--- id: wiki-2026-0508-자원-로지스틱스-resource-logistics title: 자원 로지스틱스(Resource Logistics) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Resource Logistics, Supply Chain (Game), Resource Flow Design, 자원 흐름] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [game-design, economy, systems-design, factorio, rts] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: typescript framework: ecs-bevy --- # 자원 로지스틱스(Resource Logistics) ## 매 한 줄 > **"매 source → transport → buffer → consumer 매 chain 매 game 의 의 backbone"**. 매 *Factorio* (2016 → 2.0 Space Age 2024) 매 belt-bot-train 매 trinity, *Dyson Sphere Program* (2021), *Satisfactory* (1.0 2024) 매 매 매 동일한 design pillar — 매 player 매 logistics 의 의 의 의 의 의 problem 의 의 의 solving. ## 매 핵심 ### 매 logistics primitives 1. **Source (생산)**: miner / extractor / spawn point. 2. **Transport (수송)**: belt, pipe, train, drone, teleport. 3. **Buffer (저장)**: chest, tank, warehouse. 4. **Consumer (소비)**: assembler, smelter, ship, player. 5. **Throttle / 제어**: priority splitter, circuit network, request gate. ### 매 transport 매 axis tradeoffs - **belt**: cheap, infinite, slow, density-bound. - **pipe**: fluid only, pressure-aware (DSP, Satisfactory 1.0). - **train**: high-throughput, high-latency, expensive. - **drone / bot**: flexible routing, energy-intensive. - **teleport / portal**: 매 endgame, breaks classical logistics tension. ### 매 응용 1. *Factorio* main bus 의 vs city-block layout. 2. *Satisfactory* 의 train network + drone hops. 3. *Dyson Sphere Program* 의 logistics tower 의 interplanetary supply. 4. *Anno 1800* 의 trade route + warehouse. 5. *RimWorld* 의 stockpile priority + pawn hauling AI. ## 💻 패턴 ### Belt throughput simulation ```typescript interface BeltSegment { capacity: number; // items / sec (Factorio yellow=15, red=30, blue=45) current: number; upstream?: BeltSegment; } function tickBelt(seg: BeltSegment, dt: number) { const incoming = Math.min(seg.upstream?.current ?? 0, seg.capacity * dt); seg.current += incoming; if (seg.upstream) seg.upstream.current -= incoming; // saturation = bottleneck visible to player return { saturation: seg.current / (seg.capacity * dt) }; } ``` ### Producer/consumer rate matching ```typescript function balanceRatio(producerRate: number, consumerRate: number): number { return producerRate / consumerRate; // ratio = 1.0 → balanced // < 1 → consumer starves (add producers) // > 1 → buffer overflow (add consumers / storage) } // Factorio classic: 1 stone furnace = 0.3125 plate/s // 1 yellow belt = 15 items/s → needs 48 furnaces to saturate ``` ### Train scheduling (priority + fuel) ```typescript type Station = { id: string; demand: number; supply: number }; function dispatchTrain(stations: Station[]): { from: string; to: string } | null { const supplier = stations.filter(s => s.supply > 0) .sort((a, b) => b.supply - a.supply)[0]; const consumer = stations.filter(s => s.demand > 0) .sort((a, b) => b.demand - a.demand)[0]; if (!supplier || !consumer) return null; return { from: supplier.id, to: consumer.id }; } ``` ### Drone routing (cost-aware) ```typescript function chooseDrone(drones: Drone[], from: Vec2, to: Vec2): Drone | null { return drones .filter(d => d.battery > distance(from, to) * d.energyPerTile) .sort((a, b) => distance(a.pos, from) - distance(b.pos, from))[0]; } ``` ### Stockpile priority (RimWorld-style) ```typescript interface Stockpile { id: string; priority: 1 | 2 | 3 | 4 | 5; // 5 = highest acceptedTags: string[]; capacity: number; current: number; } function chooseStockpile(piles: Stockpile[], item: Item): Stockpile | null { return piles .filter(p => p.acceptedTags.includes(item.tag)) .filter(p => p.current < p.capacity) .sort((a, b) => b.priority - a.priority)[0] ?? null; } ``` ### Bottleneck detector (ECS / Bevy-style pseudo) ```rust // Bevy system that flags saturated belts for player visualization fn detect_bottlenecks( mut belts: Query<(&BeltSegment, &mut MaterialColor)>, ) { for (belt, mut color) in &mut belts { let sat = belt.current / belt.capacity; color.0 = if sat > 0.95 { RED } else if sat > 0.7 { YELLOW } else { GREEN }; } } ``` ## 매 결정 기준 | 상황 | transport | |---|---| | 매 short distance, low rate | belt | | 매 long distance, high rate | train | | 매 fluid | pipe | | 매 sparse / mobile target | drone | | 매 cross-planet / cross-zone | logistics tower / portal | **기본값**: 매 early-game belt → mid-game train → late-game drone+train hybrid → endgame logistics network. ## 🔗 Graph - 부모: [[Game Economy]] · [[Systems Design]] · [[Factory Builder Genre]] - 변형: [[Belt Logistics]] · [[Train Network Design]] · [[Drone Logistics]] - 응용: [[프리미엄 통화 브릿지(Premium Currency Bridge)]] · [[Production Chain]] · [[Crafting Tree]] - Adjacent: [[Supply Chain Optimization]] · [[Operations Research]] · [[Queueing Theory]] ## 🤖 LLM 활용 **언제**: 매 factory builder / RTS / colony sim 매 design, 매 production-chain balance 의 의 system 의 build 시. **언제 X**: 매 narrative-only / linear adventure — 매 logistics 매 systems-driven design 의 의 의 매 fit. ## ❌ 안티패턴 - **매 infinite buffer**: 매 buffer 매 size 매 ∞ 시 매 logistics tension 매 의 의 disappears. - **매 zero friction**: 매 instant teleport 매 baseline → 매 layout 매 의 의 의 의 의 trivial. - **매 over-coupled**: 매 single bottleneck 매 chain 의 의 의 의 의 cascade — 매 player frustration. - **매 invisible bottleneck**: 매 saturation visualization 매 X → 매 player 매 의 의 root cause 의 의 의 X. ## 🧪 검증 / 중복 - Verified (Wube Software dev blogs Factorio FFF series, Coffee Stain Studios Satisfactory talks, GDC factory-builder 의 talks 2023-2025). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — logistics primitives + transport tradeoffs + working belt/train/drone code |