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Such as: efficient with player's time, or pollution/biter evolution, or efficient with raw resources (avoiding the recycler), etc.
Recycler???
I guess I'm talking about ratios? Figuring out an effective layout to produce enough of each item to ensure the final product is being produced without stopping to wait for more resources, and increasing that production to reduce the overall production time of that final item, without just having thirty assemblers making the intermediate components enmasse and shoving them all down the line.
I guess my best advice is dont worry about efficiency. Maybe in the early game, pollution efficiency is good, as you might not have the spare resources to automate gun turrets, nor the bots to replace them, so hiding from biters isnt a bad idea, and maybe if youre really into this game and making endgame factories that basically fight the game's ability to process it you might need to change your factory building thought process, but im gonna venture and say 95% of people, me included, will never get to that point. Once early game is not an issue, stop focusing on efficiency and start focusing on scalablility. Make a factory that you can easily expand upon. I always do main bus, mostly because i havent tried city block, but theres a reason these kinds of factory layouts are popular, its because expansion is simple and youre going to be doing alot of that in this game.
Building 1:1 wire to green circuits (instead of 3:2) is good.
Using a bus to move green circuits between green production and blue circuits is bad.
Mining the entire ore patch and sending all the excess to steel buffer way before you need lots of it is good.
"Upgrading" your steel furnaces to electric furnaces before you need the module slots is bad.
Building a full line of smelters even if you need only half a line is good.
Having lots of assembly machines making assembly machines is bad, especially if you do not limit the chest.
Beware, however, that it will unfortunately disable achievements while the mod is turned on.
Efficiency is boss. However, I am King. Sometimes I'll go for efficiency and sometimes I'll go for the Nike slogan. Odds are higher towards efficiency if it's part of the science production tree and higher towards just do it for mall or support systems. I've been known to slam together something which works, supposedly, in an hour or two, and spend a week making 'the perfect' something. Sometimes I'll even do what looks like one and is the other - both ways.
Four variations from the same map;
The early mall. Looks rather 'organized' until you notice the belt torture inside. (Especially in the far left end.)
https://steamcommunity.com/sharedfiles/filedetails/?id=3279953709
The expanded mall, tacked on beneath the previous section. Efficiency is not the goal here. Not even for the Mil sci buried deep inside it. Top edge next to the diverted copper plate belt.
https://steamcommunity.com/sharedfiles/filedetails/?id=3303144724
The original, and yet never replaced, yellow sci. Calculated to the point of choosing which ASM to use and odd module choices. All in the name of using everything from the input and wanting nothing in the final assemblers.
https://steamcommunity.com/sharedfiles/filedetails/?id=3303144409
An interesting blend of both. Looks like a mess, perhaps even a plate of pasta, after it's been dumped. Yet it's designed to fulfill the building of rocket ingredients to a set rate. Quite efficient, and a few days (or more since I can't recall that far back) to 'design' within the constraints (cliffs) at hand.
https://steamcommunity.com/sharedfiles/filedetails/?id=3324147742
Bonus content: breaking the rules for how to build a silo. The rocket ingredients all end up here, eventually. Direct insertion for the silo is an interesting experiment.
https://steamcommunity.com/sharedfiles/filedetails/?id=3324147916
The bottom line of all that is: I had fun. And, having fun is the only correct way to play the game.
Save your game. Lay out your machines and set out your power poles but don't hook it up to your power network. Hook the machines up to supply and when the belts are full turn the power on. Watch while it runs for about a minute. If the output belt is saturated remove any machines that aren't making items. If not add machines until the output is saturated.
If you use up all of one of the inputs remove machines past the point where the supply ends. To easily calculate items per second after you have removed all unsupplied machines. Turn the power off and clean out the output belt and any chests. Let the belts fill again. Put a chest and high capacity inserter at the end. Turn the power on for 60 seconds and shut the power off. Count the number of items left on the output belt and in the chest and divide by 60. That's the output speed in items/sec for that bank of machines. If that's sufficient you are good to go. If not you'll need to build a second set of machines that receive full supply.
Once satisfied blue print your set up, place the blue print in your book and exit the game without saving (or save that game as a test file) reload the game you are playing and use the newly created blue print to build your efficient design. You can type in the consumption and output rates into the blue print description so you don't forget what the blue print does.
I just enjoy cramming as much production into as little space as possible, enjoying the process of puzzling out how to compact it just a tile or two further whenever I can.