The planets in Factorio have new buildings, new mechanics, and certain resources are cheap while others are more scarce.
In Angel's Mods, much more than in the base game, there are so many of these points where your old factory process line is obsolete and your best option is to completely dismantle it and build the newer process you just unlocked, although the old one can keep running until you get around to that. It's a nonstop circus of redesigning and rebuilding. They haven't introduced any fundamentally new mechanics mind you - that all just comes from expansions in the set of recipes and machines available (and there's a reason every Angel's modpack includes Helmod). I've never tried Pyanodon's. Bob's Inserters also makes you want to redesign your layouts every time you unlock new inserter directions.
Part of the game is designing copy-pastable layouts that you can just repeat in a row, or tile in a grid - once you get to the stage where that's practical to do. You don't build each copy individually, you let your bots do it. If your bots can't do it then make it so they can, before you can say you're at this milestone. Also trains make grid patterns or "city blocks" very practical.
Not a factory game, but the designers of Portal 2 talked about this. They noticed that in the first game there were puzzles where people would figure out what to do, but then get stuck on actually being able to do it, which was frustrating. So for the second game they endeavored to make it so that the challenge was always in the solution to the puzzle, never in executing the solution.