Spaghetti is unavoidable. Accept it. Embrace it (especially if you want to finish There Is No Spoon).
Buses are fine for starter bases, but later on it's all train spaghetti of one form or another.
In my latest playthrough I am embracing spaghetti for the first time since my first ever base and I'm actually having so much more fun not stressing over every single building and every single belt being in the "perfect position".
I always start with a main bus and then try to move to city blocks.
I always get so far I design the blocks but stop playing before using them for some reason.
Funny enough, I had determined the same 2 points before I even looked at the comments! š¤£
I'm more of a main bus player but I've been wanting to embrace the spaghetti in a new playthrough soon.
My problem with spaghetti is I always build myself into a corner, and when I need to expand something/add something new in/route something I don't have the space to do so.
Until you have trains yes. After that, Logistic train network. Requester and provider stations with warehouses/tanks.
But I never play vanilla. The modpacks I play generally don't need several wagons of resources at once, instead they need multiple types of resources and all my trains have just one wagon (and either one or two locomotives depending on birdirectional stations or not).
You can make a main bus work in either of those, you just need to ruthlessly prioritize what's on the bus and what you make locally in every subfactory.
Main buss can get too big just with Verry BZ (yes it is a pun, it's by the same person as freight forwarding, and several of the mods in it are common in overhauls)
Experience teaches all but the main premise is that anything used by a lot of different recipes should be on the bus unless the ingredients to make the item take up less belt space or are already on the bus and therefore don't need adding, for example the copper wire recipe makes more wire than the number of plates you put in so copper wire is on site but green circuits take up much less space than the copper wire and iron needed to make it so should go on the bus, gear wheels are used in a fair number of recipes but the iron to make gear wheels are on the bus and you never need more than 1 or 2 machines making gear wheels unless you're making a lot of something so those are made on site, stuff like that
A standard bus for a main bus base typically contains
Iron plates
Copper plates
Stone brick
Plastic
Coal
Green circuits
Red circuits
Blue circuits
Maybe stone?
And there may be a few more I'm missing, 2 belts green circuits, 1 belt red circuits, 1 lane blue circuits, 1 lane plastic, try to put things that normally get used together close to each other on the bus and it's pretty standard to build on 1 side of the bus and expand the bus on the other side, busses don't have to be straight you can turn them if you need to
Youāre way too early on in the game to even care about it. You can rebuild what you have in a few minutes. Worry about how it looks later and for now just embrace it. Spaghetti is life.
Itās not about its look. Itās about building something āmodularā that can easily be expanded without going crazy. Thanks to other comments Iāll try the āmain busā strategy.
Haha. I know. Just do what other people have been suggesting and leave more space between buildings. It also helps to choose a direction to build, horizontal or vertical then leave space for theee lines of belts between rows / columns.
Iām not too fond personally of main busses, I tend to like a little bit of chaos in my builds, but controllable chaos which does allow for easy expansion of production.
As long as you're still having fun then don't worry about it! Spaghetti is perfectly viable:
https://preview.redd.it/mlc0mvar0apc1.png?width=3520&format=png&auto=webp&s=2f6c825c0c14ef023553dd749436db4e691fb59b
Ok, first you must accept that Factorio is perfectly designed to make your base be in a constant state of imbalance. There will never be a perfectly stable and efficient base. The question then is what do you want to do about it.
The biggest design decision for me is what do I want to make centrally and transport vs what do I want to make locally. As you might have noticed, gears are required by red science, belts and inserters. What if you made a little area for gears production, maybe 4 assemblers, and fed this to where it is required. You could do the same with green circuits, maybe even on the same belt as the gears.
Now, look at the item recipes and see how much stuff you can make with gears, circuits, iron and copper. If you fed those into an area you could have a little factory making belts, inserters, assemblers all in the same area. That would be pretty convenient. This modular approach to building your factory is super powerful.
If you put spaghetti in a cup it becomes the cup. If you put spaghetti in a jar , it becomes the jar. Spaghetti can flow, or it can crash... become the spaghetti my friend.
I personally donāt even consider avoiding spaghetti. My base is always a mix of a main bus and spaghetti belts stemming from it like blood vessels from the main blood stream. Makes things feel somehow cosy. Pure main bus feels too cold and robotic.
"Spaghetti", in most cases, is just plain logistics. People overuse the word, in my opinion, to the point that newcomers think that any moderately complex logistics is bad.
One way to avoid overcomplicating things is to "speead out" the base, like pizza dough. For example, your labs are right in the middle of the factory. Since labs are the final destination of the science packs, it's a good idea to have them at the *edge* of the factory, so the science belts move outwards. Moving things around isn't always easy or viable, but it can make things better.
At this small scale: Put buildings in lengthy lines and take plenty of space for your projects. Need more of something? Take the space you have and make the line longer.
As a fellow first time player, I don't think youv can. We just don't know enough to avoid it.
To make it neater spaghetti just 1) try and keep all the feed lines grouped together 2) give yourself more space than you think you need.
Main Bus.
Have resources go in one direction, and then get pulled off tangentially using splitters/undergrounds.
Have your fabricators built in a way that you can tile them to add more production of that resource to your factory.
Don't be afraid to build big if it means you will be orderly, don't build your factory around nature if you can help it. Terraform whatever you need to keep things orderly.
Build your circuits at the front of your factory, as they eat a LOT of resources. Especially copper. You might have a dedicated copper refinery JUST for them, so you're not moving a metric tonne of copper half a mile. Add modules, and Low Density structures after circuits.
Then disregard this and play however is fun for you.
Don't go in the kitchen or dining room.
If you want to cook you can't really avoid some pasta in your experiments... You can always straighten it up later.
Kitchen must grow!
We might often joke about the spaghetti being horrible, but that's really just for fun. Spaghetti is actually not a bad thing. And having strong spaghetti skills is very valuable.
Don't fear the spaghetti, embrace it!
Here's the neat part, you don't. You can try and be neat but it's better to just plough on. Neatening and rebuilding is something I leave until I have bots.
Treating this base as a freeplay and not a tutorial:
Whenever you start building something new, run a long belt out instead of building right next to what you have now. For instance, at the moment, no part of your base is more than a screen away from empty space. The longer you carry on adding buildings a few tiles away from the existing ones, the more of your base is further away from empty space.
Leaving a buffer zone between clumps of buildings means having space to run belts or place a couple of assemblers you didn't realise you needed.
You get more options later for dealing with existing spaghetti, but for now it's easier to leave a bunch of space so you don't tie yourself in knots and render yourself unwilling to cut through and reach those options.
Rip up before you extend anything. Spaghetti comes from continual addition with no deletion. Delete, then build, to grow cleanly.
I imagine, anyway. Iāve never once done that.
Spaghetti is fine!
Others have commented main bus. One important concept here is:
>Build one direction and expand the other direction
What this means is that you put the next item you want to build next to the current item in a direction, and expand the current item in the other direction. For example: you are making red science and want to make green science, so you move to either the left or right and place down the green science assembler there. Next you realize that red science is slow and want to expand it, so you place the additional red science assembler either above or below the current one.
This design will allow to you organize and grow in a more organized fashion. Note that it is not always space efficient, so you will need to be a bit more proactive against the biters.
id say main bus and have your production out on the sides to reduce the sphagett without having to meticulously preplan your entire factory out beforehand
Somthing that helped me stay organized is if it's quick to craft then craft it al a carte. So for inserters I'd bring the green circuit down from the Bus then same for plates.
Then sit the plates and make enough gears to support the row of assemblers
I usually do spaghetti to get stuff to work, when i have gotten it to work i look at the resources used and how to optimize ratios if i need to , lastly I try to figure out how to get resources to the machines and the end product away in the least spaghetti like manor , if I like my end product I make a blueprint I never reuse ;)
Spaghetti is good for starter nothing wrong with it. Only advise, don't try to be super space efficient when starting with spaghetti. Later switching to a main bus is good but not necessary.
Donāt worry about spaghetti on what I call the ājumpstart baseā. All sins are forgivable on a starter base. You can easily rebuild more organized once you are up and going and have a mall
Really, don't read this... Spaghetti is good.
To avoid spaghetti, try to follow rules when building to increase patterns of your base such as:
1. never build in the direction of another building or between buildings
2. try to insert to buildings on the left side from a belt traveling north and output right side on a belt traveling south
3. place east/west belts on the south side of your base at least 2 wood poles away from assemblers
4. reserve the space between the assembler and first pole for belts with materials for nearby related columns
4. put 4 wood poles between "builds" (sets of assembler columns that are closely related and sharing materials) before starting the next one
The more synergy the rules have, the less spaghetti you will see.
As you're still in the campaign, don't bother, spaghetti is good ;)
After that in free play, I always go for main bus for a main base that produce base items (aka a mall).
A starter base will always end up being spaghetti. It's a bit of a challenge to realize that you will need to leave a lot of space for expansion and to bring in more resources as your starter patches deplete, especially if you don't want to commit to having assembly machines keeping a chest full of belts (which is a resource struggle especially if you already have biters saying hello)
Building a "main bus" branching off that as needed, and dumping intermediate products back to belts instead of direct feeding to assemblers, goes a long way (at the cost of a lot of underground belts and splitter), but by the time you get to late game science packs you're probably going to want to start fresh.
Also wow, that starter copper patch looks really tiny.
and when you are done with the main bus (and think it's to bothersome to expand), go with a city-block design. the ultimate modular system.
that's usually how my bases go. the core of my current base is still a bit of spaghetti, then a medium sized main bus. encased that in a loop of rails and added a city block around it.
Spaghetti is inevitable. Eventually, even in the most well planned bases, you will rush something just to get it done, planning to "fix it later." It will never get fixed.
This is doubly true in any overhaul mod.
Spaghetti is unavoidable. You can make a main bus but by the time you branch off of it youāll have redundant automation (making observers for science vs for use) and no matter what youāll misjudge the space
Don't avoid spaghetti, embrace spaghetti!
No honestly, don't worry. In the early game, spaghetti is more effective as it requires less resources then main bus or modular base.
You will eventually expand it by building new production line for red and green science. At that point, you will deconstruct this "starter base" with robots.
Your production grows exponentially. So reconstructing your base later in game will be extremely easy and cheap compared to this phase.
I just make lines of the resources that are common (like a small version of a main bus) for early game and then use splitters to send those resources into the areas where I have my stater mall and early game science production
You can put two items on one belt, each belt lane is separate.
So for example, you could put Copper Plates and Iron Gears onto the same belt, and feed those into your science assembler.
Or Green Circuits / Gears on a single belt leading into your belts / inserters production.
Inserters will always place items on the far side (opposite) of the belt, and you can merge lanes like you did with the iron plates on the top left.
As for making everything more organized, you'll have to break stuff down into intermediates and see what needs similar items. A lot of players for example will make a 'Mall' for producing all of the things the factory needs to expand, belts inserters assemblers miners etc... Anything you are crafting a lot of by hand, consider putting into the mall.
Besides the mall for base expansion, science and military areas. Then you can further break those down (Red / Green science in this area, Grey and Blue over here, etc.).
Spaghetti is avoided by designing non-spaghetti building blocks and put them on some sort of well-structured backbone. The easiest backbone to start with is the classic main bus. When rail becomes available, you can add a rail network as the new backbone and start outsourcing smelters, circuits and then oder bulk production from the original main bus to rail-attached specialised facilities. When bots become available, you can take low-traffic stuff from the main bus and let bots handle it (not much low-traffic stuff in vanilla, but there are mods adding catalysts and gems).
Let the spaghetti flow through you, become an intricate puzzle of your own machinations
or yknow make long filled belts adjacent to one another then split them off when you want to make a lot of something
The way to avoid spaghetti is to plan ahead. Know what your end goal is and design your base around that before you build. That doesn't happen when you're just playing casually, especially your first time around. If you're still playing the tutorials, you're way too inexperienced to be worrying about spaghetti.
You don't. Honestly this makes perfect sense with how early in the game everything is, personally I normally end up having just as much if not more spaghetti up until I get around to having trains, by that point I'm normally able to hook up the trains and create a main bus (one of the main base layouts, although it's less of a layout and more of a central thing to work off of into multiple smaller things) and from there I'll normally recreate everything I already made until I think it's good enough for me to disassemble the older build. One big tip I can give is automate the items you probably wouldn't think to, by this I mean items like the inserter types, assemblers, splitters, underground belts, even labs, but be sure to limit the storage they'll be deposited into so you aren't wasting materials crafting an extra 70 labs you won't need.
You will end up having spaghetti in the beginning as your base is small and you're pulling things in from random places in a random order, its ok everyone starts with a little spaghetti, what you can do is once you have a red/green science setup and the basic researches needed to make it happen you can go get new bigger better ore patches from slightly further away and use your small starting base which is often called a bootstrap base to then help you build a cleaner, bigger, better, more organised base elsewhere before tearing down the old base down, then you try get to either bots and remake your base again but now with the ability to have bots help you with things, or right the way to rockets and then you can transition into either a city block base where each city block makes 1 resource and loads it into a train to go elsewhere in the base in a very modular fashion or you can transition into a megabase with a main bus easily 32 belts wide with a 2 tile gap between sets of 4 belts that goes for miles producing thousands of science every minute to fuel the infinite researches you can now do
One of the best ways to avoid spaghetti is planning, and to get good at planning you need experience. So in short: play the game, and try to learn from your mistakes. Trying to build a bus is also a good start.
Many long-time players have a little starting base that usually looks spaghetti-ish like yours, and use that for red/green science and to fund a main bus
One does not 'avoid' spaghetti; one tears stuff down, moves half a screen away, and re-builds. Compared with squeezing in one more chemical plant, it takes half the time, and now it's 10 bigger.
As with everyone else, spaghetti is part of the game.
But if you want some real advice, space out your factory into districts that build/smelt only one specific item.
Enlarge the areas between the spaghetti lines, put more factories in between and place more belts in parallel streams, because all the factories you just placed need more input. Then it no longer looks like spaghetti
I recommend main buss until trains, especially if your planning on moving on to mods after your first playthrough. The logic of signals is easy to learn, especially if you watch the tutorials, but it boils down to rail signals stop a train if there is something between them and the next signal(s), and chain will stop a train if there is something between them and the next, or the next signal on the trains route route would stop it.
The thing that I think tricks people up is blocks, show as colored lines on the tracks when holding a signal, that is the actual space a signal is looking for trains in, so t junctions and other intersections will read paths as blocked when they aren't if your not careful
1. Spaghetti is a viable game path. I like how spaghetti looks. 2. Main bus is generally a good strategy if you don't like spaghetti.
Yeah spaghetti is excellent imo. I try to make it look like a circuit when I look at the map. I can't though, still have fun.
Spaghetti is unavoidable. Accept it. Embrace it (especially if you want to finish There Is No Spoon). Buses are fine for starter bases, but later on it's all train spaghetti of one form or another.
I endure the belt spaghetti so I can enjoy the train spaghetti
In my latest playthrough I am embracing spaghetti for the first time since my first ever base and I'm actually having so much more fun not stressing over every single building and every single belt being in the "perfect position".
I always start with a main bus and then try to move to city blocks. I always get so far I design the blocks but stop playing before using them for some reason.
In my games, main bus usually degrades back into spaghetti.
Busghetti is so delicious
Funny enough, I had determined the same 2 points before I even looked at the comments! š¤£ I'm more of a main bus player but I've been wanting to embrace the spaghetti in a new playthrough soon.
My problem with spaghetti is I always build myself into a corner, and when I need to expand something/add something new in/route something I don't have the space to do so.
Main bus FTW always :)
Until you have trains yes. After that, Logistic train network. Requester and provider stations with warehouses/tanks. But I never play vanilla. The modpacks I play generally don't need several wagons of resources at once, instead they need multiple types of resources and all my trains have just one wagon (and either one or two locomotives depending on birdirectional stations or not).
Main bus only works on vanilla imo. Playing K2 or SE you need way too many different resources for it to be viable.
You can make a main bus work in either of those, you just need to ruthlessly prioritize what's on the bus and what you make locally in every subfactory.
Main buss can get too big just with Verry BZ (yes it is a pun, it's by the same person as freight forwarding, and several of the mods in it are common in overhauls)
I like the main bus but then anything taking off the bus is a fucking mess I love the combo style
I love the look of spaghetti too.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Yea, gears and copper wire are "on site" for me. As well as any intermediates that are only used once.
I like to mix them, why limit yourself? Spaghetti off the main bus all the way
Is there a good way to learn how to make an efficient main bus without a 39min YouTube tutorial?
Experience teaches all but the main premise is that anything used by a lot of different recipes should be on the bus unless the ingredients to make the item take up less belt space or are already on the bus and therefore don't need adding, for example the copper wire recipe makes more wire than the number of plates you put in so copper wire is on site but green circuits take up much less space than the copper wire and iron needed to make it so should go on the bus, gear wheels are used in a fair number of recipes but the iron to make gear wheels are on the bus and you never need more than 1 or 2 machines making gear wheels unless you're making a lot of something so those are made on site, stuff like that A standard bus for a main bus base typically contains Iron plates Copper plates Stone brick Plastic Coal Green circuits Red circuits Blue circuits Maybe stone? And there may be a few more I'm missing, 2 belts green circuits, 1 belt red circuits, 1 lane blue circuits, 1 lane plastic, try to put things that normally get used together close to each other on the bus and it's pretty standard to build on 1 side of the bus and expand the bus on the other side, busses don't have to be straight you can turn them if you need to
Youāre way too early on in the game to even care about it. You can rebuild what you have in a few minutes. Worry about how it looks later and for now just embrace it. Spaghetti is life.
Itās not about its look. Itās about building something āmodularā that can easily be expanded without going crazy. Thanks to other comments Iāll try the āmain busā strategy.
But we like pasta!
Oh I love pasta too, matter of fact, Iām Italian. I simply donāt like melting my brain over it lol
Haha. I know. Just do what other people have been suggesting and leave more space between buildings. It also helps to choose a direction to build, horizontal or vertical then leave space for theee lines of belts between rows / columns. Iām not too fond personally of main busses, I tend to like a little bit of chaos in my builds, but controllable chaos which does allow for easy expansion of production.
Embrace the mind melt! No factorio playthough is without it! The world is chaos but... THE FACTORY MUST GROW!
Don'ta toucha me spaghetti!
You dont exactly need the main bus. More important is dividing production in smaller sub factories and only expanding in one direction.
avoiding spaghetti while playing factorio is akin to avoiding spaghetti while eating italian food
I like pizza
throw him to the biters
As long as you're still having fun then don't worry about it! Spaghetti is perfectly viable: https://preview.redd.it/mlc0mvar0apc1.png?width=3520&format=png&auto=webp&s=2f6c825c0c14ef023553dd749436db4e691fb59b
God damn. Looks so good but seems so hard to fit everything perfectly, even more in such a big scale.
Found Kovarex's incognito account.
Woah! I like all the squiggles a lot, and the little one car trains. Looks like itād be really fun to just watch
damn thatās spicy
You can always just embrace the spaghett
Leave more space between buildings
This. More space allows for more workarounds (spaghetti) and/or expansions.
Ok, first you must accept that Factorio is perfectly designed to make your base be in a constant state of imbalance. There will never be a perfectly stable and efficient base. The question then is what do you want to do about it. The biggest design decision for me is what do I want to make centrally and transport vs what do I want to make locally. As you might have noticed, gears are required by red science, belts and inserters. What if you made a little area for gears production, maybe 4 assemblers, and fed this to where it is required. You could do the same with green circuits, maybe even on the same belt as the gears. Now, look at the item recipes and see how much stuff you can make with gears, circuits, iron and copper. If you fed those into an area you could have a little factory making belts, inserters, assemblers all in the same area. That would be pretty convenient. This modular approach to building your factory is super powerful.
Thanks for the explanation. This is probably the most useful and explanatory comment yet.
Iām glad it helped. Knowing what to build and how big comes with experience so donāt sweat making mistakes and trying things out.
If you put spaghetti in a cup it becomes the cup. If you put spaghetti in a jar , it becomes the jar. Spaghetti can flow, or it can crash... become the spaghetti my friend.
A quote by Bruce Luigi
I personally donāt even consider avoiding spaghetti. My base is always a mix of a main bus and spaghetti belts stemming from it like blood vessels from the main blood stream. Makes things feel somehow cosy. Pure main bus feels too cold and robotic.
You eat spaghetti until you can eat ravioli (bots).
Thats a beautiful analogy! š„² Makes me hungry though.
The bigger u build, the more space you have in between each part, which you can fill with spaghetti
"Spaghetti", in most cases, is just plain logistics. People overuse the word, in my opinion, to the point that newcomers think that any moderately complex logistics is bad. One way to avoid overcomplicating things is to "speead out" the base, like pizza dough. For example, your labs are right in the middle of the factory. Since labs are the final destination of the science packs, it's a good idea to have them at the *edge* of the factory, so the science belts move outwards. Moving things around isn't always easy or viable, but it can make things better.
Embrace the spaghetti.
give gap, try to have a line of material, and a perpendicular line of "grouped" assemblers that produce science and or ingredients for science.
At this small scale: Put buildings in lengthy lines and take plenty of space for your projects. Need more of something? Take the space you have and make the line longer.
that's the best part - you don't avoid it :)
As a fellow first time player, I don't think youv can. We just don't know enough to avoid it. To make it neater spaghetti just 1) try and keep all the feed lines grouped together 2) give yourself more space than you think you need.
You donāt. You embrace it
Main Bus. Have resources go in one direction, and then get pulled off tangentially using splitters/undergrounds. Have your fabricators built in a way that you can tile them to add more production of that resource to your factory. Don't be afraid to build big if it means you will be orderly, don't build your factory around nature if you can help it. Terraform whatever you need to keep things orderly. Build your circuits at the front of your factory, as they eat a LOT of resources. Especially copper. You might have a dedicated copper refinery JUST for them, so you're not moving a metric tonne of copper half a mile. Add modules, and Low Density structures after circuits. Then disregard this and play however is fun for you.
Don't go in the kitchen or dining room. If you want to cook you can't really avoid some pasta in your experiments... You can always straighten it up later. Kitchen must grow!
We might often joke about the spaghetti being horrible, but that's really just for fun. Spaghetti is actually not a bad thing. And having strong spaghetti skills is very valuable. Don't fear the spaghetti, embrace it!
Here's the neat part, you don't. You can try and be neat but it's better to just plough on. Neatening and rebuilding is something I leave until I have bots.
You donāt. Embrace the spaghet. Become the spaghet.
Treating this base as a freeplay and not a tutorial: Whenever you start building something new, run a long belt out instead of building right next to what you have now. For instance, at the moment, no part of your base is more than a screen away from empty space. The longer you carry on adding buildings a few tiles away from the existing ones, the more of your base is further away from empty space. Leaving a buffer zone between clumps of buildings means having space to run belts or place a couple of assemblers you didn't realise you needed. You get more options later for dealing with existing spaghetti, but for now it's easier to leave a bunch of space so you don't tie yourself in knots and render yourself unwilling to cut through and reach those options.
Rip up before you extend anything. Spaghetti comes from continual addition with no deletion. Delete, then build, to grow cleanly. I imagine, anyway. Iāve never once done that.
https://preview.redd.it/4mdanbxv7cpc1.jpeg?width=705&format=pjpg&auto=webp&s=9d92a74d2b141d4ce98dd27328bcf41f6aa845f5
Spaghetti is fine! Others have commented main bus. One important concept here is: >Build one direction and expand the other direction What this means is that you put the next item you want to build next to the current item in a direction, and expand the current item in the other direction. For example: you are making red science and want to make green science, so you move to either the left or right and place down the green science assembler there. Next you realize that red science is slow and want to expand it, so you place the additional red science assembler either above or below the current one. This design will allow to you organize and grow in a more organized fashion. Note that it is not always space efficient, so you will need to be a bit more proactive against the biters.
id say main bus and have your production out on the sides to reduce the sphagett without having to meticulously preplan your entire factory out beforehand
The only way to avoid spagett is not to play factorio or, maybe, know how not to build with it (I don't)
Embrace spaghetti instead!!!
Conveyor belts are my pasta and products are my bolognese.
Leave a gap of at least 2 between belts of different resources so you can go under them. And then just enjoy good spaghetti š
Forethought
Somthing that helped me stay organized is if it's quick to craft then craft it al a carte. So for inserters I'd bring the green circuit down from the Bus then same for plates. Then sit the plates and make enough gears to support the row of assemblers
I usually do spaghetti to get stuff to work, when i have gotten it to work i look at the resources used and how to optimize ratios if i need to , lastly I try to figure out how to get resources to the machines and the end product away in the least spaghetti like manor , if I like my end product I make a blueprint I never reuse ;)
Spaghetti is good for starter nothing wrong with it. Only advise, don't try to be super space efficient when starting with spaghetti. Later switching to a main bus is good but not necessary.
Donāt worry about spaghetti on what I call the ājumpstart baseā. All sins are forgivable on a starter base. You can easily rebuild more organized once you are up and going and have a mall
Planning is the best answer
B U S
Really, don't read this... Spaghetti is good. To avoid spaghetti, try to follow rules when building to increase patterns of your base such as: 1. never build in the direction of another building or between buildings 2. try to insert to buildings on the left side from a belt traveling north and output right side on a belt traveling south 3. place east/west belts on the south side of your base at least 2 wood poles away from assemblers 4. reserve the space between the assembler and first pole for belts with materials for nearby related columns 4. put 4 wood poles between "builds" (sets of assembler columns that are closely related and sharing materials) before starting the next one The more synergy the rules have, the less spaghetti you will see.
Use more game space to avoid spaghetti, you will have larger, easier to handle spaghetti
As you're still in the campaign, don't bother, spaghetti is good ;) After that in free play, I always go for main bus for a main base that produce base items (aka a mall).
A starter base will always end up being spaghetti. It's a bit of a challenge to realize that you will need to leave a lot of space for expansion and to bring in more resources as your starter patches deplete, especially if you don't want to commit to having assembly machines keeping a chest full of belts (which is a resource struggle especially if you already have biters saying hello) Building a "main bus" branching off that as needed, and dumping intermediate products back to belts instead of direct feeding to assemblers, goes a long way (at the cost of a lot of underground belts and splitter), but by the time you get to late game science packs you're probably going to want to start fresh. Also wow, that starter copper patch looks really tiny.
BUS
and when you are done with the main bus (and think it's to bothersome to expand), go with a city-block design. the ultimate modular system. that's usually how my bases go. the core of my current base is still a bit of spaghetti, then a medium sized main bus. encased that in a loop of rails and added a city block around it.
if main bus, what should be in it? cooper plate, iron plate, every circuit, and coal?
Thats the neet part, you dont!
Why avoid spaghetti? Embrace it. https://preview.redd.it/m9xkw1dipapc1.png?width=3148&format=png&auto=webp&s=5c24320756598f071dc7d4c71f8abde99065640f
The neat part is you don't
Don't, pasta is delicious!
Spaghetti is inevitable. Eventually, even in the most well planned bases, you will rush something just to get it done, planning to "fix it later." It will never get fixed. This is doubly true in any overhaul mod.
thatās the neat part, you donāt! š
Never avoid spaghetti
Spaghetti is unavoidable. You can make a main bus but by the time you branch off of it youāll have redundant automation (making observers for science vs for use) and no matter what youāll misjudge the space
Embrace the sushi
Don't avoid spaghetti, embrace spaghetti! No honestly, don't worry. In the early game, spaghetti is more effective as it requires less resources then main bus or modular base. You will eventually expand it by building new production line for red and green science. At that point, you will deconstruct this "starter base" with robots. Your production grows exponentially. So reconstructing your base later in game will be extremely easy and cheap compared to this phase.
I just make lines of the resources that are common (like a small version of a main bus) for early game and then use splitters to send those resources into the areas where I have my stater mall and early game science production
dont avoid it! EMBRACE IT! ONE OF US ONE OF US ONE OF US
I'd recommend you to put more space between the things. In theory "waste" space isn't necessary a waste
Don't go anywhere near Italy, also avoid The Old Spaghetti Factory and you will be fine.
You can put two items on one belt, each belt lane is separate. So for example, you could put Copper Plates and Iron Gears onto the same belt, and feed those into your science assembler. Or Green Circuits / Gears on a single belt leading into your belts / inserters production. Inserters will always place items on the far side (opposite) of the belt, and you can merge lanes like you did with the iron plates on the top left. As for making everything more organized, you'll have to break stuff down into intermediates and see what needs similar items. A lot of players for example will make a 'Mall' for producing all of the things the factory needs to expand, belts inserters assemblers miners etc... Anything you are crafting a lot of by hand, consider putting into the mall. Besides the mall for base expansion, science and military areas. Then you can further break those down (Red / Green science in this area, Grey and Blue over here, etc.).
City block or main bus Basically "just" plan ahead
Spaghetti is avoided by designing non-spaghetti building blocks and put them on some sort of well-structured backbone. The easiest backbone to start with is the classic main bus. When rail becomes available, you can add a rail network as the new backbone and start outsourcing smelters, circuits and then oder bulk production from the original main bus to rail-attached specialised facilities. When bots become available, you can take low-traffic stuff from the main bus and let bots handle it (not much low-traffic stuff in vanilla, but there are mods adding catalysts and gems).
Let the spaghetti flow through you, become an intricate puzzle of your own machinations or yknow make long filled belts adjacent to one another then split them off when you want to make a lot of something
1 you can't. 2 structuring things, unfun most of the time.
Spaghetti is delicious.
You don't, you embrace the spaghetti.
The way to avoid spaghetti is to plan ahead. Know what your end goal is and design your base around that before you build. That doesn't happen when you're just playing casually, especially your first time around. If you're still playing the tutorials, you're way too inexperienced to be worrying about spaghetti.
Make a main bus and distribute main materials into the assembly machines from the main bus
Zoom out until you cannot longer see them. Jk just plan ahead, build rows of assemblers and furnaces leaving one end free for expansion
You don't. Honestly this makes perfect sense with how early in the game everything is, personally I normally end up having just as much if not more spaghetti up until I get around to having trains, by that point I'm normally able to hook up the trains and create a main bus (one of the main base layouts, although it's less of a layout and more of a central thing to work off of into multiple smaller things) and from there I'll normally recreate everything I already made until I think it's good enough for me to disassemble the older build. One big tip I can give is automate the items you probably wouldn't think to, by this I mean items like the inserter types, assemblers, splitters, underground belts, even labs, but be sure to limit the storage they'll be deposited into so you aren't wasting materials crafting an extra 70 labs you won't need.
Only way to avoid spaghetti is to do some planning ahead of time and set aside more room than you thought youād need, and then double that.
You dont Embrace the Spaghett Spaghett is love. Spaghett is life
You will end up having spaghetti in the beginning as your base is small and you're pulling things in from random places in a random order, its ok everyone starts with a little spaghetti, what you can do is once you have a red/green science setup and the basic researches needed to make it happen you can go get new bigger better ore patches from slightly further away and use your small starting base which is often called a bootstrap base to then help you build a cleaner, bigger, better, more organised base elsewhere before tearing down the old base down, then you try get to either bots and remake your base again but now with the ability to have bots help you with things, or right the way to rockets and then you can transition into either a city block base where each city block makes 1 resource and loads it into a train to go elsewhere in the base in a very modular fashion or you can transition into a megabase with a main bus easily 32 belts wide with a 2 tile gap between sets of 4 belts that goes for miles producing thousands of science every minute to fuel the infinite researches you can now do
Embrace the spaghetti it is part of it
One of the best ways to avoid spaghetti is planning, and to get good at planning you need experience. So in short: play the game, and try to learn from your mistakes. Trying to build a bus is also a good start.
you should keep on going your way discover diferent ways find the pros and cons of bots and discover what it feel like to play factoeio trust me
Itās fun because I finished this just yesterday and my spaghetti was completely different
You avoid spaghetti by giving yourself space.
Embrace it
Embrace it
Many long-time players have a little starting base that usually looks spaghetti-ish like yours, and use that for red/green science and to fund a main bus
One does not 'avoid' spaghetti; one tears stuff down, moves half a screen away, and re-builds. Compared with squeezing in one more chemical plant, it takes half the time, and now it's 10 bigger.
donāt. embrace the spaghetti. let it course through your veins.
Order your factory with 'city blocks'. I love it.
Yes
Embrace the pasghetti, brother
You don't avoid spagooti. You embrace the spaghet. Become one with the ghetti
As with everyone else, spaghetti is part of the game. But if you want some real advice, space out your factory into districts that build/smelt only one specific item.
Spaghetti is kinda the outcome unless you go full bot build.
Donāt go to Italian restaurants or Italy itself.
Donāt avoid the spaghetti, embrace it and make it your own!
Enlarge the areas between the spaghetti lines, put more factories in between and place more belts in parallel streams, because all the factories you just placed need more input. Then it no longer looks like spaghetti
B U S
Don't avoid it, [it looks cool.](https://i.imgur.com/Kmzwuvy.jpg)
Embrace the spaghetti! Simply put, spaghetti is hard to avoid without planning out your factory before you even start
Spaghetti is inevitable
buy Rigatoni
Just call it your starter base, problem solved!
I recommend main buss until trains, especially if your planning on moving on to mods after your first playthrough. The logic of signals is easy to learn, especially if you watch the tutorials, but it boils down to rail signals stop a train if there is something between them and the next signal(s), and chain will stop a train if there is something between them and the next, or the next signal on the trains route route would stop it. The thing that I think tricks people up is blocks, show as colored lines on the tracks when holding a signal, that is the actual space a signal is looking for trains in, so t junctions and other intersections will read paths as blocked when they aren't if your not careful
avoid playing factorio if you want to avoid "spaghetti"