Sure, this will put a limit on megabases, but it should be performant enough for a pretty large factory.
IIRC few of their blogs go into detail, where data layout and way to access it was main limit, not actual computation speed for some operation
They have poured a lot of work into making their game run efficiently. No matter how much they do that, players will always expand their factory until the CPU cannot keep up.
And multiple of those devs have posted blog updates about various optimizations they've done. So performance isn't one person either.
They even have a chart of lines of code in Factorio over the years.
Indeed, the linked blog post addresses performance expectations.
It can run on just about anything when you base is "just finish the game in style" size
Anyway, your factory size is FPS-bound, but any reasonable computer will run it well enough all the way to victory.
Factorio is primarily bound by memory bandwidth, believe it or not. You need a healthy amount of memory for really large factories, but the limiting factor ends up being the fact that a significant amount of it gets accessed every frame.
There is no built-in limit on factory size.
> Anyway, your factory size is FPS-bound
Not at all. FPS is only influenced by the amount of stuff on screen, which is bounded by the size of your screen. The most expensive scenes tend to be dense forests, not factories. :)
In factorio frames aren't interpolated, so always FPS ≤ UPS. This means that while you're not technically limited by the rendering speed the FPS does bound the factory size.