In a non overhaul playthrough, I normally use a main bus until the first rocket, then transition to full LTN to scale up to 1k spm and beyond. In BA, I use mostly crawler bots then logistic bots since the thought of a main bus or a belt fed mall in BA terrifies me.
I personally prefer main bus, but with train pickup/dropoff spots for high usage items like plates, circuits, fluids, etc. The processing areas aren't "city blocks" per se, but little stations for processing specific items, if that makes sense. Reason being, if I put copper plates on the bus and that feeds directly into circuit production, then space on my bus is being taken up to create intermediate products
Main bus early on at least until I have bots and trains. Then I usually transition to a distributed train network of specialized sub factories (plus usually one bot mall). Think city block (sub factories) but I just put stuff wherever there is room and I don't cram everything in an organized grid. I like working around lakes and having a more organically grown train network.
Fot the moment, it has worked everytime (including K2, let's see how it goes with current run of B&A) and the main plus (IMHO) is that I don't end up with a base that looks the same every run.
Other for me. I never really could proprerly do a bus and city blocks are too advanced organisations.
I have block of production randomly spread over the map, where I have space (I like to keep lakes and forest as much as possible) connected by train.
I tend to use a large main bus and build my train network "organically". I've tried doing the city-block layout and it just doesn't wind up holding my interest. I think in reality I just like playing with trains lol.
For early and mid game I like semi organized spaghetti
For each factory you designate a rectangle with a somewhat future proof size. Each rectangle should be at least 10 grid cells apart (F5 helps).
So now your factory can grow in any direction unlike a main bus, is a lot quicker to build unlike strict city blocks (which are better for late game tho) and you still won't have that much spaghetti because you have 10 grid cell wide corridors to route your belts.
Sometimes 10 might not be enough tho, my belts next to red circuits became a real spaghetti :P
I only use a bus at the start for the mall and research. Once my first ore patches are dwindling I have transitioned to blocks by product as well as the mall. Ingredients in, products out. All by train.
Depends on your definition of design. If going for a bus with enough space to expand, then panicking because there's not enough space, so you just put it somewhere randomly to never look at it again is a design then I am currently going for that.
I'm playing SEK2, so city blocks on Nauvis and a clusterfuck of trainery with the vague idea of city blocks except I just plop down blueprints and attempt to put rails around them.
I started out with LTN on Nauvis, but I figured out neat tricks on other planets that is more efficient and doesn't require depots. It seems like it's better practice to just load directly into trains with no buffers. I still have yet to solve the issue of refueling without a huge bot network to feed trains at every station.
These are more different states of the game.
If you try to create City Blocks without some sort of starter base you in for a very slow bad time, simply due to number of bots and resources you need.
Generally, a main bus is used to get to automation of bots and various essential supplies (Electric Poles, Concrete, Rail Tracks, Assemblers etc) then you can start to transition.
If you have biters, you’ll want artillery as city blocks take a huge amount of space and clearing manually would take ages.
I've always wanted to do a fully automatic city block, where each block produces exactly one resource, but get bored before that happens.
I'm currently working through seablock, and that's some crazy spaghetti. The limited space and the general lack of speed means that there is a lot of tearing down and optimizing my builds. In traditional Factorio resources and space is basically unlimited so optimization isn't necessary, in seablock a clogged belt means the entire factory stops running. So now I'm focused on efficiency.