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Oh, I see. :)
I use 50+ assemblers for copper cable on my green circuits ALONE!
I will use another 20 or more for red circuits.
And another 10 for yellow science.
I shudder at the thought of having 24 blue belts of copper cable because that's what it would take, minimum.. Blue belts move 40 items per second and a mega base can easily consume 50,000 copper cables a minute.
I don't think so. Compared to a string of 24 (or more) blue belts shuttling copper cable, assemblers are cheap.
Also, you get 2 copper cables per copper plate so it is twice as effective to move the plates instead of the cables.
Also, if you read the beginning, it says that the guide has not been updated for 0.15. As such the number of lines would be increased for iron, and also include stone, stone bricks, and coal.
Also, as to the quantity of main bus lines, that is dependent on how big your factory is.
Copper cables should ALWAYS be made locally because of the ratio difference, as been suggested above.
As to your max, 24 line Main Bus recommendation, it's WAY low in terms of materials. 4 fully compressed lines of green circuits isn't enough, never mind 3. How can you make X science per second with only 3 lines of iron? At the LEAST I put 8 lines of iron!
(Also, how are you going to get 3 fully compressed lines of gears without 6 lines of iron feeding them???) Remember that the bus feeds the production of intermediate products, so when you say "only 3 lines of iron on the bus", it doesn't make sense, because that doesn't even fill your gears requirement, let alone leave iron for the rest of production.)
You NEED to factor in all of the intermediate processes to give a recommendation like this... You should also factor in efficiency. E.g. why would you ever need solid fuel on the bus? It's used in only one item -- rocket fuel. Therefore, convert it direcly into rocket fuel in the oil processing area.
Also, why rocket fuel on the bus? It's only needed in one process -- the rocket. Transport it to the rocket site directly -- it has no need to be on the bus. Other items that definitely don't need busing: explosives, engines, water, iron sticks, uranium.
I know that you are trying to analyze things by the numbers.... but without taking into consideration the most basic things like actual use & time ratios, the production needed for science and rockets, the recommendations you posted are more of a random draw from a hat than anything truly useful.
I would suggest getting more experience with the game, and note down observations about how your factory actually works, where the shortfalls are, and how things can be improved.
When your only producing 4-6 factories of cable. It makes sense. However as the game progresses. Copper cable quickly becomes the most produced item. and if your launching allot of rockets and producing allot of T3 modules. copper cable can easily become 3x more in quantity then any other item, even plate. And eventually when you start using the yellow factories with lvl3 modules and beacons you can set it up so it takes 1 factory of cable to feed 1 factory of green circuts. I suggest you give it a try.
And I agree with what KoS said with the exception of this. In my last factory I was using 2 blue lanes for rocket fuel. Granted that is pretty late game when your pounding out the rockets. But early game, yea no point in puting rocket fuel on the bus. As for engines on the bus. One of the things I have started doing on my bus lines is leavng the first 4 lanes for such items. I call it my short bus. These are items that wont extend far down my bus. For instance engines they only go down the bus a couple tiles. Or bullets, they only go down a couple tiles. Modules are another one, only down a couple tiles. I use this short bus area to feed things further down the bus line. but never in a lane that might need to be occupied by one further up the bus line.
As to the OPs concept of being able to determine how many lines to use for each item in a bus. I have found that even when I plan it out like this I always run into a situation where I need to add one more line to the buss. (even when I leave space for an additional 4-12 lanes that I dont have planed at the time). To combat this I have started designing my factories in a way that I only build on one side of the bus. This means anytime I need a new item sent down the bus its as simple as adding a new line. and there is always room to build a new line. So now I build lanes as demand needs.
I bus engines, but they don't get bussed very far. IIRC they're now needed for three different things.
I should have specified -- what I meant is that since rocket fuel is needed by only one machine (rocket silo), it can be directly transported -- via train, or on lines parallel to the bus if your rocket fuel production is in the area. To me, that's different than being "on the bus", which (to me), implies splitting off to multiple assemblies.
I like your idea of a short bus! I need to try and incorporate that into my factories some time :-)
I'm new to the game, and I prefer to have alternatives as opposed to a singular most efficient way of playing. That said, wouldn't it work well to start with small/short busses and expand that way?
It seems to make sense for early game and for new players, not having to worry so much about end-mid-game to end-game stuff when you're just starting out.
Yes, a small buss works excellent for early game and new players. You can, in fact, research all the way through yellow science with only two belts of iron and two belts of copper (plates) but it will be slow.
You will also have limited capacity to produce other items.
I agree with the copper cables suggestion since transporting one copper plate is more efficient than transporting two copper cables.
I didn't give a maximum number of lines for a main bus. I agreed with your recommendation of 20 lines, and included a break-down if you were to use 16 or 24 lines instead. You can make it as big as you want, but at some point it defeats the purpose of having a main bus for critical resources if you are going to put all the resources on the main bus.
Solid fuel is used to fuel 8 other processes and contains more than 3 times the energy of coal.
For the same reason solid fuel is on the bus. Rocket fuel produces 225MJ of energy, or 9 times that of solid fuel (25MJ), and more than 28 times more effecient as fuel than coal (8MJ). If coal was not need for 6 other intermediate processes then I would be recommending more rocket fuel instead of coal for a main bus line. Anything you have that burns coal as fuel would benefit signigicantly if you switched them over to rocket fuel instead, and that would free up coal for the other 6 intermediate processes that use the resource.
If it is twice as efficient to transport copper plate rather than copper cables, then it is 28 times more efficient to transport rocket fuel than coal when used for fuel.
Except that they are not random. They are based upon the 391 different processes that actually use them. The two lines of steel plate you recommend are wholely inadquate for the job, while the 4 lines of copper plate are overkill. A better balance was necessary.
As I mentioned above, not everything can be supplied by the main bus and it would be a mistake to try.
Copper cable may ultimately be the most produced item in the game, I haven't run those numbers yet, but it is not used in the most number of processes. Steel plate and electronic circuits (green) are eached used by 51 different intermediate processes.
I have an early-game, mid-game, and late-game main bus. In the early game I'm only using 8 to 10 lines at most. By mid-game I'm pushing between 12 and 16 main bus lines, and in the latter stages I'm up to between 18 and 22 lines. I try to limit it to no more than 20 lines, but I'm not always successful.
I'm not suggesting 20 as an upper limit maximum number of lines either. You should use the number of lines you feel are required for your main bus design to work efficiently. Not everyone is going to design things the same way.