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.

  • Dvixen@lemmy.world
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    2 months ago

    Strip mall. Everything has it’s own little store, with the back area where new stock arrives. Even has a nice multi lane road going the middle.

    • NotNotMikeOP
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      2 months ago

      I think I get closer to what you’re describing in most builds. Small buildings on a flat foundation surface high above the ground, where all the “shipments” come from a lower level so all the conveyor belts are hidden. Kind of like when you build a computer and stuff all the extra cords onto the side of the case out of sight.

      • Dvixen@lemmy.world
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        2 months ago

        The strip mall is modular as well, done in the blueprint maker, so they are crazy easy to stack and expand.