In basically all I tried, if the belt has, lets say 60 items per second throughput, it is incapable of actually carrying that much. If I merge two belts that each have a single producer outputting 30 items, it is only a matter of time until it all gets backed up.
Is there some fundamental computational problem or something?
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It depends. It can be turbulence (think in factorio or DSP when a belt is unloading onto another belt but it has to wait for a gap in the stuff on the belt) or slight effiency losses to loaders/bends/etc that mean the belt isn’t operating perfectly.
It depends on what penalty the game developers implemented for merging or any other event that could cause reduced throughput.
I can only answer generally, as a software developer that implementing the nominal throughput would be very easy and straight forward to do, so the game devs likely deliberately implemented something to disturb the throughput.
I’ve never experienced this in any notable fashion in any of the factory games I’ve played. Do you have examples or proof? Cus if so, this is probably something to submit as a bug report with your specific hardware.
Game boring if everything operates at optimum efficiency.
Games do not follow real physics so they don’t behave like real life and things wait in line for other things