Ore Factory Squad Factory Layout Guide
Ore Factory Squad Factory Layouts planen: Grids, Co-op-Zonen, Fahrzeugstraßen und Expansionspuffer für Vier-Spieler-Builds.
Layout-Prinzipien für Co-op Factories
Factory Layout in Ore Factory Squad ist nicht nur Ästhetik — es bestimmt, ob vier Co-op Spieler, Gabelstapler, Trucks und warehouse robots ohne Kollisionen move. Jede Property mit simple Grid starten: Lift Exit on one axis, Smelter Row perpendicular, Staging Pallets facing Vehicle Roads, Pedestrian Corridors between Machine Rows.
Zones verbal oder via Map Landmarks designate: Mining Shaft southwest, Processing north, Logistics east toward City Road. Unlabeled Sprawl verursacht duplicate Conveyor Attempts und Dynamit Accidents nahe shared Shafts.
Layout Planning mit Automation Guide und Building Controls pairen vor bulk Cash on Machines.
Modular Mining Lift Placement
Modular Mining Lift central Shaft platzieren wo Surface Conveyors straight zu Smelters ohne crossing future Truck Loops. Three Tile Buffers around Shaft Heads für Co-op Players unloading Crates during Lift Cycles.
Underground Landings need wider Platforms als early Tutorials suggest — Jackhammer Teams und Crate Carts share Space mit Ladder Access. Lighting along Primary Routes gegen Fall Damage und lost Ore in dark Corners.
Depth Expansion interacts mit Layout — deeper Shafts may need parallel Lift Systems on large Deeds in Property Expansion.
Fahrzeugstraßen und Loading Bays
Foot Traffic von Forklift Aisles trennen mit half-height Barriers oder Elevation wo supported. Trucks need Radius Space at Gates — Turns messen vor paving permanent Walls around Smelter Outputs.
Loading Bays align mit warehouse robot Pallet Drops und Contract Staging Scanners. One Bay pro active Contract Type reduziert Driver Confusion wenn Copper und Gold Timers overlap.
Vehicle Specifics auf Vehicles & Logistics und Vehicles Reference.
Layouts Mid-Game skalieren
Mid-Game addiert second Smelter Wings und duplicate Lift Feeds. Successful First-Wing Layouts mirroring rather than inventing new Spaghetti — Screenshot oder Blueprint if supported. Parallel Wings feeding one Warehouse Trunk require Merger Tiles mit Throughput Math aus Conveyor Automation.
Empty Pads für future Assembler reservieren wenn Contract Boards component Recipes hinten. Machines bauen bevor Pads exist forces expensive Demolition later.
Multi-Property Squads consolidate at City Warehouse — each Deed still needs local Staging für Trucks picking up regional Output.
Typische Layout-Fehler
Single-width Chokepoints zwischen Smelters und Lift Exits stall entire Squads during Peak Production. Dynamit Storage inside Vehicle Turnaround Zones causes Blast Griefing even when accidental.
Property Boundary Markers ignorieren führt zu Conveyors crossing into Expansion Purchase Zones — partial Refunds hurt beim Relocating Main Trunks.
Walkthrough Support: Mid-Game Expansion ties Layout zu Deed Purchase Timing.
Häufig gestellte Fragen
Wie viel Platz für Expansion freilassen?
Mindestens one Smelter Row width und one Vehicle Loop side pro Deed vor maxing Building Density. Property Maps zeigen Expansion Pads.
Können vier Spieler im selben Wing bauen?
Ja mit Zone Assignments. Two Builders on one Tile conflict — north/south Wings splitten oder Build Mode Times stagger.
Wo Dynamit Storage hin?
Away from Lift Exits, Vehicle Paths und shared Spawn Points. Marked Storage Crates underground nahe planned Blast Sites stattdessen.
Smelter indoors?
If Game supports Roofing für Aesthetics, ja — otherwise open-air Grids work wenn Conveyors und Power connect. Belt Clarity vor Decoration early priorisieren.
Wie für warehouse robots planen?
Fixed Pallet Pads mit Robot Path Clearance vor enabling Automation. Robots brauchen stable Endpoints — Conveyor Outputs zuerst finalisieren.