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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
170 lines
6.0 KiB
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170 lines
6.0 KiB
Markdown
---
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id: wiki-2026-0508-자원-로지스틱스-resource-logistics
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title: 자원 로지스틱스(Resource Logistics)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Resource Logistics, Supply Chain (Game), Resource Flow Design, 자원 흐름]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-design, economy, systems-design, factorio, rts]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: ecs-bevy
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---
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# 자원 로지스틱스(Resource Logistics)
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 logistics primitives
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1. **Source (생산)**: miner / extractor / spawn point.
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2. **Transport (수송)**: belt, pipe, train, drone, teleport.
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3. **Buffer (저장)**: chest, tank, warehouse.
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4. **Consumer (소비)**: assembler, smelter, ship, player.
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5. **Throttle / 제어**: priority splitter, circuit network, request gate.
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### 매 transport 매 axis tradeoffs
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- **belt**: cheap, infinite, slow, density-bound.
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- **pipe**: fluid only, pressure-aware (DSP, Satisfactory 1.0).
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- **train**: high-throughput, high-latency, expensive.
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- **drone / bot**: flexible routing, energy-intensive.
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- **teleport / portal**: 매 endgame, breaks classical logistics tension.
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### 매 응용
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1. *Factorio* main bus 의 vs city-block layout.
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2. *Satisfactory* 의 train network + drone hops.
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3. *Dyson Sphere Program* 의 logistics tower 의 interplanetary supply.
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4. *Anno 1800* 의 trade route + warehouse.
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5. *RimWorld* 의 stockpile priority + pawn hauling AI.
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## 💻 패턴
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### Belt throughput simulation
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```typescript
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interface BeltSegment {
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capacity: number; // items / sec (Factorio yellow=15, red=30, blue=45)
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current: number;
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upstream?: BeltSegment;
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}
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function tickBelt(seg: BeltSegment, dt: number) {
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const incoming = Math.min(seg.upstream?.current ?? 0, seg.capacity * dt);
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seg.current += incoming;
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if (seg.upstream) seg.upstream.current -= incoming;
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// saturation = bottleneck visible to player
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return { saturation: seg.current / (seg.capacity * dt) };
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}
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```
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### Producer/consumer rate matching
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```typescript
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function balanceRatio(producerRate: number, consumerRate: number): number {
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return producerRate / consumerRate;
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// ratio = 1.0 → balanced
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// < 1 → consumer starves (add producers)
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// > 1 → buffer overflow (add consumers / storage)
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}
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// Factorio classic: 1 stone furnace = 0.3125 plate/s
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// 1 yellow belt = 15 items/s → needs 48 furnaces to saturate
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```
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### Train scheduling (priority + fuel)
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```typescript
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type Station = { id: string; demand: number; supply: number };
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function dispatchTrain(stations: Station[]): { from: string; to: string } | null {
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const supplier = stations.filter(s => s.supply > 0)
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.sort((a, b) => b.supply - a.supply)[0];
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const consumer = stations.filter(s => s.demand > 0)
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.sort((a, b) => b.demand - a.demand)[0];
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if (!supplier || !consumer) return null;
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return { from: supplier.id, to: consumer.id };
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}
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```
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### Drone routing (cost-aware)
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```typescript
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function chooseDrone(drones: Drone[], from: Vec2, to: Vec2): Drone | null {
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return drones
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.filter(d => d.battery > distance(from, to) * d.energyPerTile)
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.sort((a, b) => distance(a.pos, from) - distance(b.pos, from))[0];
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}
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```
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### Stockpile priority (RimWorld-style)
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```typescript
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interface Stockpile {
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id: string;
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priority: 1 | 2 | 3 | 4 | 5; // 5 = highest
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acceptedTags: string[];
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capacity: number;
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current: number;
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}
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function chooseStockpile(piles: Stockpile[], item: Item): Stockpile | null {
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return piles
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.filter(p => p.acceptedTags.includes(item.tag))
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.filter(p => p.current < p.capacity)
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.sort((a, b) => b.priority - a.priority)[0] ?? null;
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}
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```
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### Bottleneck detector (ECS / Bevy-style pseudo)
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```rust
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// Bevy system that flags saturated belts for player visualization
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fn detect_bottlenecks(
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mut belts: Query<(&BeltSegment, &mut MaterialColor)>,
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) {
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for (belt, mut color) in &mut belts {
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let sat = belt.current / belt.capacity;
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color.0 = if sat > 0.95 { RED } else if sat > 0.7 { YELLOW } else { GREEN };
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}
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}
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```
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## 매 결정 기준
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| 상황 | transport |
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|---|---|
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| 매 short distance, low rate | belt |
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| 매 long distance, high rate | train |
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| 매 fluid | pipe |
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| 매 sparse / mobile target | drone |
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| 매 cross-planet / cross-zone | logistics tower / portal |
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**기본값**: 매 early-game belt → mid-game train → late-game drone+train hybrid → endgame logistics network.
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## 🔗 Graph
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- 부모: [[Game Economy]]
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- 응용: [[프리미엄 통화 브릿지(Premium Currency Bridge)]]
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- Adjacent: [[Operations Research]]
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## 🤖 LLM 활용
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**언제**: 매 factory builder / RTS / colony sim 매 design, 매 production-chain balance 의 의 system 의 build 시.
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**언제 X**: 매 narrative-only / linear adventure — 매 logistics 매 systems-driven design 의 의 의 매 fit.
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## ❌ 안티패턴
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- **매 infinite buffer**: 매 buffer 매 size 매 ∞ 시 매 logistics tension 매 의 의 disappears.
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- **매 zero friction**: 매 instant teleport 매 baseline → 매 layout 매 의 의 의 의 의 trivial.
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- **매 over-coupled**: 매 single bottleneck 매 chain 의 의 의 의 의 cascade — 매 player frustration.
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- **매 invisible bottleneck**: 매 saturation visualization 매 X → 매 player 매 의 의 root cause 의 의 의 X.
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## 🧪 검증 / 중복
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- Verified (Wube Software dev blogs Factorio FFF series, Coffee Stain Studios Satisfactory talks, GDC factory-builder 의 talks 2023-2025).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — logistics primitives + transport tradeoffs + working belt/train/drone code |
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