mrvn wrote:All of that (including building a solid line of roboports) is so far past building your first rocket that is doesn't compare to normal gameplay.
Even blue belts are beyond your first rocket, because 31.5 iron per chunk of belt is way too expensive compared to 11.5 iron per red belt chunk. (2x red belts give you more throughput than 1x blue belt, and 1x blue belt costs on the order of 3x red belts). So loaders, blue belts, and all of this discussion is implicitly about the endgame and abilities above and beyond your first rocket.
Ultimately, bots scale. They are the ultimate endgame strategy, at the moment. This has been proven again, and again, and again. Fact is, you cannot build a
belt-solution as simple or as easy as these copy/paste bot strategies. The fact that bots have superior throughput to boot is just icing on top.
Why would I even try to balance 128-belts of iron ore? I simply dump 128 compressed iron ore belts into lines of furnaces to get balanced belts of iron plates. Even if they somehow get unbalanced then one line of furnaces will take a little pause. So what? In the end they produce a few belts of green circuts or red circuits. Easy enough to balance them at the end and ignore the 0.0001% loss.
If you like loading trains evenly, you'll want a balancer. That delay on belt#35 will cause your trains to be delayed. Bots on the other hand, have so much "burst" throughput that they can deliver everything from your buffer-chests to the train-station no problem, and don't need a balancer.
I edited in a simpler challenge, since building 5kspm does take a lot of time. How about a single facility that processes
677 gears per second? By my calculations, it will require a minimum of 20+25+17 gear / plate / ore parallel belts. Just really, think about it. How would you build such a facility? How would you weave belts between those beacons? How will you deal with inserter slowdowns (belt->inserter is way slower than chest->inserter)?? How do you "balance" the output between miners? Belts under normal circumstances would probably be backed up and definitely can't handle productivity-boosted speed-beaconed-miners.
I mean, maybe you do have an idea. Maybe belts really are superior to bots. If so, you'd be able to create a demonstration, yes? Frankly, I'm not seeing how belts could possibly ever compare to this build.
One great thing about belts and the new splitters in 0.16 is that you can filter and prioritize. Something you can not do with bots at all. There is no way to say 75% of the iron plates should go to that requester chest and only 25% to the other one.
Seems like a job for trains if I ever saw one. But I'm not entirely sure what the point would be?
At the small level, requester chests have much finer grained control. This requester chest gets 200-ore buffered. That requester chest gets 50-ore buffered. click-click, boom. Done. Bots handle the rest (assuming you have enough bots and roboport charging stations). On a broader scale (if you REALLY needed a base-wide percentage split), you can handle that by managing train deliveries towards sub-bases. (This sub-base gets 3 train deliveries, that base gets 1 train delivery).
Prioritization is as simple as using active provider chests instead of passive provider chests. Bots prioritize active chests above all other tasks, and you can use that to clear out high-priority areas (ie: train stations).
Its a foregone conclusion that belts need a buff in the endgame. That's why we're talking about loaders, pallets, stack-belts and other such things to rebalance the game towards belts. Players spend more brain power on belt solutions, so they SHOULD be rewarded for their efforts. Loaders would make building balanced and compact belts way easier, AND they're already programmed in the game (no developer effort! It'd be just a config-change to upgrade them to "default" settings).
But I think "pallets" would be the best belt-buff for this game. Keep bots as the "last-mile" superiority as they are, but at least have belts be the undisputed king of mid-range distribution. Unless the devs feel like fixing the "Chest->Inserter" vs "Belt->Inserter" slowdown issue, bots->chest->inserter->Assembly machine will always be the best "last-mile" infrastructure.