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Ignoring multi-threading for now, the easiest solution would be to put all "pending refill tasks" into some collection or array of sorts and to let them be resolved in a serial manner. Also meaning, that they are not resolved exactly at the same time.
Until multi core CPUs arrived truely concurrent processes did not really exist and were just an illusion anyway.
You would have to figure out how the programmer solved this, to make any predictions on when happens what.
Should the tasks/silos be organized in a collection with no fixed order, this would introduce another level of randmomness.
Should there be multiple threads processing this, then you can forget about making any predictions anyway.
Do you have a specific idea in mind on how it could be used, or just curriosity?
R | R | R | R | R | R
R | P | P | P | P | R
- | S | I | I | S | -
R | P | P | P | P | R
R | R | R | R | R | R
... repeat
R - Some random converter
P - Preheater
S - Silo
I - Irradiator
It worked fine, but I wonder whether your idea is actually faster, as none of the repeaters in that setup are actually maxed.
That said, even Doom did have a random offset for many things specifically to eliminate entities running in sync because having a whole bunch of enemies doing their idle animations in sync would just look silly. Though their tick rate was a mere 35/sec.
As for if my setup is more or less efficient than anything else, I couldn't say. I'm winging the whole thing, and haven't even built the Inverse Chasm.
Would love to see how it would perform with the ammount of machines and scale, that can be seen in factorio, though.