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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-자원-로지스틱스-resource-logistics 자원 로지스틱스(Resource Logistics) 10_Wiki/Topics verified self
Resource Logistics
Supply Chain (Game)
Resource Flow Design
자원 흐름
none A 0.9 applied
game-design
economy
systems-design
factorio
rts
2026-05-10 pending
language framework
typescript 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

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

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)

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)

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)

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)

// 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

🤖 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