With apologies to my my malignantly compact 12 lane main bus, which I will not spend the effort to space out on account of my 25 hours Space Exploration save still being a “starter base”.
This is also what happens if you put only ~2 items per belt! But just imagine, every item on every belt.
Looks totally normal to me
That looks totally normal. I always build on both sides. One side for science production, the other side for chip production, the mall, and space stuff.
If you do 4 lanes max with 2 spaces between sets of lanes, getting stuff on and off the bus is easy
More generally, just remember to always use even numbers for both lanes and gaps. I usually template out where the spaces will be with stone bricks early on, spaced so there’s always an alignment guide on screen.
True, the 4 lanes max is really only for yellow belts since that is the max they can tunnel.
You can fit 3 belts in 1 lane if you alternate between yellow, red, and blue.
I never really had a ‘main bus’ like this.
My main production centers were all more dendritic in nature – from raw resource to finished product, never sharing anything with any other finished product’s production line. If two different finished products needed, say, green circuits, then I would have two green circuit production lines to feed each of those independently, and so on and so on, all the way to raw resource extraction.
(And on my second playthrough, also just an absolute ton of logistics bots flying around. Thousands of them. Did you know that you can make an assembly line for them feed right into a robo-port? I just constantly had more logistics bots being added to the logistics system at all times. Anytime something needed to get from somewhere to somewhere else in relatively low volumes, it was provider/requester chests to the rescue, and then just let the massive bot network handle it.)
But I suppose one big benefit of doing things this way is that I would rarely have huge lines of parallel conveyors like this. Most conveyors were only singles or doubles, at most.
I always wire the final inserter to the roboport and set it to only function when the amount of available bots in the network is 0.
Same effect, but doesn’t add in excessive bots.
I do the same for construction bots and repair packs, although repair pack logic is local, not network-based.
I do that as well, although I set the threshold to 100 available bots in stead. They just get repair packs from “the” mall. (which is spread randomly throughout the base because… starter base)
In the beginning I build personal production for gears and green chips and just build from those and plates.
I dont build a proper mall until I can build a botmall, so what ends up happening is the assemblers that build the bots and repair packs are just next to the mall’s roboport. So I also get the repair packs from the mall, it’s just the same source.
a factorio community that’s not on .ml ? hell yeah.
also, nice plate of spaghetti you got there.
I’ve written down in my notes to always build out one side of the bus first before doing the other side. I never remember why, so I ignore the rule. Then this happens. Every single time.





