4 ms·
In Factorio I just let things buffer on belts and eyeballed things as I went along. The hard part was designing things such that I could arbitrarily scale out
by bentcorner 4y ago
In Factorio I just let things buffer on belts and eyeballed things as I went along. The hard part was designing things such that I could arbitrarily scale out builders/belts as needs changed.
Satisfactory requires you to be slightly more intentional with ratios but (at least when I played) I came up with some balancing belt designs that let me get away with not needing to be super accurate with matching input/outputs. As long as I kept things at like 101% it'd all work out at the end. I'd need to do some head math to figure out initial build capacity of some product and I'd expand after that as needed.
- massysett 4y agoI always used Helmod (a Factorio mod) to plan my factory. I though using a spreadsheet would be too hard. But by the time I figured out Helmod I probably could have just used a spreadsheet. But at least with Helmod it’s still in the game UI. Using a spreadsheet seems too much like work.
- Sohcahtoa82 4y ago> In Factorio I just let things buffer on belts and eyeballed things as I went along. Same. I'm surprised how many people talk about spreadsheets with Factorio. I cover a resource patch with miners, then keep building smelters until I end up with an idle one at the end of the line. When I discovered a new item I'd need to produce, I'd just built a small line of assemblers and see what my output looked like, and go back to fix any supply constraints. Was it optimal? Almost certainly not. But I definitely enjoyed not playing it as a spreadsheet.
- argomo 4y agoSame. My first play thru I just allotted a large space into which to extend assembly lines if needed, then I brought their outputs back to a central spine from which I could siphon them off for input into subsequent assembly lines. I think this really helped me "feel" the concept of backpressure.