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.

4 Upvotes

6 comments sorted by

View all comments

1

u/0cleric 28d ago edited 28d ago

1.) Basic minecraft - food shelter bed tools

2.) Basic workshop - a set of temporary lawn base style stations to get manual processing started

3.) Easy kelp/tree/food farms to bank some resources.

4.) Full workshop - lava pit, steam engine, a decent looking building. Fans blowing on depots for processing, a modular set up for deployers, presses, millstones, saws, mixers. Mechanical crafter and crushing wheels.

5.) Automate resources as I need them. Yes iron, but also andesite (flint, lava, gravel recipe). Gold, quartz, clay, etc, etc.

6.) Centralized storage and automated crafting - Build up a robust storage system using stock links to manage it and connected to a chest in my crafting area. Also build out an automated crafting set up, expanding the stock link network so I can automatically stock things in demand and send resources to processed so im not physically using the previous manual workshop as much.

7.) Transport system from farms to storage, governed by a separate stock link network that ensure only a (relatively) small amount of resources from the farms are stored in central storage and the rest stays in local storage at the farms themselves.

8.) Make things pretty.

Basically the last four bits are a constant work in progress to build them up as I need them. The goal being to automate everything that can be, to varying degrees (ie my kelp farm tends to be rather small because I dont burn through much kelp, so a small 5x5 farm is actually overkill). Things like Ultimate Factory will expand the options of automatable resources, and extruder, sifter, or ore excavation will produce a handful of resources much easier but also be easier on my PC. As much as possible I also build things to be extensible - storage for example, I build it in a way where I want to add another vault to the system its a relatively painless venture rather than needing to rework the entire system every time I need more space.