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But that also relies on having enough production to sustain that, 11 furnaces is far from enough.
If we are talking about red belts then each red belt would need either 48 steel/electric or 96 stone furnaces to fully feed it at full throughput.
You would also need 60 electric mining drill per red belt of ore on top of the coal.
Of course, you don't need the full amount right away at the start but as you expand your production you will also need to increase the amount of plates being produced so that nothing is stalling because of a lack of resources.
I personally use the main bus layout only to unlock all basic techs. After this, I transition into a much bigger base layout without main bus.
I've got complete automation for copper, iron, coal, grenades, piercing ammo, gears, copper wire, red and green circuits, plastic, sulphur, sulphuric acid, red/green/grey/yellow science juices along with their requisite components, red belts and underground belts, and steel. I'm most proud of the oil refinery that I have set up, I can produce more petrolium than I can use even with two chemical plants making plastic, another making sulphur, I have light oil and heavy oil set up as well for lubricant or whatever else, rocket fuel etc. I needed literally 8-9 oil refineries just to be able to make enough petrolium to craft everything while also filling a storage vat. I have two oil fields being tapped perpetually, mega laser defenses etc. Found a good seed, try it out if you want, it's got a very large penninsula with good resources in and around it; If you can clear the penninsula you can wall it off as I did, I never have biters get into my walls because there's only one way in, and it's laser city over there. Here's the seed I generated, it's all vanilla, EXTREMELY lucky. Pure vanilla death world, not a single setting changed from vanilla:
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NzIAAH+wZQ1/ETAAAhXugoA==<<<
If your factory needs more than 30 items per second then you will need a 2nd belt. Etc.
Like Jan said above, later on in the game it is more efficient and scalable to use a train network, although if this is your first time playing its fine if you stick with a main belt.
Pulling only from one belt and then replenishing it via the others is one way of doing it. Pulling evenly from all four and then rebalancing is another. Both work. Both have their pros and cons.
The former requires more splitters, which is technically bad for UPS. The latter leads more often to non-compressed belts which is ... also bad for UPS. Though really; at the scale of base where a main bus can be an effective and sensible build pattern to employ, those concerns really don't matter.
There is one relevant point though: pulling from all four and then occasionally rebalancing with a basic 4:4 TU balancer after all 4 have been pulled from, tends to require less space along the bus - i.e. it becomes easier to squeeze in more branch-off points.
It's not like main bus is a static thing, it's an approach that helps those with poor planning more than anything else.
something far too few people do. so many just throw balancers at a supply problem. -_-
True. Personally I combine both principles. For each bonding of 4 belts I put a 4:4 balancer at the start of the bus to spread resource intake equally over all 4 belts, independent of how many intake I have connected thus far. This means I can build everything to pull off of belts as if I was already working on the final implementation which aims to saturate all 4 belts in the bonding.
Then I rebalance after having pulled from all four to keep things equal, until I hit certain points of no return where I decide: "okay, X of these remaining belts is/are now going dedicated into this build" and then I pull those belts out of the bonding entirely and continue on with the remaining ones. Or I pull half off from each belt and then rather than continue on with 4 belts, I reduce and condense the remains to 2 or even 1.
That's a bit harsh though. For instance: I perfectly know what I'm doing and when I do it. But I still find myself using a bus a lot, because I just find a main bus a convenient and - apart from a few snags - naturally progressing way of laying out my first tier of base.
I meant that it's the best approach for those that are bad at planning (if they don't want a messy spaghetti again of course) as it gives you a great guide line to progress and add the recipes you unlock without having to worry about future-proofing it much if at all.
After that I just upgrade to red and increase saturation so I can continue to spread out. Once I get trains I bring in resources from other areas and create perpendicular lines coming into the newly established chains (for instance instead of putting sulfur on the main bus I bring it in by train on the science side of the production line and feed it directly to blue science. The same with plastic. It comes in on the circuit side of the production area and goes directly into red circuit production and the remaining plastic gets merged back into a single belt that leads to the other side of the bus for low density structures).
I try to group things that use the same type of materials into the same areas where possible at least until I am ready to take a bunch of territory and expand into a mega base that has specialized areas all connected by train. I manufacture some of every thing in the main bus area and let it continue to produce while I expand into a megabase.
My mega base is essentially a train hub with logistic robots. I bring in intermediate products from all over and assemble them into the end products there and they get distributed to any where that I'm expanding via supply trains.
That's the cool thing about Factorio. There are lots of different ways to do the same task and still be successful.