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You paid $30 (maybe only $20 on sale)for the game, or maybe your parents did, that's the best way, good ole mom and pop, so you can play the game anyways that you want to, don't become a psycho mensa nerd, and try to figure out the ratios, the math, the way that they should of designed it, and you could do so much better, or anything like that until you really really really know the game and are trying to perfect your factory, people do it in different ways, the way that satisfies you, is the right way, don't worry too much about how they have fun, it's NOT! Happy Pioneering! take if from a pro life is way too short to..... well, it's really short, I know that at least.
I don't see any any upside of getting the ratio perfect actually. I always prefer having a little bit more being produced than what is being consumed in a line, so that belts and machines are always full, and machines never stop for half a second every now and then because one of the resources required was just a little bit behind
(Getting the input & output throughput rates to match up properly is still important and worth it, though.)
I still mind the ratios for the lower tier raw/basic materials, but it eventually gets to the point where it's all but impossible to use everything to the nth degree.
Also - you don't need splitter mods (or even splitters) to get perfect control of ratios. You can do it by over or underclocking particular machines to the exact percentage.
https://youtu.be/r3FLN0iQ9SQ?t=96
(or the breakdown in RUSH's La Villa Strangiato, for the unwashed masses who didn't first hear it in Bugs Bunny cartoons)
Other than that, I'm not a fan of nitpicking. OCD is not a virtue. I remember a time when people were locked away in an asylum and given shock treatment for it because it's a legit mental disorder. Just run it and let it run. Pile it up at the input so the machine is never empty and never waiting. Just-In-Time is a lunatic fallacy in reality, just as it is in a simulation (i.e. "video game") and not a viable pursuit.
If you want to be a perfectionist... there are tools and ratios for that.
If you want to play around and go spaghetti style... you can.
If you don't want to build anything, and just sit there sipping tea. you can!
As said, the people who usually are more inclined to share are those geared more towards perfectionist.
Me? I'm both. My OCD side kicks myself in the ass for building a spaghetti base. But then my lazyness gives up on building a ratio compliant base resorting to spaghetti. :)
a) Do the math
b) Manifold
c) Just build
All will take you to the same destination.
I watched a few "100% efficiency" videos (especially by Scalti), partly for building design ideas, and to dip a toe into really making efficient use of what resources I may have locally at a build site.
As I started to need 'more of everything', and being somewhat of a homebody (I didn't really start exploring far out from base for a long while), it was just a slow natural progression to want to at least try to use what I had to it's potential.
Having to keep power flow working reliably was probably the real kicker. Even before Update 4's power change to 100% consumption, it paid to be somewhat careful with how and how much, water and coal were going in to those generators.
I think the game does a good job of gently bringing you along and giving you options on how to build your factory. But there's no one right solution, only what you like best.
It so happens that many people that appreciate factory games are engineering types that are most pleased when they achieve the most efficient design for something with as little waste as possible and to do that you do have to keep track of ratios. However, the game can also be played by architect types that appreciate building focused on aesthetics and visual appeal. These types would be more concerned with where and how they place factories and how they connect them together with the environment to make them look interesting and exotic, not so much with achieving the absolute highest input-to-output efficiency.
The game supports people that enjoy the engineering aspect with splitters and mergers and belts that have certain ideal ratios depending upon what you are sending down the belt, but it also supports people that enjoy the architect aspect by making a large and diverse map with many interesting places you could choose to build your factory to make it visually appealing. Both can advance in the game just fine and enjoy the part that they like to focus on the most and let the other aspect slide for the most part. Beautiful but less efficient, or efficient but ugly? You choose. There is no wrong answer to this problem.
I've seen this come up a few times and I wanted to address it, just so we're all on the same page. This much I understand :) There indeed doesn't seem to be anything I'm missing, but rather it's more of a personal choice thing. I was just curious as to what drives people into seeking perfect ratios to the extent that I've randomly come across it nearly everywhere I look.
Coming here from Factorio probably doesn't help my case here :) As I said in the OP, that game's craft times and modifiers and such ensure that ratios are never exact in pretty much any situation, especially with Beacons involved. I always need something like 93.5 machines to process all of my belt input. My blueprint tile is a stack of 10, one on each side of the bus. I can do 80 or 100, and 100 is too many. So, go with 80 and the lines just back up, acting as a buffer. That's sort of the mentality I came into this one with.
See, that's the bit I don't get personally. To me, constantly flowing belts are a sign of insufficient input. While that could mean that the machines hooked on to the belt are consuming exactly as much material as the belt is bringing, it could also mean that something isn't getting fed somewhere along the line. Maybe I hooked up more machines than the belt can feed without realising it and there's a shortage somewhere down the line. I won't know without examining it. On the flip side - a belt that's backed up and moving slowly is a sure sign that everything it's hooked up to is receiving more material than it needs. Sure, there could still be issues like backed-up output or broken lines, but that's not an issue of input, at least.
There was a mention of "waste" earlier, and that definitely is a thing. Belts are de-facto storage devices. Ideally, you want resources in machines, not sitting around on belts. However, I don't see these resources as any more wasted sitting in a belt than they would be sitting in a buffer chest. They're just "in transit." I also don't see backed-up resource-producer buildings as a waste for the same reason. The resources they aren't making aren't needed and aren't costing power since machines idle when they back up.
There is, however, one major issue with my approach to infrastructure. I rely almost entirely on line saturation to handle proper splitting for me, which means that the system generally doesn't work well until it's actually saturated. That requires an initial influx of resources and that can be significant. I'm working with a the Autopack mod (because I fell in love with Deadlock's Stacking Beltboxes in Factorio), which means it takes a tremendous amount of resources to actually saturate belts. Even at a packing ratio of just 20% (down from the default 50), that's still a LOOOT of material per belt. Takes a substantial amount of time before it fully saturates.
I can certainly see the benefits, though. Thanks for the perspective, everyone.
Agreed. I think I mentioned this above so I'll be brief, but this is where I typically stand. I always want to produce more than I'm consuming so that I have a buffer available for when I expand or something goes wrong. Plus, having compressed belts and full pipes brings peace of mind. One glance tells me that everything is working at capacity without having to check.
This is true. Having an idea of how much input translates into how much output is definitely important. My original quandary was with the seeming emphasis on matching the two. In my own experience, everything works smoothly as long as I'm producing in excess of what I'm consuming.
My general approach to designing tiled facilities in Factorio was to run a central bus of packed items, then split into horseshoes on either side of it. A "Horseshoe" is simply two belts on the outside of a stack feeding material inwards towards two rows of buildings, which in turn deposit output towards a central beltline between them. The size of a stack is determined by how much a single belt can carry while the number of stacks is determined by how much the bus can carry.
I don't think the same quite applies here simply because the scale of this game is so much smaller. Machines are big, but there are FAAAR fewer of them. Even the gigantic factories I've seen on YouTube rarely employ the "300 of the same machine" approach I used in Factorio :) Makes the math simpler to do, though. And the "multiples/divisors of 60" setup certainly helps.
TEA? YOU HAVE TEA? Why I get stuck with this horrible strong stale coffee