be similar to yours.
I’ll find a resource site - take for example the infamous now-nerfed cliff in the west Northern Forest, and I’ll put an iron mill there that does everything from smelting up to, say, reinforced plates or modular frames. Same with steel mills, refineries etc.
These will feed a small number of major centralized factories. One that I’m in the process of building the 1.0 version of now is always located in the southern Rocky Desert that I call the Desert Automated Manufacturing Node…In my Update 5 playthrough I amused myself by giving all my facilities rude names with technical sounding acronyms, and the DAMN stuck. I still call it that. It’s the mid-game factory, it makes motors, crystal oscillators, heavy mod frames, circuit boards, AI limiters, high-speed connectors, computers and supercomputers. Big factory that takes up most of the big empty section of the biome. It, along with the late game (radio control units, turbomotors etc.) and now the quantum process factories will ship goods to the Project Assembly Tower where the space elevator lives.
My nuclear power plant is as self-contained as possible; I don’t like pulling from main production to feed power so it gets a whole weird mishmash factory unto itself. This ended up being the only successful sushi belt in my last playthrough, as I needed several kinds of things in fairly small amounts.
Microfactories connected by train
As a developer, this is clearly the micro services architecture, where a mega factory is clearly a monolith
I first determine the part I need, look at the map and find a group of nodes that can support the part, then build a microfactory. Basic parts then get sent to larger factories that have assemblers/manufacturers. The exception to this rule is that screws for any factory are made on-site until I find enough recipes to remove them from my production chain. I also tend to stay away from iron/copper/limestone impure nodes (using only normal/pure) until power is no longer a concern.
All factories are visited by train and collect a residual amount that is then sent to the HUB and joining warehouse for my personal needs (one-stop shop).
I created stackable blueprints that include a specific type of building, for example constructors. They have an input and output on the ground and i can build them higher and higher as long as the belt is fast enough to push in and out the materials.
By doing that i normally have one or more towers for each component, similar to your mentioned microservice architecture.
On the ground i connect these towers to build the downstream components, essentially creating your mentioned microfactories out of the towers/microservices. Perhaps Manyfactories is a better name, as it’s somewhere in-between micro and mono.
It’s fast, scalable throughout the research tiers and pretty enough for my own standards.
I wonder if there’s a correlation between a love of blueprints and a preference towards closer together infrastructure. Because my friend also loves blueprints, but I generally don’t like them.
I always tell him he’s like King Neptune and I’m Spongebob. He’s shuffling out gigafactories in minutes and I’m here tucking in my conveyor belts and reading them stories. Each one is a special snowflake to me
This makes me think of the analogy in systems administration of “pets vs cattle”
Is “Flying Spaghetti Monster” a valid answer?
That depends, is it a metaphor for factory
Yes. One that is in the air and just a mess of conveyor belts.
Hmm, I tend to do initial processing at the extraction location if it’s beneficial or neutral. No need to ship all the raw ore around unless I can’t simply do that for one reason or another. Then everything gets shipped to the big factory at the space elevator.
I then figure out what end product I need and how much and put the required machines into a building. I then build other building which do the inputs for that till I finally arrive at the raw ore or the pre processed stuff like iron ingots.
Basically clusters of buildings that provide output as necessary either with a bit of over production or underclocked to match.
I call it modular factory because I don’t care about having all of my screws coming from one place and only one place. It also means that it’s all custom built and not with blueprints. But at least it kinda looks like a computer Mainboard from above.
I very much lean towards the microfactory approach - locate a cluster of resources within reasonable belting/piping distances, design a factory which can consume the cluster’s entire production of the limiting resource (clocking others to match) to make 1 output or maybe 2, then provide that output to the rail network. Some production chains make it easier to have certain inputs taken from the rail network.
Within one of these factories, items are refined further for each floor they ascend but I rarely enforce a 1 product/floor rule - in particular I find it convenient with many Assembler/Manufacturer recipes to have an input that is directly fed from a single Constructor using clock speed to match production with consumption. This usually means each microfactory underclocks its most power hungry buildings a fair bit which keeps their consumption moderate. Each microfactory ideally has a single priority power switch to turn off its entire production chain if its consumption is becoming a problem and I set up a priority sequence for them.
If on-site production
reducesincreases stack size of a raw material by a considerable margin I will do that, which means basically everything except aluminium (I did the math… I think). All those products are then shipped to the main factory to add to the chaos.Raw unit throughput per minute is also a major consideration for me… I never ship silica, much better to ship the raw quartz