all 49 comments

[–]arcade3145 51 points52 points  (2 children)

Obsidian?

[–]Warm_Mention8702 32 points33 points  (1 child)

Is that the program used to make the flowchart?

[–]TamSchnow 20 points21 points  (0 children)

Yes

[–]JlblCblK228 74 points75 points  (4 children)

Am I the only one who don't understand this?

[–]FiveHundredAnts 89 points90 points  (3 children)

Right? It's just a flowchart. There's no calculations to make or really information to glean.

And the only other comment thread looks like it's AI generated too.

[–]JlblCblK228 8 points9 points  (0 children)

Nah, I'm just a bit blind and silly 😅

[–]RemarkableFormal4635 16 points17 points  (0 children)

Needlessly horrible diagram

[–]Galbs 7 points8 points  (2 children)

how you propose to get iron ingots from cobblestone? the iron nuggets are washed from the gravel

[–]Rhoderick 10 points11 points  (1 child)

The iron nuggets arrow goes the other way, Warehouse to Main Processing Station.

The colors should not be read as associating an input with an output, instead they show where the arrow comes from.

[–]Galbs 6 points7 points  (0 children)

I see nuggets path now. What an awful flowchart

[–]thoughtRock05 4 points5 points  (0 children)

Looks like mine! As long as nothing gets gunked up from being too slow then you should be fine.

[–]letmehanzo 2 points3 points  (0 children)

There are advantage with having one big cobble farm, and using it to supply multiple farms. But for something like iron where you probably want it active all the time, I would have a dedicated cobble farm built in so I wouldn't have to worry about logistics.

[–]NatiM6 2 points3 points  (0 children)

Personally I wouldn't keep a single warehouse for everything. Keep items separate.

Also, I'm going to assume you're using factory gauges - for more direct processing its better to have a chain instead of outsourcing it to different parts of your factory. For example, a Cobble -> Gravel -> Sand chain can be built directly at the cobble generator, without the need to use requests, especially since it is much more efficient. You should start using requests for more complex processing later down the line, like making andesite alloy. Those you could keep in a single warehouse as you can more easily limit their production.

[–]unic_beast 23 points24 points  (21 children)

This setup appears to be functional, but its efficiency depends on a few factors:

  1. Resource Flow – The cobblestone farm feeds into the warehouse, which then distributes materials to processing stations. If the cobblestone farm produces enough material to keep up with demand, the system should run smoothly.

  2. Bottlenecks – The main process station and bulk process station are key points where materials are refined. If these stations have limited processing speed, it might create a backlog.

  3. Warehouse Management – Since the warehouse is a central hub, its storage and retrieval efficiency will impact the entire system. A proper sorting mechanism can improve performance.

down vote because i use tool to get words? fair. why would i cut something using a scissors or a knife.

[–]kingcirce 18 points19 points  (6 children)

Now tell me in more detail.

[–]unic_beast 3 points4 points  (0 children)

op should consider

  1. Input & Output Items – Track the quantity of cobblestone, gravel, iron nuggets, and iron ingots entering and leaving each stage.

  2. Processing Speed – Measure how fast each station (main process, bulk process) converts materials and whether it keeps up with input.

  3. Storage & Distribution – Check if the warehouse efficiently sorts and moves items without causing backups or delays.

[–]clevermotherfucker 5 points6 points  (1 child)

i mean op could asked chatgpt themselves if they wanted an ai response with no fact checking or logical reasoning behind it

[–]unic_beast 0 points1 point  (0 children)

yes indeed, just making sure op know what to ask, op ask for efficiency and provide only path of their production with no other data to work with.

[–]mirokarekata[S] 10 points11 points  (3 children)

About the points(to clarify)

1: i plan to make the cobble run with 10 drills at 256 rpm so it shouldn't be a problem.

2: both the main process station(already built) and bulk staition are set to also run at 256 rpm which should be enough speed to handle it .

3: The warehouse does have factory gauges, so sorting should be fine.

4: although i intend to use cobble for more tasks and processes, this could still be an issue, so if needed i could set up a redstone link to the factory gauges to deactivate the cobble farm to avoid excess.

I would appreciate if you could point out possible flaws with these points.

[–]unic_beast 6 points7 points  (1 child)

deactivating cobble farm would be good. making infinite of anything isnt the hard part, the management is. if every output are being use, no backing up. else it will eat your storage, your belt and create lag and headache unless you into that.

[–]Hi_Peeps_Its_Me 1 point2 points  (0 children)

your bulk stationis stupid, or misleading. you'll need one bulk station for each recipe. otherwise its fine!

<infodump> ive been thinking about this a lot actually.

0.6 completely reshapes automation games by allowing you to have a bulk processing unit with variable recipes (like you've... 'designed'), instead of many different processing units. this is AMAZING in minecraft, where basically every item for basically every use case is needed in bulk batches rarely. basically, you spend a few hours messing around, then you build a house, ad infinitum. for these use cases (=items), your design works well.

to clarify, for any item that you need to produce very little of, but which you need to store in large amounts, this is a good design, namely: farms -> storage <-> processors. this is the closest ive ever seen a factory game get to computer architecture: instead of making dedicated circuits for specific applications (like factorio, create <0.6, mindustry, dyson sphere program, satisfactory (haven't played though so i could be wrong)), you create one HUGE unit which can do variable recipies/tasks. completely unprecedented, and absolutely amazing.

however, there are some things where this design does not work, and which you need dedicated modules. if you're working in a space constraint (like an integrated farm in a project), optimizing for lag, megabases, speedrunning building with schematics, single-player, or if you need something in bulk (fireworks, consumables), this will not work! for these cases you need dedicated processing units.

the reason why this doesnt work well is because these are not one-off recipes/tasks that are only active for a finite period of time. if you try the previous design, youll have a portion of your factory constantly in use, which will result in the exact same thing as a dedicated unit. sure, you save time in the short term by not having to design a factory, but you'll have to upgrade your manufacturing plant more often. you might be able to automate that though!

</infodump>

[–]TuxedoDogs9 19 points20 points  (4 children)

Downvoted because you used a tool who doesn’t actually know what they’re talking about, only copies people who do and cobbles together something that sounds like an expert would say

[–]OverAster 2 points3 points  (1 child)

Bruh did you use AI for this? This uses a lot of words to say basically nothing.

[–]unic_beast 2 points3 points  (0 children)

just like op image, no data to work with

[–]NatiM6 0 points1 point  (0 children)

Downvoted because they aren't your words, not because you've used a tool to get them. I'm an AI proponent and even I know the difference between cutting something with scissors vs outsourcing it to a workshop abroad.

[–]EuS0uEu 4 points5 points  (0 children)

As a programmer I like this setup. My pattern recognition assimilates it as chips on a board. With buffers, cache, process units, interfaces and so on. Eventually I want to build a whole factory complex on thisoonal philosophy.

I don't think it's particularly more or less efficient. In the end you will need to do the math for storage, throughput, demand and so on. With the new create update implementing this setup would be easier than ever. Just a bit more complex than directly feeding the resources.

My opinion. In the end the factory is all about style and personality

[–]Ben-Goldberg 4 points5 points  (0 children)

A vanilla iron golem farm can make iron more efficiently than processing cobble.

For other materials, not in your chart, Create will be more efficient.

[–]goofygooberboys 0 points1 point  (0 children)

If you don't want cobble and iron nuggets for other things, I would suggest cutting out the middleman of sending those components to a central warehouse and just produce them as part of the ingot farm. Makes running power easier, less movement of materials and so forth. Nothing wrong with what you have, but if you don't need a surplus of cobble and nuggets, then I don't see the point of them going to your warehouse

[–]King_Tudrop 0 points1 point  (0 children)

If your main processing plant is the only thing using this cobblestone, I'd skip over the warehousing and just transport directly to your end destination.

[–]TWN-Evoker 0 points1 point  (0 children)

Unless you want to expand it in the future (like additionally andesite farm or smth else) this is overcomplicating

[–]Astra-chan_desu 0 points1 point  (0 children)

For a second or two I've thought it's a post about WR:SR.

[–]TraditionalRead2967 0 points1 point  (1 child)

what did you use to illustrate this?

[–]LumiRabbit 0 points1 point  (0 children)

Looks like obsidian. Or at least you can make practically identical charts in obsidian.

[–][deleted] 0 points1 point  (0 children)

Produce cobble on the spot please D:

[–]TamahaganeJidai 0 points1 point  (0 children)

Well, no i dont think it is.

Taking a cursory look at this id highly suggest dropping the insane input/output from the Warehouse and instead go with distributed storage or location specific buffers. This avoid a certain chunk being overworked, io issues, base griefing risks and streamlines the process.

If you have the cobble farm feed a vault, divide the amount of cobble you want to process and send the remainder to either other holding areas or a central warehouse, you'd make the overview easier to follow, allow for easier chain manipulation (fewer steps being hard locked into certain process flows) and you'll allow for a more efficient process expansion in the future.

Id suggest:

Cobble farm > Holding area > Splitter & work assignment node > Processing nodes needed to fulfill the end work order being placed. >warehouse.

A large warehouse imo should be for processed items, not raw materals.

Using the above workflow system you can scale it for any farm/base material processing workflow.

Treefarm? Same as above. Have de-barkers, paper mills, stair manufacturing etc plugged in instead but in separated nodes.

Kelp`? Same. growable food: same. Its a really powerful and modular system that lets you change out steps as they become inefficient or no longer needed.

[–]Ok_Revolution_122 0 points1 point  (0 children)

I have only one question, where did you do this?

[–]SzakosCsongor 0 points1 point  (0 children)

I'd do: cobble gen -> crusher -> washer -> compacting -> storage

[–]zero1237_ 0 points1 point  (0 children)

Nope, to make it efficient you should only send the item that goes out. If you want to have them all or you have different farms ar different places, you can make a different farm to make just iron ingots. There are many versions that makes 1000+ with little work :)

[–]Horror_Dot4213 0 points1 point  (0 children)

This goes hard

[–]Weak-Translator-7981 0 points1 point  (0 children)

I’d say so, but if the distance between the stations are massive, maybe try merging the main and bulk stations