Ehhh, as someone who has played Satisfactory A LOT, I honestly can't help but disagree here.Goodman599 wrote: ↑Wed Jun 12, 2024 9:33 pm
If any of you have played satisfactory, I would compare the early game of that to gleba. Satisfactory’s belts are generally too slow for a main bus design, so until you unlock better transportation options you’re kind of forced to build near the ore patches, reducing transport times greatly. And, if you keep the correct ratios in mind, items on belts basically never stop moving, so transport times within factories are low too.
And while satisfactory is a wildly different game from factorio, gleba, and spoilage, I think this comparison shows a valid way to structure your base: Localized factories surrounding resource patches (trees). In fact I think spoilage has been made to specifically encourage this.
I often find that even on the Impure nodes, I often have a backlog of ore and a backlog of ingots. And it's very easy to get a backlog of intermediate products, especially of basic products like iron plates and rods, as well as copper items like wires. ((For those who don't know, ore patches in Satisfactory are infinite and come in three different purities which affect the yield: Pure, Normal and Impure.)
The one intermediate product I'm always running out of in the early to mid-game, is screws.
I also run several mods that add other items to the game, such as Ficsit Farming which adds food consumables.
If Satisfactory implemented spoilage whether through the mod or by vanilla, without adding a way to preserve items, such as refrigeration, I'd be in big trouble as most of my products are stacked up in containers. Same here in Factorio, since I play the same way here as I do there.