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A single rail line can transport many times more resources than a single belt. It is quicker and easier to build one rail line compared to multiple belts.
You want to transport a new resource from A to B you have to create a new belt. Whereas if you already have a rail line near A and B you just have to add new stations connected to the existing line.
You can easily transport different resources on the same train, by having different wagons for different resources. To have different resources on one belt you either have to perfectly match consumption rates, or continuously sink excess
It will happen sometimes you need a small amount trucked or trained in. But having a belt (and all the items on it) will bog the game down, and if you go exclusively belts and avoid vehicles. you will get some lag.
Belts are definitely messier, but even so unless you put a lot of smart splitters in, its way mor efficient to have a train mass load from a to b and then do the splitters/filters from there.
----EDIT---- and the more wagons you have the better, plus the dual liquid and solid products on one line easier. PLUS rails transfer power, and I prefer all my stuff on one grid instead of a bunch of individual grids (comes with its own problems but easier to manage IMO)
1 belt to station, then train, and finally 1 belt from station to usage = 780/min
however;
8 belt segments = 730/min
and it gets progressively worse, the more belt segments you use.
This is why vehicles are a more stable option for any resource transportation between factories imho
Also tracks carry power to all connected stations, so that's another thing you don't have to separately bring to a new outpost.
As long as your roundtrip time is lower than [cargo capacity] / [input rate], everything is equal. If set up properly, your machines should finish eating up every items stored in the delivery truck / train station the SECOND the vehicle comes back to the delivery station
Trucks and trains do have the advantage of being able to replace several belts (one truck between 2 truck stations = one belt, one truck between 4 truck stations = 2 belts etc...). The only cons to trucks and trains are, as you mentioned, power usage and logistics, which are things the game was made to overcome (though to each their own)
That is what I use my drone for now to bring in my Bauxite. I was able to get rid of the truck and 2 truck stations, and get faster deliver of my Bauxite using the drone. So for me the Drone is a win. :)
I think all bugs aside, if you were to optimize for max performance, you would technically be right.
You can also TECHNICALLY get the best performance in software from writing everything in machine code, even if it takes literally 1000x as many man hours and is completely unable to change due to a maintainability factor of 0.
These games are fundamentally about design, functional an aesthetic. You are claiming that the only benefit to using transport methods other than conveyor belts is the aesthetic design, but you are entirely neglecting the functional part.
You should be building systems that make it easy to expand, navigate, troubleshoot, and decipher, and developing design patterns that are easily repeatable, quick, hard to make mistakes, and easy to fix errors when they do happen. When you think "I need to connect these 5 manufacturers to these 4 lines of resources," you should feel that's no problem instead of being the biggest pain in the ass you can imagine.
Factory games VERY similar to software design, and you're suggesting that spaghetti code is best.
Just sayin, all depends on the application :D
(No ill intent meant, just pointing out we had a old program where I worked, after they "polished" it up and had "better code" it wasn't as functional as the old one.)
Basically, the rare subset of people who can write really good assembly are better used creating the peephole optimization templates so that commonly used code idioms receive architecture-specific improvements by the compiler.
That was my point. While it might "do better," or provide other short term benefits, there's a cost that's not being calculated here.