You need to challenge my math so that you can understand it. You need 17 belts to the trains. Bonus points: 17 is a prime number, you can't split it up into a smaller set of multiples.mrvn wrote:Note: The 25 belts thing was stating a fact. Not challenging your math.
I've repeated this over and over and over again in this thread. The numbers do not help your case at all. Now divide by 40, how many belts do you get per stage?dragontamer5788 wrote:No. Because no amount of belts can handle 677 gears per second + 967 iron plates/second + 805 iron ore/second in this amount of space or regularity.
You need a balancer because you have 17-belts leaving the assembly machines, 21-belts coming out of the mines, and 25-belts coming out of the smelters. This innately causes imbalance between the lanes (all three are relatively prime against each other!!). Productivity3 modules really complicates the ratios here, but are necessary for maximum efficiency. The belts are unbalanced because ratios are unbalanced due to PM3 modules. Each stage of processing grossly complicates balancing efforts.As for the balancing: You're assuming an end result that has no explanation. You start with saying your belts are already unbalanced. Then you say unbalanced belts will unbalance loading. DOH. You assumed the world is broken, ergo it's broken.
These simple explanations are why I'm frustrated by your rhetoric. Its outrageously clear to me that you haven't experienced this in game yet. I'm being visibly aggressive against you and your rhetoric because I'm at this point 100% certain that you do not have the experience to back up your words or assertions.
For this simple gears sub-base, it'd be 21-belt balancer (to balance the ores), 25-belts (to balance the iron plates) and 17-belts (to balance the gears). 63 belts to manage, and we're only at gears. Let alone the rest of the base. EDIT: Either that, or you choose to run slightly inefficient designs and instead spend more resources on PM3 / Speed3 modules, and the belts needed to connect them.dood wrote:I don't think you should bring up time if balancing and individually spaghetti-ing 25+ belts is in play.Jap2.0 wrote:Additionally, you have to consider the extra time it takes to set up mass production of bots, roboports, solar panels, and accumulators, as well as the time it takes to expand enough to build and protect your power supply.
EDIT: Here's an alternative option. Build 20% bigger than necessary and allow for ~20% inefficiency in the belts (Ex: Accept the fact that some belts will only have an output of 32-items/sec instead of the ideal 40/sec). I will say that "building bigger to allow for inefficiency" is the simplest solution I can think of however. In the case of the 17-belt output, this means running ~21 belts to the trains. You'll still need a balancer on output to balance loading the wagons, but "building bigger" will allow you to avoid balancers in the intermediate stages. This is the approach I take in the mid-game (when resource expenditure still matters severely. But simplicity is more important than perfect efficiency). The Madzuri circuit-based balancer works extremely well if you are building 20% bigger and are willing to accept a slower loading speed. This allows me to build non-perfect balancers and still get a good job done in the midgame.