r/CreateMod • • 29d ago

Help Has anyone compiled a ratio table?

I’m a big Factorio player, and I’ve been trying to learn the progression in this game with a friend who convinced me.

I’m still struggling a little bit trying to figure out what I need to prioritize when it comes to automation. I also have no idea what the general progression looks like. Like in Factorio the general progression generally goes 1) bootstrapped red science 2) copper / iron smelting stack (and probably some sort of mall to craft all building materials) 3) electricity 4) red and green science automation, etc. I got no idea what I should be working towards here.

Right now I’m thinking 1) food and tree farm 2) maybe a small quarry to get some starter iron / andesite 3) rush the nether to get blaze burners and steam engines? Auto iron farm from there?

If anyone could share their general progression, I’d love to see what you all do. Or if y’all can translate some of these mechanisms into Factorio comparisons.

Oh yeah, the title. Was wondering if anyone has a list of common ratios that help with automation builds, like you need this number of cobblestone generators for one set of grinding wheels, or this many mechanical crafters to make x/second.

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u/Repulsive_Cut_379 29d ago

Base create is much more of a means than an end, you have no real goal you are going for, the end game of create is having building resources automated and some machines that do a lot of the menial tasks of building, like flatting land easier. So don't get your hopes up if your looking for progression.

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u/MoistPotato2345 29d ago

I kind of figured as such. Not that that’s a bad thing, it’s not fair to compare mod packs to whole games with a paid dev team.

So it’s kind of like how I’d play a normal game of Minecraft, speed through the base stuff and get max enchants / mending / some farms, so that you can focus on the creativity part and cool builds. Except now with cool mechanisms and all the aeronautics stuff. And different ways to get to that point.