#math-and-meta
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So in this case, it produces a silica byproduct, where the alt recipe does not. Would the tool consider the byproduct a valued asset?
you can always force a recipe by disabling the other ones
yes. Though I'm more curious than anything
no, the tool doesn't value byproducts in any way
though it may try to use the byproducts if it's beneficial
strange then, that it did not take the sloppy alumina option.
could you share the link?
mmm how do I get the link? It just says https://u6.satisfactorytools.com/production
press the blue share button in the production line
I assume it may be better because it uses the silica byproduct as well? for silicon CBs
yes. That's what I was wondering because it seems to be valuing the byproduct.
saves quartz in the world I imagine
yeah. Okay that makes sense. Very interesting.
Also, does the tool do its processing locally on the browser or from a server? It's very fast.
top is with default alumina solution, bottom is with sloppy
wow that is a hell of a bauxite difference
seems that it saves bauxite but costs more caterium and oil
though it may have changed more than just that single recipe
it uses remote API for calculations. I've been experimenting with browser-based calculations, but didn't manage to find a good library for it
(well I found one recently and it seems promising, I just didn't want to do some big changes now when I don't have time)
it's fascinating because it can see things not readily apparent from just looking at the recipe and guessing.
Like here for example, I have the Solid Steel recipe, which I would have thought is better than the Coke steel recipe. Also I have steel screws, which it decided not to use.
yeah, it's just pure math, but surprises me many times
steel screws cost slightly more steel than steel rod + base screws
ahh
(the advantage of steel screws is their great speed)
so the real key here is to keep in mind other advantages of recipes besides resource usage
yeah
in the future versions the tool will be able to optimise towards different parameters (e.g. power or building count), but it's still up to the player to validate if the production is what they want to build or not
Does it try at all to keep energy costs down? I'm guessing not.
oh you were just saying that
I suppose there could be some kind of user options to put weight on things like that.
no it doesn't. Power is not really considered (but in the future version, I'm planning to add "also produce power for the production line" checkbox, which would basically calculate if the few saved resources from using more optimal recipes are worth it if it means more power usage (and hence more resource usage for producing power)
nice
It reminds me of mapping software that will take you a long distance out of your way to save a very short amount of total driving time. Hard for software to intuitively understand what trade is worth it.
I'll probably be playing with weights on certain goals as well
e.g. 75% weight on resource efficiency and 25% weight on power
You can also check off/uncheck the recipes you want the program to use if you already know beforehand how you want to produce the end product.
Made my first factory that isn't just copy paste off of a youtuber. It's a production chain for steel beams and steel pipes. Steel beams: 30/min Steel pipes: 80/min. 2 normal iron nodes with Mk.2 Miners and 1 pure cole node with a Mk.2 Miner. Had to improvise, happy it works.
found one I'm really wondering about.
When making Automated Wiring, given the choice between the default recipe and the "Automated Speed Wiring" recipe, the FST chooses the default recipe despite using far more resources than the 'speed' alt.
Here is the default recipe, making 45 product:
And here is with the alt recipe:
oh blast. the caterium... is it because that's such a high percentage of the world supply?
yep, caterium is considered more valuable because it's rarer
Yeah, for moments like that, if you skip steps and toss in a bulk quickwire number into your inputs it will choose to use that up before going back to default.
That is if you are inclined to use that recipe.
I still favour caterium recipes anyway. it's rare because it's real good, and I'm not the type of player to get even close to the world limit of any resource, so I've got no issue hitting up more nodes
and Speed Wiring is nice because the manufacturers end up 1:1 with the AC Unit manufacturers
Is there any tip in which speed i should plan my next higher tier items? Like Radio Control unit and supercomputers.. should i plan them with like 2/min because its just for storage and building stuff or is it better to get like 10/min out because i will need them again? Like i know computers to build with is enough if i get like 2/min for just building supply, but theyre needed in other stuff so i have to add onto it.
For reference: im planning a factory that does most of the computer stuff, like circuit boards, computers, High speed connectors, radio unit, supercomputer
Hmm, well, wiki might get you going?
Finding the common denominator for the crafting ect.
Yeah thats my next step and started doing that. Looking up, what i need it for and deciding how much i wanna produce of it
if you're just at the start of making them and want to plan bigger factories later on I just make 4 or 5 of each end tier thing and let them fill up buffers while doing other things.
Even 2 a minute of the end parts adds up fast while you're out and about
Im kinda planning bigger factories now to make them pretty and give me enough stuff, so a lot of pre-planning im doing rn
well, you will need more computers, supercomputers and rcus later. But those numbers will again depend on the production output figures you want for those items
I tend to not like doing that unless I have a grander plan in mind
I'm building most more complicated items with 2-4 overflow to send to storage, rest just to other manufacturing processes.
I don't need 400ppm spare and all that, I just want my main base working once again after I got a little dynamite happy with demolitions.
Once all that is back up and running, I'll go to another spot on the map and do a proper job of thermal propulsion rockets, not the spaghetti nightmare LGIO version I used to do the space elevator phase 4 with.
I think when I do super computers/SE parts, its going to be 1-2 computers/min to storage/sink.
My setup will be sending 3.75 super computers to stores, then overflow to sink, just two manufacturers on that job.
For my factory, pretty much the same, just .75 less 
I'm balancing my quartz intake right now, just enough crystals & silica to handle my oscillator needs and a handful left over to send to the warehouse, I got lucky though, my unplanned mining and the 10k belt from the dunes to grassy fields could have cost me big time.
Hrmmm. Steel Coated Plate offers a SERIOUS reduction in iron consumption for regular iron plates.
The cost is a little bit of plastic and coal.
Worth it? Plates are a high demand item.
But this is a 92.6% drop in iron requirement.
Steel coated then adhered for reinforced looks promising but I have a large refinery sitting next door.
yeah. could be amazing. Just not sure if tapping plastic for regular iron plates is a good idea
It's very solid but I also don't have anything requiring so many iron plate that cutting a simplifying step for Coated Iron Plate wouldn't be fine
coated and adhered plates are technically most resource efficient (considering weighted resources), but it's up to a player if they value the benefits more than the disadvantages
Cutting the cost of iron for the sake of it isn't that important, it's abundant, in my case I'm hoping to skip an ironworks at all, so foundries feeding the sum total of old iron production leaves me with one less step and just steel ingots to worry about.
yes iron is very abundant. But man it's hard to ignore a near 93% reduction ๐
the other thing is - there's a butt ton of iron everywhere.
global vs local limits ๐คทโโ๏ธ
local limits 
I'm in the dunes, there is iron for days.
I think I've also accidentally near cut Iron Plates from my system
I guess it depends on how many bazillion regular plates one plans on making
like you can cut screws out almost entirely, making amazingly efficient screw recipes useless
I think Iron is the one material that is exempt from "local limits" besides grassy, and thats still a LOT of crappy nodes.
Some of my output is intended to trickle in to stores, I haven't come up with an improved reinforced frame production yet, my old one was imbalanced to hell.
ok so I haven't cut them out, but my crazy ass master plan which may never get finished only needs 3200 pm
if you've already used all your nearby iron, then it's still valid local limit ๐คทโโ๏ธ
though chances are high that if you're out of iron you also don't have plastic.
the main appeal of steel coated plate isn't really the iron efficiency, it's the ability to cut out iron ingots and work exclusively with steel
that's a fair point
my world spanning plan doesn't even use Pure Iron Ingots and I'm swimming in excess iron
Iron Wire 4 Life
I need to pick up the steel rod recipe for that exclusive idea
That's my goal, steel screws should any be needed (probably not) steel rods because I burn thousands of them in building,
You'd still probably want to make Iron Ingots for Solid Steel recipe? I find it less fiddly than others
yes I have solid steel but haven't built anything with it yet
yeah, but it still simplifies things in that all your iron ingots just go to the steelworks and don't have to be worked into the production factory
Solid steel is great for some production lines, one foundry to a constructor for beams, and 5 for screws if needed.
no shipping iron ingots via train at all. Just make steel next door to iron ingot maker
I'll probably wind up with large scale steel soon, I freed up four normal coal nodes when I finally took down my old coal power station in the dunes ๐
Will be doing the same soon 
Might leave the one by the water though, not sure.
its just too perfectly placed.
(cliffside in the corner) I posted a screenie of the SCIM a while ago.
I took almost all of my coal out now, there are a couple of exceptions because those tiny power stations are there to sink water after a vip failure in critical buildings.
Last time I needed coal based power production was in U2. Good olโ times without water needed.
Most of my power is nuclear, the combined acid refinery didn't play nice so the coal based water sink was added.
water is fine ๐
Wait, what about iron wire? Going to need to send ingots there.
@wind spade might it be possible to import and export recipe profiles? That would be super handy to be able to enter all the recipes one owns and then update it later, resaving it, rather than entering it all over again.
you can make empty production line with your recipes and then clone that one when you need a new one
but yeah some sort of export/import for stuff is planned
nice
Personally, I'm one of those WP-ignoring heathens who uses Caterium Wire and can't be bothered with Iron Wire. :p
Caterium wire is more power efficient. And more convenient.
Until you use up all the nodes in the world, then you start looking at copper.
as always, the asterisk in WP is that it's only a guideline for proportionate use, and if you're playing at a small/medium scale where you're not gonna run out of anything, WP doesn't matter so much
Its all fun and games until Greeny is right about alt recipes 
caterium wire factory go brrr
My 40/40/10/10 factory uses caterium or iron wire only. And both quickwire recipes. Based on what's closest, and how much wire or quickwire is needed.
Hey guys, anyone here have a killer recycled setup? The ideal setup is crude oil = x 3 plastic or rubber right?
Cheers!
about halfway done with my iron stuff factory :)
I think you should use simple mode
just use manifold
shit, I just switched it to simple for a sec and now I lost the page
you have to be fucking kidding me
I had everything arranged and checked
now I don't know which is which
Use your screen idk
Sorry
Nice
Question: With manifolds is it better to use the same belt the entire way down or downgrade as accordingly? So for example I have 18 constructors making wire, which consumes 270 copper ingots, should I use mk3 belts the whole way or go down to mk2, then mk1? I've been doing the latter but I've started wondering if that's worth it.
Thing fills either way ๐คทโโ๏ธ
There is a different tab I prefer for info breakdown it's uh...
Items
Let's me see what I just gotta be making total, not divided up across end results
It's not, use max belt everywhere
Instant Scrap: Is it as terrible as it looks? Skips the alumina solution stage but requires sulfuric acid. At first glance, this seems like a pretty bad recipe but I'm not sure.
cost to make 600 scrap:
instant: 300 bauxite, 200 coal, 100 sulfur
vanilla: 333 bauxite, 200 coal
electrode (+ sloppy): 300 bauxite, 120 coke (= 30 oil)
electrode: 360 bauxite, 120 coke
Instant is... not as bad. If you don't want to add oil, it can save you some bauxite
Is there a hierarchy for the alternative recipes? New to the game and trying to decide between: copper rottor, steeled fram or pure iron. I suspect pure iron isn't worth it right now but undecided on the last two
there's no rating really (at least none that would be objective). Every recipe has it's own advantages and disadvantages and you have to decide what is worth to you and what isn't
aka greeny's blanket statement 
Pure is mostly used late game to squeeze resources.
Copper rotor is surprisingly good for what it is, especially if you have other alts for screws.
copper rotor is most resource efficient rotor if combined with steamed sheets and pure copper
steeled frame adds steel to modular frame production
pure iron makes more ingots out of same ore
And with adding steel to modular frames, there are "better" ways of doing it.
I feel it is best to objectively look at what you absolutely wouldnt want to use first in a hard drive roll list.
Then, deciding what may or may not work better for you at the time with the other options.
of course, this is entirely if you arent doing drives a ton.
I feel looking for a bunch of drives is where I'm currently at, and see what else I get
I use the wiki's analysis page to see which ones are worth using. Just google satisfactory wiki alternative recipes and you should find it.
you mean that page that literally says
Information in this article may be opinionated. This article is archived and no longer maintained.
Any particular logic to this?
not sure for main belt, but slower side belts make manifolds fill time longer, therefore you have to wait longer till it works at 100%
Lol never saw that, just skipped down to the actual content.
slower main belt shouldn't have a big effect on this, but still ๐
yeah, don't use that ๐ and I'd recommend against using any other sources like that. Use the current wiki analysis (on each item's page) to figure out what the recipes do and decide yourself
The thing with alt recipes too, some are just getting the base recipe done of something else much more efficient.
Like iron wire + stitched plates + steel rods to make modular frames.
steel rods ftw
Glad you understood greeny 
Atm for example what I do is something like:
3>>>>>>>2>>>1>>>>
And the more I'm making manifold setups (I used to only do balancers, but am starting to branch out), the more I start to observe but not be entirely sure if doing what I do actually has an effect or I'm just being weird. I assume the same logic applies to outputs as well?
it has no effect apart from the fill time being slightly longer
Guess I'll just start carrying more stacks of steel beams on me then.
outputs don't need to be merged any particular way, but manifold merging is the easy and obvious route
just use a belt that can carry everything being merged into it, it's v whatever
What happens is just issues if you are BARELY meeting or are veeeery slightly over producing.
Very fast belts can starve out the last few(behind the last machine) in a manifold for a bit before stabilising
The issues can be circumvented by prefilling more or less anyways
not really, it would work the same
Ive noticed this
why I mentioned it
Prefilling stuff in a production chain or letting it build up before plugging in the next step helps a ton too.
or just let it fill while you build next step
I have ADHD I think, so I cant do that 
I go all over the place so it makes simple things both take longer and seem odd as well.
there are specific cases where a slower side belt can fail to "catch" a full stream of items passing by on a faster main belt. ie, if the source item is being made with a recipe that makes big batches
but if the manifold terminates at the last machine instead of flowing onward, this will resolve itself when the main belt backs up
example: if you run an mk2 belt out of an assembler making fused wire, and split an mk1 side belt to go toward cables, that side belt is not actually gonna get 60/min (not even if you prioritize it with a smart splitter) until the main belt backs up.
bit of an extreme example (it has to do with that recipe's batch size) but the principle can apply to any main belt where the item flow is "choppy"
I like putting slower belts on the feed and outputs - but that's because I generally position machinery and have the items be a feature and it looks better having them move more slowly
Basically where I got that idea is basically when I started playing I was like "If this machine doesn't input/output to a higher belt, why use the higher belt?" As for aesthetics I'm terribad at that crap in any game, I just have a bunch of floating boxed in micro factories.
Higher tier belts can help unclog machines faster if you aren't timing things properly?
As for aesthetics I only got into it whne I started making factories that wouldn't change
and once you get the higher tier belts going it's easier to do it all fastest. Saves swapping out and having to carry different materials
I'm generally good so far with timing things because everything I'm doing so far kinda dead ends. Like I'm setting up an automated wiring and motor factory, The 3 iron miners, 1 copper miner, and 1 coal miner only feed that 1 building. I'm technically "wasting" on 1 of the iron miners because I forgot to calculate the costs of rotors so I have like 140~ iron ingots not doing anything but really I'd rather just prob go back and underclock that miner for the amount I need rather than try to feed the rest of that excess iron somewhere else.
Although I am gonna have to start leaving my region, am running out of nodes >.>
I find it odd you haven't had to leave the region just because you needed nodes not available in it
Even the best corner for it needs to go out for bauxite
Instant = Sloppy + Electrode
Both give you the same maximized amount of Scrap per Bauxite.
Only decision you have to make is which black rock you want to use.
not only that, you're also spending sulfur
not a lot of it, but still it's a factor if you're wanting drone fleets in your game
It's fine? Generally you have extra sulfur in the world anyway. The only thing that might make it awkward is that there are fewer locations with everything you need nearby so it might require more logistics depending on what you're doing
the swamp area is fine, it's the only part of the world where bauxite is pretty close to sulfur
the central lake/swamp place has coal sulfur bauxite?
but it's also not fine because there's no coal in swamp
FAIRLY close
If you like moving things by train and that's not a factor then it's a solid recipe though
well yeah, but only 1 normal node there
for the amount of bauxite near the central lake it's not much
but I guess it's an easy location for small-scale Al production using instant scrap
come to think about it, it's still a pretty bad recipe
you can save on machines, but whatever you'd save on that you'll likely lose on extra transport as there's literally no compact locations having bauxite, coal, and sulfur all together (merely some that are "close enough")
having fewer refineries is definitely a plus XD
And if you already have the logistics set up for other things - like trains - then the extra transport can be negligible
I think it has fewer occasions to shine. I don't use it personally. But it has it's uses
The way I build though it'll never see the light of day on my map
saving on machines is different from saving on space
while saving on space is pointless (map is big enough, except if you're going for some sort of compact/nice looking thing), saving on machines means you're saving on power, which means you're saving on resources
well in case of instant scrap it's actually "space"
machines will be smaller, but resource-wise it's blenders vs refineries and power-wise instant scrap is a bit worse.
blenders are rather power-hungry
sure, just reacting to your
you can save on machines, but whatever you'd save on that you'll likely lose on extra transport
Don't make me quote Sev. I don't like it, you don't like it, everyone loses.
there's a difference between saying you can't build something because you don't have enough power and choosing a power efficient path ๐คทโโ๏ธ
Instant scrap kinda meshes pretty well with battery production, but then again there's a (much more efficient) classic battery alt, which, in turn, meshes really well with sloppy+electrode
so instant scrap loses again
opinions on Infused Uranium Cell and Uranium Fuel Unit? ik they take less uranium but is it really worth using triple the buildings
the recipes are quite tedious as well
I hear the recipes are efficient for what they are, but unfortunately they still use beacons.
they aren't that bad when you have all the relevant alts unlocked and used
when you already automated some of the most important things like crystal oscillators, then uranium alts are pretty easy to do. But if you're laying them out in full starting from ores - yeah, the production chain is going to get pretty large.
So the fact im starting my game out by essentially maxing out some oscillator production for crystal computers in dune desert "isnt a bad idea" 
it's never bad to go big with crystal oscillators
using the alt recipe, ofc
Yeah, sending rubber from the spiral coast for that 
I cant wait till I get my diluted setup going, can ramp that up like nobodies business.
I saw how much you can get outta that recipe and it was well worth the stupidly long belt 
ooooor you could've used a truck 
I had things being delivered by belts in tandem as well, factory to factory, ended up just being layer upon layer.
Oil products -> Filter and Caterium plant(AI limiters) -> Copper/Iron facility(for sheets/steamed sheets using that sneaky extractor in the cave) -> completely quartz based computer production and highspeed connectors
And silicon circuit boards?
All of the above yeah 
Was mentioning the other day, with mk2 miners and those two nodes/recipes,
I get 13 assemblers doing 339.17/min silica (cheap silica)
6x48.44 refineries + 3x26.99/min constructors for 339.21/min crystal (pure + constructors).
I think if I do blast the oscillator production up again, I might unironically use that water well up there too 
would you guys depend on 600/min flow from a mk2 pipe or go below to be sure?
When you apply all relevant tips to your specific setup of this guide, you can also go with 600 #math-and-meta message
long distance, no. but a short distance yeah. if you have to use pipes long distance you could use 2 mk1 pipes
i've got 20 refineries giving me 40 heavy oil residue per, thats 800, im wondering if i want to collect 15x40 in 1 pipe to go to next stage, or if should do 14 instead to be sure , what do you define as "long" ?
long is transporting fluids to a factory from wherever
I am a bit biased towards vehichles since they are more fun to set up so take my opinion how you want to
i need to transport it abit away from the factory, cause im building "small" factcories making each their own product
i havent decided yet because of all the mushrooms i can't remove.. but it's not more than 500 metres top + some incline
these sh*ts
yea... i have nukes in my pocket, no effect what so ever
i wish
well you could always just put foundations over those and use them as supports
just cover them in concrete
yes ofcourse but thats not what i wanted to do.. im gonna have to think about what to do .. but i got a solution, just need to split my factories to small ones
dont split your factories in half because of the stupid fungus
nah, im gonna make heavy oil residue in 1 factory , then rubber in one cable in one and just make alot of buildings
ok
how much stuff are you moving around?
you could probably make a train loop depending on the scale
true, i'll try pipes first, if i get issues i'll change to trains
if you need to transport fluids and items at the same time a train would probably be a bit easier than belts and pipes
again that's depending on the scale of what you are doing
and what the layout of the smaller factories looks like
this is our end goal , we got this stage and caterium left until we are gonna start the main production of those
dang
we have made a main train network , so we can just push out more trains the more materials we need, all our factories are connected to the same network
I think you pretty much need to use trains if you are doing something at that scale
the problem with using trains to transfere the heavy oil residue would be that im 100% dependent on the polymer resin aswell , so if i cannot get the perfect troughput on the train it will stop making the polymer resin
it should give the perfect thruput
you will probably want a bit of a safety buffer though
These cannot be destroyed
I believe that is why he's calling them shits.
why i build in open air^
I would puke but I've been told to stop using those emojis.
what exactly would you be puking at?
Skybases.
๐คทโโ๏ธ
automating last space phase is totally fine
if you're not automating it, what the hell you're even doing in the game
Automating things worth automating ๐
yup
like project parts.
automated project parts = more tickets ๐คทโโ๏ธ
tickets dont matter very much if you automate more things that aren't space elevator parts in higher volumes and forget the elevator parts
any item is a good ticket source, the more complex item, the more points ๐คทโโ๏ธ I don't see a reason to distinguish between project parts and non-project parts
project parts aren't useful besides the several hundred you send into space
hence why they are put into sink
you are putting in the effort to automate it specifically so it can get ground down into points and nothing else
same reason as automating anything else, really
three out of the four items are the top 3 items in terms of sink points
yeah I guess
and after you research everything, sink points is pretty much the only thing you can go for
hmm
you're putting the effort to automate, say, HMFs why exactly? They are "useful", but you can just produce about a few dozens of industrial storages of them and then stop.
it's not like you need any "useful" part endlessly
Greetings, quick question, I have a line of limestone 60 pm, one constructor is not enough but when you have two you need to underclock them. At how much % is that?
punch in 45/60 into the parts per minute field
that's the wrong formula
60/45
60/90 if they have two
oh I'm dumb
or 66.6667%
yeah
I can only change the clocking speed
it should say how many parts per minute it should make at that clockspeed underneath the overclock percentage
oh.
unless thats only update 6
Underclock the miner to 75%.
No repeating decimals needed.
no that's been there since a few updates back
only 75% of the concrete then
however technically it's more accurate if you enter the clock speed directly
Miner to 75% so that both constructors can run 100%
100% of 1 Constructor then.
75% of 60/min is 1 Constructor.
150% of 60/min is 2.
So if you want 2, just OC the Miner.
Simpler numbers.
And no x.66666666666 imprecision.
.6667 is fine
Both? Or just one?
It's fine until it isn't.
Just put both Constructors at 100% and OC the Miner to 150%.
Keep it simpler.
if machine is faster, you'll get all the items you planned for. There will be just a brief pause once in a century in the machine's cycle
if ever, as game may not even be that precise
Why do this when you can have it running 100% of the time with my method?
round one up and one down for a slightly closer percentage
because I actually answered question, not provided a different solution ๐คทโโ๏ธ
why have it run 100% of the time and not 99.99999999999999999999999999999999% if the end result is not different?
and it's not just about this case, it's just in general, repeating numbers are technically less efficient, however I wouldn't care about that and just round up the last percentage number and have it that way
rather than trying to figure out a way to make it with nice numbers
it doesn't matter if the machine is faster than it needs to be
then all the resources are processed as planned
Then it idles
I will uninstall before intentionally having a yellow light on a production machine.
you won't be able to see that one
then do .6666 ๐คทโโ๏ธ
That eventually makes the miner yellow.
Why do imprecise things when you don't have to?
in 2314 days of gameplay
I'll know.
That's enough.
or rather, that's just to fill the constructor, the belt between miner and constructor + the miner's storage is not considered
so more likely something around 5k days
so 13.7 years
I'll know.
That's enough.
unacceptable
and that's non-stop game run time. Assuming you play 12h daily (already overestimated), it's 27.4 years.
I'll know.
That's enough.
you need to consider that their children will be playing daily as well and they might be exposed to a yellow light if you mess this up
you must have a hard time playing the game when you know that the game probably has even less precision
Game code precision can't be accounted for.
So I do everything precisely on my end so that anything that happens is beyond my control. Which means it can be let go/accepted.
looks like somebody cant enjoy simple things tbh
I enjoy simple precise things.
you have a WAY out of control definition of "simple"
?
being precise in the previously described situation is not simple.
the simple joy of finishing a factory with 400 refineries, 300 constructors, 200 assemblers, and 60 manufacturers
The simple joy of reaching tier 8 by only building megafactories
I wish to reach such a bliss
the simple joy of not once using a crafting bench due to immediately automating everything
It's impossible to start automating without using a craft bench
Oh right
only need an equipment bench
I forgor that was an option
technically you could make mass scale spaghetti factories for the most basic resources before even getting miners
oh wait nvm you would need assemblers to make the reinforced plates
It's incredibly simple.
Don't have repeating decimals in production lines.
it happens once in in 5k days for 1 thing to turn yellow ... based on that you are making adjustments if i read that right
that is not simple in the way "simple" is defined in the world
repeating decimals don't matter if you just split things correctly
45-81 rule.
Problem solved.
Splitting less or more than the actual amount doesn't get fixed by splitting correctly... ๐คทโโ๏ธ
Like, if you set a Smelter to 20/min, it's actually at 19.99998/min
No amount of splitting will fix that.
and why is that a problem
Because if you need 20, that's not 20.
Heyy it's me again, question...
Can Smart Splitters be used for a sorting system?
Yes
yes
That's their primary use.
Just manifold?
programmable are even better
Yes.
Poggers are not better
Poggers are bugged and have extremely few optimal use-cases.
Alright, thanks
So just load everything on one belt and then let the smart splitter do its thing?
ISCs?
Industrial Storage Containers
Oh.
!wikisearch Acronyms
dosent invalidate my statement for you
Sure ๐
did math, took longer than it should have.
you lose 1 second for every million cycles. that's totally fine
Lost second = not fine
see thats what i mean :) you are enjoying overcomplicated things :)
Sure ๐
if a cycle is an arbitrary 3 seconds you need over 800 hours of use for 1 second of downtime
Or just... don't do things with imprecision. ๐คทโโ๏ธ
yeah like bro common ...also account for game erros in decimals :)))))))))
yeah thats what I did
also you will lose more production every time the game saves than from that floating point error
not floating point
uh.. a something error
UNACCEPTABLE ...your fault cause imprecision
You're never going to get me to intentionally use imprecise numbers ๐คทโโ๏ธ
I'm happy you're enjoying mocking me.
oh smelters are 2 second cycles so its 600 hours and a bit
"sure ๐ "
+1 to the mute list.
XD
Should have done it back when he said Poggers were better, but was giving the benefit of the doubt. ๐คทโโ๏ธ
telling people to mute them because they tell you something obvious ....lmao actually great
My save has a total of four programmable splitters for specific purposes, compared to like two hundred or more smart splitters.
^
you can use smart splitters to fulfill the purpose of programmable splitters anyways
Make sure you have a sink for overflow though unless you don't have a buffer collecting items, then you can time it properly
id rather have more options than less lul
yeah i guess but still they are kind of stupid
In the vast majority of cases yes, I just didn't have the time, space nor inclination to build an epic helix bundle for a couple of my sushi lines that had dozens of items which had to split in only two ways.
Bugs can make it fewer options though
btw, the issues with poggers, is it accidental dupe? Haven't really been following
More options is irrelevant unless you're storing multiple things in the same container, lol
Programmables are just niche because for their intended purposes I found them more trouble than they're worth, they do still solve the odd rare problem.
Which almost no one does.
So you end with chained smarts either way.
Meaning the pogger was irrelevant.
Every time someone talks about storing multiple things in 1 container that is then used as a buffer for things my eyes glaze over
true
but having 1 machine turn yellow in 5k days and literally worrying EVER about it worse imo
People play the game wrong ๐คทโโ๏ธ 
A lot of the systems where poggers are useful though and shine are systems that can get clogged when something goes wrong.
The solution to that is a sink but that's often awkward or sometimes not an option depending
mans telling how people should play a game ...alright lmfao wtf
Look, I'm not one to tell people they are playing a sandbox wrong, but setting up a multi item storage with the way stacks and outputs work makes me want to claw my brains out
You mean at the end of the line have another smart splitter that puts the excess into the sink?
Like you can do it, and I'm sure there's solutions to make that work... but whyyyyyyyyyy\
basically yeah.
the only way i ever use a isc with multiple different item flow is when its the end of a line /or my storage system and its going into the sink
and that's great!
I've had people come at me talking about multi item isc buffers heading to machines XD
And I die.
lol
easy way to calculate that for the weird decimal sevrahn mentioned, multiply the cycle time by 278 and it's that number of hours running before you lose a cycle
The example that immediately comes to mind are people trying to train in multiple items in one car getting fed out to a new factory.
It was an interesting hypothetical and refuse to acknowledge they actually set the system up and that it exists
wich is irrelevant since its such a minor amount of time ....you dont even notice it most the time
Multi item Isc for taking biomass, slugs, food, alien organs and flowers, it also sinks everything else ๐
No but there IS something satisfying about knowing your machines will run forever w/o a hiccup
But that's storage and thus fiiiiiine
Naa that's feed for the semi automatic production of power shards, solid biofuel, paint cans & protein, also lets me sink crap that's in my pocket.
278*clock cycle time number of hours is baseline I assume
by semi automatic do you mean 'storage for me to grab things and handcraft and then pass to the next manually' ?
Never had to care to calculate it because I never use repeating decimals that get truncated ๐คทโโ๏ธ
did you mean that the smelters all have that situation
Nope, it outputs to three programmable & seven smart splitters, sending all the crap to the appropriate machines upstairs, then the results are auto sorted in to the warehouse next door.
and every other machine too
ok but they're not getting automatically fed into the system so that there's a lot of easy clogs or need to sink things and waste resources
I don't see how I would ever need more than 1 isc to toss it all in and grab as I need but if an autosorter gets you going that's fine ๐
if every machine is .999999 clockspeed then that's kind of a problem. of course it doesnt really matter if all of them have downtime every 1 in a million cycles
my nuke supply train has a car carrying most of the non-radioactive parts involved. they just get sorted into separate ISCs immediately on arrival. any overflow goes into the sink, but there really isn't any to speak of
Machines % can't go beyond 4 decimals.
xxx.xxxx anything beyond that gets ignored completely.
So any time you need xx.66666666 or xx.555555555 or xx.888888888 of a machine, you can't actually get it.
if the actual # of ppm is fairly low and it's timed properly so there's never any meaningful buffer you can get away with it more easily. But that's a little niche
Yeah there is no way to fully automate what those four floors handle, It was built so I can just toss in random crap, to produce protein, biofuel, shards & paint, all the stuff that at one time would have been hand made, it's also handy to also sink crap I toss in there to clear my pockets ๐
you wrote 8 7 and 9 decimals
oh I'm stupid nevermind
I dont fully read things by accident sometimes
Using the Smelter example:
If you tell it to make 20, it will say that it is. But it isn't.
Because 20/30 is 66.666666666666_%
And the machine will just set to 66.6666% and that's where the imprecision starts.
The ppm box is just there to make you feel better, the game doesn't actually care about it.
okay well I calculated for that specific situation then
Lighting or machine lights could do with a pass, one is green, the other yellow, but in that light they look so similar.
as long as the freight platform fully empties out every time, that means everything gets successfully sorted, and nothing blocks anything else or gets tripped up by FILO shenanigans. and yeah, the ppm is low enough for that to be true
it makes a lot more sense to combine & sort at destination, than to have multiple cars each carrying a piddling amount of plates/heatsinks/em-rods etc
And we did the math for the 45-81 rule to avoid the situation entirely.
Thats one of the reasons I build up as much as I possibly can and choose locations based on that. The way my hubs work the output is done or planned with drones being able to take up the movement
realized I'm stupid and it's 28 times the cycle time number of hours to have downtime if you round down the decimal 100% of the time. it's different for certain decimals if you round it down
imho, I feel like that would be part of colour accessibility options.
Like one setting for biome colours/atmos, and to sharpen contrast/deepen lights like those would be another.
Gunna have to make a list of things that need this ๐
I still want a color for underclocked :/
Overclocked becomes hotpink/magenta/purple(slug level maybe per shard?)
Underclocked would be odd still, if the slug-level would be used. 
Otherwise, underclocked the current blue, and purple-ish over.
yeah i dont like the white for overclocked
I'm weird because it's blue to my eyes.
"blue"
I can't deny it's ever so slightly tinted blue, but when I see this I don't think of blue
now these are clearly blue/purple-ish
Wonder where everyone got their third-person ideas from ๐
the explorer is in the release date trailer even though it wasn't added until U1 a month later
false advertising
That's why only like 11 people bought the game ๐
"blue"
I think that blue a better color for it than white anyway. So I'm not complaining.
I just wish they'd flash like before 0.3.4.0
I don't.
I'm not epileptic or anything, but constantly flashing lights would annoy me
This. And even more annoying is that you need to be in the same sub map tile that light indicators are updated. With large builds, thatโs tedious.
Need that sweet, sweet blue hue to make white. Plus monitor settings between people and screenshots vary colors wildly
Only chiming in because it's a funny conversation to see personally. Dealt with that for customers at work regarding color of materials and their wants, lol
related pics are posted in #screenshots
but guys is the dress white yellow or black blue??????
Guys whats the point of truck station really? To transport a big amount of item from one place to another (for example 270 coal/min for something like 5km) just a really big mk3 conveyor belts would be the same right?
The only difference is aesthetic right?
Idk how I will use trains but they are really useful for transporting liquids
Oil for example. It's much easier to build one railway than few pipes with pump every 50m
They are also buggy
Ahem...
Minimal. Infrastructure.
If you can drive there, and get fuel from your main base, you can get the stuff from there with a simple power line. No belts or trains, minimal building, minimal set up, decent scalability, and no additional power requirements.
The biggest loss here is you still need power. Late game power gets transferred through rails. If you have a rail there, then the infrastructure is already built and you just... train.
This is the same for trucks, trains, and drones.
If you prefer to just build massive beltways, go for it.
anything beyond belts & pipes is organization/aesthetics/convenience, but those things all contribute to Satisfaction sooo
Some people can't get no satisfaction ๐
Not sure if someone else has mentioned this but you don't need pumps unless you're increasing elevation. Liquids will go across the entire map horizontally without any need for pumps.
Ok
Maps isn't always flat
So I'll have to place pumps sometimes anyway
+Train can hold more liquid than pipe
I wasn't saying you wouldn't need pumps, I was just letting you know that you don't need them every 50m. It's not uncommon for people to misunderstand their use
What do you need more: Steel beams or Steel pipes?
i've got 2.25 plutonium fuel rods per min, thats how many plants? 22.5?
got a quick question im a bit too tired to solve.
what setup must i use to split one input of 240 into a "144"-output and a "96"output?
trying to split 140 ore into 30-30-30-30-20, any advice?
Splitter to 120 belt with a smart splitter, 20 belt is the overflow. Then 120 to 2 60s and then split to 30s?
I think that could work
By endgame, you'll probably be using significantly more pipes than beams (the ratio can vary a lot and will depend on recipe choices).
But for personal construction use, you'll be using more beams than pipes, since they make Mk3 conveyors.
Hmm alright
Thatโs gonna need one hell of a load balancer
Of all the things to balance, ore I understand the least, as you're never looking at a long manifold priming time.
Yeah you might as well just manifold it.
What source of ore is even giving 140 per minuteโฆ a slightly overclocked miner?
you can balance any ratio you want with a wacky enough arrangement of mergers/splitters, and there are situations where it's fun to do that. but I wouldn't do it with ore.
if you'd like somewhat of a balanced look, you could have a two-way manifold for five smelters, and have the ore enter it in the middle (with the middle one being clocked to 20/min)
then, once the middle smelter's inventory backs up, the other 4 will all immediately start getting a balanced 30/min each
Manifold.
!wikisearch manifold
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion. It is the opposite fill method to the balancer. Due to the mechanisms of Spli...
What are your tips on creating a production line for Versatile Framework and Automated Wiring?
Is it just to complete a phase for the next tiers?
If so just having a machine or two of each in front of a buffer of their parts.
Oh
But I saw that you need all of these parts to complete Phase 3
500 Smart Plating, 250 Versatile Framework and Automated Wiring. What will be next? 1000 Industrial something something?
You can keep creating them slowly on the side and buffer them for later ๐
So no whole production line?
Like when I first use smart plating in completing the first phase I make extra for the next
And just storage the components that make these things?
Pretty much. Because they don't go towards anything else that's useful I just siphon off parts from the main factory and let the Space Parts build up while doing other things
And there goes another reason not to watch his tutorials anymore. Many many thanks
-it's a personal choice though, I just don't find it meaningful to put in the effort of creating a proper factory for very temporary items
which tutes?
Well there's also no reason to not make a production line for them if that's what you want.
Like this is a big sand box game where you decide what is important to you
Since making space elevator parts is only temporary why tf automated everything
Oh to automate every space part?
I would say, for giggles, at least make 1-2 per min of the parts, just to say that you did 
yeah now that I've unlocked everything that's my personal goal ๐
Nice
so remember me suggesting to not make a dedicated automation of them come from
-I like rushing through tiers to get it over with
-making slap dash processes for things that don't need to be paid attention to (eg temp space parts)
-making factories I'm happy to destroy later for better ones
I've met people who really just love making perfect factories all the way through and that's also fine
No prob ๐ It just depends what's important for you - I think my suggestion is good if you want to bee line to unlocking everything and save time ๐
Like I can't say automating space parts is bad because I have a spreadsheet in front of me with plans to make hundreds of Versatile Frameworks per min
I think I just found what works for me
Phase 2 has only 250 of each, 500 smart platings are already automated. After that you get to access more of the map and planning a huge factory for many many space parts is far easier
I wouldn't even bother doing that until I've unlocked all the tiers and gotten all the alt recipes.
There's so much versatility with them
Wait you can unlock all alt recipes?
Indeed
....Wow
there are currently more available hard drives than alts
I doubt that'll change
I think one of the biggest things you'll probably face is deciding how to hub your world.
Will you make a bunch of hubs that make 1 medium tier item and ship them all over? Or build up tiers and very carefully plan hubs to make high tier items on location
You mean if I go for a modular apporach or build one giga factory?
oh focused modular.
There are so many alt recipes of things that you can make high tier items with very little logistics
Like some people build a big factory for just circuit boards. I'm building a factory from the ground up making 240 computers and 120 super computers
Oh that's what you mean
Benefits are - much less logistics
Negatives - TONS more planning
I think what I do is simliar to you. I want the end product be in the same factory chain as the first item in the production chain, excluding trains and long conveyors
Well atm I think I have 7 major hubs planned/made not including power
1 hub for hundreds of HMF, 1 for 120 assembler directors pm (with a couple minor hubs as suppor) , ect ect
So it's a bit of a mix between a Mega factory and Hubs
the thing with space parts is, they're a finite quantity-based goal in a game that's all about rates.
personally, I only ever fully automate the final four elevator parts, since it makes a nice completion goal. other tiers, I just slap together machines fed by bins and then delete them when they're done
I don't think you understand what I'm saying. If you're moving vertically then yes it's every 20m for MK1 or 50m for MK2 pumps. Moving horizontally however, you don't need ANY pumps.
While it is true you need a finite number of the space parts, I automate them and let them sit until the object is completed then I just feed the rest to the ticket maker thing bc they give a ton of points
Phew finally done
This is why I stop playing
Damn I should start making easier projects as well, would be nice to have that feeling.
Ehh some day Iโll have my 500 generator fuel factory ready.
nice, what miners are you using to run 32 gennys off the 4 nodes?
I have 8 set up in that same pond, but the second pair of nodes has a rock in the way of 1 of them, limiting my power expansion..
Mk2s should do it in theory? That should give 480 coal/min
(only got Mk1s unlocked currently.. )
"should"
Long belts can be a bit finicky at max volume
Define long? Its about 250 meters from the nodes to the lake
not terrible
Thats not that bad, If you are going for something like full 480 feeding exactly the right amount of machines(or with mk5 at 780) with more than that, numbers start to get weird with belt outputs, loosing items ect.
lol, OK, I'll bear that in mind!
If you ask people, there are some workarounds and details, I know only so much 
Quick and dirty method of enforcing 780ppm, just split in to two right on the miner.
ahh OK. Its 'only' power production at the moment, and it seems stable (the 'Top' line never wavers in game, that I notice at least)
if needs be I'll run another pair of conveyors down there
Is throughput loss significant enough to do this?
It's enough to make my numbers go south, 780 can drop to more like 750 or worse due to belt to belt connections over long distances, just sending two belts eliminates all that and even the fun & games belt welding. another method is using conveyor mergers instead of poles, but that looks terrible.
depends how many segment the belt consists of
with two segments the loss is most likely very minimal
but each segment adds to this
Most of the times any noticeable issues arise when you absolutely need 100% of what you are sending.
I knew that higher speed belts were losing throughput but never really bothered to measure by how much. I need to check my steel production that belts coal from all over the place
all belts do lose max throughput over belt segments
The tldr;
Aim for a tier higher if you are really close to max throughput
The two belt approach is the simplest approach with less faff than other means of keeping throughput.
Still imperfect when conveyor lifts are involved, you'd need to merge right before the machines.
defo less faff than going for mk 5 belts 
As greeny mentioned above, all belts lose throughput over belt segments, it's just more noticeable with mk5s over distance because the max loss is greater when you look at the numbers as is. by the time that kind of precision even matters (not even than though lol) you'll be swimming in alclads and just using mk5s everywhere.