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On very long production chains the multiplicative effect of getting 25% bonuses actually lets you use fewer buildings and belt than if you were using speed. (And far, far, less shipping of material)
Let's say you're making 150 small rockets per minute.
With +product you'd need:
796 miners*
329 assemblers Mk.III
157 plane smelters
42 quantum chemical plants
31 water pumps*
With +speed you'd need:
2741 miners*
399 assemblers Mk.III (+70)
247 plane smelters (+90)
72 water pumps*
64 quantum chemical plants (+22)
Those extra buildings would use up a bit more of your computer's performance. But all the extra logistics shipping you'd need for mining and moving all the extra resources would be a much larger impact.
Sure you've got infinite resources, so you're not going to run out, but your computer doesn't have infinite computing power :D. Scale up far enough and it'll start to run out; lwering your frame rate and game clock.
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* actual numbers affected by VU research level
Is there a rule of thumb for how many machines in the chain there should be before I should use production instead of speed, or should I just play it safe and use production for most chains that use more than one machine?
I usually start with more expensive products down the chain, then work backwards.
If I can get +25% all through a chain then that's a massive saving of effort on my part because I don't need to rework all the inputs as often.
I guess like the other guy said you can cut down on footprint and if you don't have a decent rig you might get in to situations where the game runs slow so production with less buildings makes things run faster.
If you aren't experiencing those issues though then it's better to use +production and use the normal ratio of buildings - in my opinion - because you have inherent redundancy in your system.
Something goes wrong, you've got +25% ... If you depend on that +25% and something goes wrong, it's going to go wrong a lot worse than if your default position is 100% throughput on the chain without bonuses.
I've never really played a factory game before though - so I could be wrong.
Some will argue that Speed can reduce the number of buildings at certain stages more than Extra Product and that can help with keeping the factories frame rate up. I disagree. 25% Extra Product reduces the previous step demand by 20% all the way back each step to the miners when used on the smelters. That's 20% compounded a number of times equal to the production chain length. That means fewer miners are active, fewer logistic drones are feeding your miner's ILS, fewer logistic vessels are in flight to feed your factory. All of which compares favorably to the Speed option's fewer buildings claim.
Currently, the biggest CPU sink is the sphere itself. It's a bit strange if you think about it, a simple geometric shape defined by less than a thousand vertices and flat surfaces should not stress a 20 year old nintendo. But that's an optimization problem for the devs to figure out.
Well, it's not necessarily the vertices, it's also that just about every piece of detail between each vertice while being constructed is also mapped... multiplying it by 100s (or 1000s?). If the devs were to remove the 'randomness' from things like construction order and construction progress 'detail' - especially when using sail nodes!. But then we lose the ability to build more customized spheres visually, and the Devs are very much in favor of player customization in this game. It's an unfortunate tradeoff for some and a blessing for others.
A few questions, though:
1) I know that to benefit from proliferators, all inputs to a machine must have been treated. If any one is not, there is no improvement to production. But what if one has been enhanced with green and the other only with yellow? Do you get the level 1 benefit or, again, no benefit at all because the level of the inputs is not matched?
2) To what extent does it make sense to take stored yellow-enhanced products and run them through proliferation again to give them the two little triangles? I'm guessing that it would be worthwhile for the more advanced products, or those made from scarce materials, but not, for example, ingots or circuit boards.
3) Is there any benefit from proliferation on materials used for production by the mecha's own replicator?
It will round down, you'll lose anything higher than the lowest bonus... I think.
Storing proliferated products is a bit quirky, at least from what I've observed. The game wont keep track of every individual resources bonus level so creating a store of items that have been sprayed and then introducing items of a different bonus level can taint the whole batch. At least that's what it looks like.
I try to keep everything normal, without being sprayed until it goes in to a production line. then I spray it before it's used - that way I don't have to worry about that being a thing.
No.
But everything except buildings goes into a production line, sooner or later. When I began this play-through I resolved to exploit proliferation to the fullest, as an exercise and learning experience if nothing else. At first I wondered whether it was realistically worth the trouble just at the yellow level, but now I'd answer with a resounding yes, To postpone implementing proliferation at all means far more rippiing up and rebuilding if and when you finally decide to do it. When I got around to going green, 95% of the work was already done. Just redo the area where the green stuff is produced and watch it percolate through the system already in place. Very satisfying. The way I'd address the issue next time of somewhat obsolete stock is not to overproduce immediately. Just set the limit of storage facilities way down until the product's' value and efficiency can be more enhanced. The Dutch Actuary advised this time and again. I should have paid more attention.
The exception to that rule is you want to proliforate your Proliferator Mk.III, since it gives the paint more charges. So for example on the mark 3 paint, painting it with mark 3 paint it goes from 60 --> 75 sprays per unit.
Fuel rods are another one you want to prepaint after production, since for non antimater it gives extra energy and output. For antimater it just increases how quickly the fuel is consumed meaning you need less artificial suns since each one will have a higher output.
The spray coater is smart enough to recognize if something already has the level of proliferation it is applying so running through multiple spray coaters won't cost you extra proliferator.
That said, storage is bad unless it's a transport buffer.
Proliferation for Speed or Extra Products is not used in the Icarus replicator. The Icarus fuel chamber on the other hand -- proliferated fuel is definitely recommended. You'll get both the increased energy output and increased duration of burn from the proliferation, so always spray your fuel!
In this instance, the question is which is better; Use fewer spray coaters and the logistics involved by spraying the outputs of a process before it is split to all the various locations it can be used as inputs. Or having more sprayers and the logistics involved on each location's inputs.
My thought process is:
1) Practicality, spraying directly before the point of use means that you can specify exactly when and where you want to use proliferation. Also you can ensure that no mistakes on other not directly present builds can mess with the current factory.
2) Lowest Cost Failure, a power dip on your grid will cause the spray coater to miss sprays. If this happens on the input sprayers the loss is a couple of recipes cycles to fail to proliferate all at the same location. If this happens on the output sprayers now your storage is contaminated with unproliferated items, your ILS supply buffers get contaminated, your ILS demand buffers get contaminated, and all the different locations the items are sent as inputs are now at risk as well.
Honestly, nothings stopping you from going over the top and proliferating at both the output and the input of each step. If you're already proliferating the output, just add a few spray coaters on the inputs for that same process. The input coaters probably won't get used much, but they'll cover any misses just in case. The only real extra cost is the extra spray coaters and the belts involved.
Maybe you are unaware of the elevated splitter options. Next time you play, select a spliter like you're going to construct it and then look at the right side of the screens. You'll see a bunch of shortcut keys pop up listed there, why would you need a rotate option for a 4-way splitter? Try them all, especially the one you don't recognize. You'll be pleasantly surprised.