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I've not noticed the lift being much of a bottleneck other than transit times from deep down. With the basic lift (600 capacity) I put a stack of 2x3 hoppers beside it (hence the 2x3 pipe system to transfer) and the lift appears to fill or empty the hoppers faster than the pipes when I've watched it. The matter transmitters flat out rock for speed though :) I've been slowly working on upgrading the lifts as not only do they hold more but are faster. The nickel was the first as it seems I use a LOT of that. I figure that will be the first to go minecart as it'll be easier to just add more track as I empty veins and have to head further away to get more.
But I recently started playing with a new server-based world so spending most of my free time getting that going so may be a while before I go back to that other world.
Now 600 per lift is more than enough, I'm making a backlog in my mass storage. But until pipes or hoppers become the issue I can't imagine needing minecarts, hence the OP.
The scaling for carts is key. The main expansion for throughput is carts and stations. With each station capable of moving 180 a minute capacity adds about as fast as an entire tube line for each station.
Freight carts are being added with Adv Pack which offer larger storage such that it is a bit easier to fully utilize station capacity and not need to carry around as many carts so I suspect they'll be the desired option for most who have access to them. I did have to nerf them a bit relative to the mod though as there were players who completely ignored all other options to use them! Take that for what it's worth.
They are also much easier to scale up (add more carts), compared to other methods where you have to build an entire duplicate of the line or rebuild/upgrade the whole line.
On the scaleability side, its also easier to add more elevators to a railtrack line when needed (just add another unloading point) and since you can reach a very high throughput on a single track with a lot of carts, you can easily reuse the same long track for a lot of different source of minerals.
It's also easy to see if there's a throughput issue. If I have carts bouncing back at the empty gate on the OE side then the extractor isn't coughing up enough resources. If I have carts bouncing back at the full gate on the lift side, everyone is happy generally or I have too many carts if a lot are bouncing around. If I have no carts bouncing back anywhere, a few more carts are desirable.
Now my current world has slow conveyors, So I'm testing a really nice design overworld to take bars to my crafting room. Very nice as the smelters now have an unlimited throughput into the minecart network and I don't have to balance smelters with conveyor networks so that I don't overload a single conveyor network. Just add a hopper and unload station on whatever line I need a specific resource and presto a cart will fill the hopper and I add the few extra conveyors to take the bars into the room.
With all of that said I think the reason the OP likely won't need minecarts is because of Rapid. The easier the game the less needed the more advanced mechanics are. 600 ore per a basic lift is a lot on rapid and is the equivalent of 4 basic lifts on Plentiful(600 ore per a lift on rapid is 300 bars. 4 lifts at 300 each on plentiful is 1200 ore or 300 bars) or the equivalent of 1 improved lift on plentiful minus most of the speed increase.
Now even on plentiful you can get away without minecarts. Where they really shine is scarce or plentiful with slow conveyors. Hence the higher the difficulty the more advanced mechanics you will start wanting.
Think you answered your own question there. ;-)
I forget what the speed of minecarts are, but I want to say 1 basic minecart per track length per pair of hoppers. Divide by 2 for fast/large minecarts(4 for bulk). Of course you can get away with less if you use turbo rails.