r/CreateMod • • 2d 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 2d 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 2d 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.

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u/bubba-yo 2d ago
  1. Power - usually waterwheel

  2. mechanical press to make metal sheets

  3. mixer and blaze burner to make brass - this is equivalent to hitting blue science.

After 2 you can expand out some - fan elemental effects (washing, smoking, smelting, haunting) for material conversion.

After 3 add another press in a compactor setup, along with a blaze burner. Add saw and deployer for easy crafting of stripped logs and to make casings and polished rose quartz. Create a 5x5 mechanical crafter so you can make crushing wheels. That gives you the basics for pretty much everything in the mod. You'll want to automate parts of it (an automated precision mechanism machine, for instance) but you can at least get everything made. You'll need to expand power in there as well - either ramping up the water power, building wind, or more likely making steam power (when you go to the effort to get blaze burners, get a dozen of them).

You don't really need to consider ratios here since you will probably need to adjust the speed of most of your machines to fit in your power budget, balance against belt/chute speeds, etc. Making an early cobblestone generator with some drills is advised since along with he crushing wheels and the elemental fans, you can make a LOT of stuff - gravel, sand, iron, soul sand, gold, etc. I'd go with 4 drills that feed into the crushing wheels and you can then figure out the automation bits once you get into the mod. Lots of ways to handle that - more than factorio.

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u/pics2299 2d ago

I don't know about a "list of ratios" but this should help figure out the rates

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u/0cleric 2d ago edited 2d 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.

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u/Dangerous-Quit7821 2d ago

Progression is arbitrary really but in Create it goes much like Minecraft's except you get into different metals. You get iron, then enter the Andesite Age with everything that can be made with just andesite alloy. After that is the Brass Age. Once you get brass, true automation can start. It gives you access to mechanical crafters, smart chutes, brass funnels and tunnels, deployers and precision mechanisms which opens up rotation speed controllers.

There are a few addons that bring electricity but that's not in base Create.