OreFactoryGuideFIELD MANUAL // UNOFFICIAL← ALL GUIDES
LAYOUT METHODMODULAR // VERSION-AWARE

Ore Factory Squad Practical Modular Layout

Separate intake, processing, storage, and dispatch so one blocked pallet cannot stop the whole factory.

Updated September 11, 2026Current version v1.1.1
Original modular factory concept with ore intake, sorting, parallel processing, pallet storage, and dispatch
Original OreFactoryGuide concept illustration. It explains zoning and expansion space; it is not an in-game screenshot or a tile-perfect blueprint.

OUR DEFAULT LAYOUT

Practical baseline

Our recommended starting point is a one-way modular flow: raw intake, filtered sorting, parallel processing lanes, marked pallet storage, then separate Stock Sell and Contract dispatch. It is not a benchmarked optimum or an official blueprint.

There is no verified universal machine ratio. Add capacity at the first buffer that stays full or the first output that stays blocked.

The five-zone layout

[ Mining Lift / Truck Unload ]
              |
              v
[ Raw Intake + Sorting Buffer ]
              |
      [ Smart Splitters ]
        /      |      \
       v       v       v
[ Line A ] [ Line B ] [ Line C ]
       \       |       /
        v      v      v
[ Marked Finished-Pallet Storage ]
          /             \
         v               v
[ Stock Sell ]   [ Pallet Packer + Delivery ]

Keep these together

  • unload point and raw buffer
  • machine input and its local supply buffer
  • finished output and marked pallet storage
  • Pallet Packer and its clear Contract and Excess outputs

Keep these separate

  • raw and finished pallets
  • Stock Sell inventory and contract inventory
  • main conveyor trunk and forklift lanes
  • warehouse automation and employee assignments

Build order by factory stage

Early factory: prove one complete loop

  1. Choose one product you can mine, process, palletize, and sell.
  2. Leave one walking lane on each side of the machine chain.
  3. Run the first pallet through Stock Sell before adding a second product.
  4. Keep cash available to correct the first wrong machine or license choice.

Mid game: split by product family

OFFICIAL FEATURE + EDITORIAL METHOD

v1.0.5 officially added Smart Filters to Splitter Belts and Pallet Drop Zones. Giving each output a documented item or category and testing one pallet before connecting the next branch is our verification method.

Official Ore Factory Squad v1.0.5 Splitter Belt Smart Filter interface with separate output filters
The v1.0.5 patch screen shows separate Smart Filter controls. Use the layout above as our starting plan, then expand the first lane that stays full.
  • Keep raw stone and metal routes distinct where their machines diverge.
  • Add a small local buffer before a machine that frequently waits for material.
  • Do not merge finished products before marked storage has identified them.

Late factory: duplicate modules, not spaghetti

When a tested line is too slow, copy its production block beside the existing line. Feed both from a controlled splitter and merge only after outputs are verified.

If forklifts, robots, and players cross the same narrow corridor, widen the logistics lane before adding more machines.

OFFICIAL v1.0.9 FEATURE + EDITORIAL LAYOUT BOUNDARY

Raised belt pieces are a routing option, not a blueprint requirement

v1.0.9 adds raised Merge, Splitter, and turn pieces for elevated belts. Use them to separate an observed crossing or make one handoff easier to inspect; the patch does not publish a clearance dimension, machine ratio, or universally best overhead layout.

  1. Keep the first raised merge, splitter, or turn isolated from unrelated production.
  2. Verify its input, output, and the lane below before adding another piece.
  3. Retain a reachable manual route around the area rather than assuming an overhead path solves every robot or vehicle conflict.

Find the real bottleneck

Visible stateLikely blockerFirst change
input always emptymining, transport, sortingrepair supply before adding machines
input full, machine idlerecipe, license, socketcheck selected recipe and connection
output stays occupiedpallet space or downstream routeclear output and verify storage
wrong item reaches a lanefilter or shared mergeisolate branch and retest Smart Filter

Layout mistakes to avoid

CURRENT-VERSION SYSTEMS + EDITORIAL DIAGNOSTIC

End-game handoff diagnostic

Storage Output → Smart Filter → Merge / Split → Buffer
       → Finished Pallet → Robot or Contract handoff
  1. Watch the Storage Output and name the first item that fails to leave.
  2. Isolate the exact filter branch before changing a Merge or Splitter.
  3. Use one Buffer to expose a rate mismatch; do not treat it as hidden extra throughput.
  4. Keep the finished-pallet output and robot approach route clear.
  5. Choose the Warehouse Robot priority for Storage or Packaging and Delivery to match the handoff under test.
  6. Restore the next branch only after one complete item or pallet reaches its destination.

The named pieces and Robot priorities are current official systems. This order is an editorial troubleshooting method, not an official best ratio or universal end-game blueprint.

Continue the build

Sources and evidence