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Since the production is not simple to follow (amounts you can consume will easily outweigh the tickrates for inventory updating - or they all just tick at once), you just look for the ones that stay bottomed out. Then build more of that. Wait for a while for things to stabilize, then look out for the next bottleneck.
If you get blinking - One tick the storage is full, the next it's empty, rinse and repeat - I've noticed increasing your storage helps. Current runs (ascension 10+) I build a line of storages with one specialized storage for each tier, then duplicate that row until no blinking materials remain. Generally iron and the Widget require double storage for the amounts (20k+ isn't always enough to stabilize when you're producing 10+ rocket parts per second). Not uncommon for me to have 6-10 lines of storage bins, one for each tier except double for tier 1.
Now it's too tedious to be enjoyable.
The problem is that some items are used in more than one type of frame. For example, the basic widget is used in many types of frames. Let’s consider the gyro and the spinner, both of which use basic widgets. If we want to see the potential production and potential spending for each item, should we also account for the potential spending of the gyro when it is full and only trickling production? If so, this would mean we’d need to build a basic widget frame capable of feeding all the frames at maximum production, even when they’re all full. To me, that seems highly inefficient.
I understand the frustration, though. I often spend minutes just staring at the number wondering whether it goes up or down.
Instead of that, I want the game to show me the item's trend over a few seconds, indicating whether it is increasing or decreasing.
So yeah I'd love to see more, but I was just trying to provide a work around.
Yes, the game provides some useful tools. Like going into a frame lets you see if previous ingredients are missing and jump into those frame to see what they're missing and so on.
It just helps less with ingredients that are used in multiple recipes. Energy can also awkwardly break down since fuel rods and perpetual motion use it to make more energy.
For resources like Sand and Oil, I legitimately just overbuild them until they're well above 2-300%, whichever is faster to get to, because even getting to the late-game, Sand Pits are going to be cheap as dirt, so this is Very easlly done