#math-and-meta
1 messages · Page 11 of 1
the last case is "min"/"min" x "items/min"
all of the red ones are without "/min". The blue one is the only one which is "/min"
But they’re different contextes
there's never any division of /min numbers
As previous,y stated, the argument was untrue
just the resulting number is in unit "items/min"
!
no, it's not.
THE ARGUMENT i brought in regards to the /min squared was untrue
sorry, wrong paste, here's better one
But I brought forward a different argument
okay, I think it's nigh time for me to stop as well
but I believe in greeny
My argument in the moment is in response to following statement:
That in the formula laid out you are using cargo size/time, not delivery rate/time
Imma go off
F. I have a meeting in 4 hours and havnt slept yet
cargo size/time is literally "items/min". delivery rate/time is something weird, as it's "items/min^2"
That was my original statement. Bravo!
Maybe the equation needs to be clarified?
equation is correct as it doesn't mention any units
so all of the variables in the equation are pure numbers without units
(and the resulting throughput variable is to be assumed as "items/min" obviously)
still don't see it anywhere in the wiki page
one certainly can add units, but it won't improve anything
and would be just harder to read
indeed
So I was like, surely this is nonsense, gotta see it with my own eyes to believe it
Made a quick and dirty rail setup
And then became aware of the rather bizarre design choice to have inputs STOP while a train is loading...
XD
Considering that it literally removes the inventory, there’s good reason for that.
Yup that's why you set up a train buffer at both stations
How would they continue given that the container is floating in the air?
Are we really applying logic here when the container itself is just magicked out of thin air
No it isn’t.
... there's an arm that picks it up
with a giant claw
Mechanically, train lockouts are part of what keep them balanced in the tiers of logistical options.
Like the God of Logistics coming down to move your crap
I suppose they technically could keep it moving, but unlike the instant swap of the truck station, the time interval could cause problems.
I meant more "train station A delivers cargo container to train station B, and after a delivery train station A just automagically creates a new cargo container"
Or they could ignore the time interval.
The new container is brought up from below 🙂
If trains didn't have a lockout timer they truly would be the end-all, be-all of logistics.
And trucks would be irrelevant.
It's true
I mean, trains don't entertain you with a silly dance every time they try to turn around
The truck station does the same thing, just a smaller container.
Why are your trucks dancing?
Probably because they tried turning around awkwardly while recording?
Does the route run INTO the station for some reason?
That’s just the explorer physics being dumb.
No, it looks like the next arrow is tangent to the station instead of parallel.
Which is the issue.
Oh that's a different explorer's route
This should be where the next node is.
Why is that explorer there then? Lol
There's 2 of em
And ah, slow down while recording, might help.
I feel like your trucking issues have to do with how you set it up.
Which, as with 99% of all trucking issues currently, falls under "user error".
And they’re really bouncy in the dunes, explorer might not be the best for there.
Got in it to show the path nodes
What's the approach angle?
Like 90 degrees
That's the issue.
For the record I've got no problem with this, it runs fine, it's just entertaining
The part of the route that goes under the station should be entirely parallel.
Tangents on approach or exit cause issues with "dancing".
Honestly super impressed with vehicles, they were a disaster in update 3 when I last played
Is a full vehicle base possible or is there some upper limit where the game starts to die?
It's possible if routed properly.
Depends on the system really.
So it takes a full 26 seconds between when a train station's inputs are halted, and when they resume
Possibly 25
27.08s
Man I had delusions of making a full train based factory but that really changes things
as in everything is moved between buildings with very short trains?
Yeah, though now I'm thinking it'd be better with very long trains with lots of buffer platforms
Sorry can't imagine what you're describing
Like say I wanted to import 8 full belts of iron ore, that could be solved with 4 train platforms and 1-4 trains, if not for the input halting during loading/unloading
why not use 8 platforms if you have 8 belts?
Yeah that was where I was going, double sized trains
full belts are problematic anyway
ah right yeah. You can do more than 1 node per car if you calculate it but I err on the safe side and go 1 belt 1 car
depends what you want though. Simpler logistics? smelt and machine that iron into fewer parts before shipping
There was someone who did something like that though, not quite full train based, but very extensively. It took lots of meticulous planning and little room for error though.
Yeah I've spent days on it so far, it is mostly a vanity project, I know it's not efficient
This may have been before U5 though, I forget.
doesn't have to be efficient. Just something you like to do
What I build is unneeded silliness. But I enjoy it 🙂
Yea, they were trying to be as efficient as possible, but maybe that’s what they liked to do.
Dropping some infos about radar towers (i covered the map, see #screenshots )
At a good height, you need to have a space of 247 foundations (diameter being somewhere between 492 and 496 meters) between two of them to have nice circles almost not touching each other
I needed something like 27 radar towers to cover all the map, maybe you can have a smaller number depending of what you consider is a beautiful pattern (or even if you need one)
Good to know the diameter in foundations👍
I like to place them on some scenic mountains and/or on top of an extra elevation platform that is full of signs to use as landmarks for orientation.
Also looking good at the top of some factories.
Hi all. I'm new here. Just getting back into the game after a hiatus since the fluids update. I wanted to create a plan for the "perfect" factory before I set off. To do so, I created a spreadsheet to do all the thinking for me!
Things to note: The solver I used was OpenSolver. Only mess with the GREEN cells. If you would like any guidance on how to use it, feel free to DM. I might even modify it to give it some instruction and a UI in the future. I am not great at Excel, so if you would like to modify it to improve it, be my guest!
hi, I can't get it to work. I've tried to change the green cells but nothing happened
also, are you aware that there are existing online tools that can do this? 🙂
you need to use a solver. there is a default solver, but it cant handle more than 200 variables, so i had to use a 3rd party solver called OpenSolver. it is an add-in for excel and allows you to calculate optimal solutions. Once you have added it, it should appear on your DATA tab in Excel
I'm on linux, using libreoffice
like what? i didnt search hard? i did this for fun mostly
yeah I'm just asking, because there's often people that want to make one, not realising there are existing ones 😉
nobody stops you from making a calculator, just if you want an existing one, there are some of them in pins here or in #welcome
Great work btw 🙂
yeah i wanted to add more constraints than those. like a bit of backpressure, some power safety factors etc.
also, some interesting things happen when you weight the outputs (to use in maximising the objective function) as their ticket value
Crude oil directly to fuel gen?
aye what?
No
weighting them as point value is... very similar to just weighting raw resources based on their relative amount
since point value is (for base recipes) sum of ingredients * 2
haha thats cool. i didnt know that
But, and hear me out, I loaded into my old world and that’s what I saw
And it works
Sure 👍
like a bit of backpressure
not sure what do you mean by that 🤔
loading the machines in a way that the input is a fraction higher than the desired output. i always build my factories this way. particularly with fluids involved
if its a 1:1 ratio recipe, load the machine with 1.001 items for any 1 given output
and i chucked a provision in there for power too, always generating more power than you actually need. user defined.
seems a bit unnecessary
if 1:1 is not working, you have some issue with your pipes/belts
there USED to be a pipe issue where that was kinda needed but thats fixed
oh right, yeah i havent played since just after the fluids update! im still playing with the mentality that the pipes need to be overfull to work properly
they do not anymore
Embrace the 1:1 
Embrace the sushi.
Found this (and a few more) in a Steam guide called "Some Plans." It was done in Excel, so I also did it in Excel and it's extremely useful.
Here's a link to that guide for any visual learners like me.
https://steamcommunity.com/sharedfiles/filedetails/?id=2676516137
I replicated the "Basic Vanilla Plant" with a couple changes:
- Steel is removed (because I built it on four Iron nodes and didn't have a nearby coal node),
- A machine list and parts list is included on each, so you know exactly how many miners/smelters/constructors you'll have to build (to plan for space) and exactly how many of each recipe item you'll need (excluding belts, foundations, and power cables),
- A "legend" worksheet is included to explain how everything is labeled, and
- The Vanilla Plant is broken down into three separate plans for just Reinforced Plate, just Rotors, and Mod Frames (a combination of both).
If you're interested, I can send you the .xlsx via DMs
this guide seems to have a little bit of gall saying that recipes without alts are optimal, cast screws for example are a straight upgrade of regular screws
Subjective guide is subjective.
True.
Though they only matter until you get access to both steel alts.
Reddit usually is 😂
TRUE
They technically are since you’re skipping a step.
wdym?
It removes rods from the recipe, thus ‘skipping a step’.
I think you read it wrong.
yea i was saying the same
The guide says use base.
Des is saying Cast > Base.
Oh, I didn’t actually read it.
Fair.
In y'all's opinion, which is better, Cast Screws+Bolted Plates or Iron Wire+Stitched Plates?
Not Bolted Plates.
define better
Steel screw and bolted plate would be better if you insist on using bolted.
i get this kind of weird ass bug on train.. i think it started after U6.. I can literally stand with the train RIGHT next to the station with NO SIGNALS on the rail system i have. The train is a Push Pull train so it can go to the station.. But the station also have a turnaround.. But the train goes away from it... I think there is something wrong now with push pull trains ... PS:: the train turn around the first way back turnaround it get.
what kind of turnaround
I’m confused, could you show a screenshot of the problem area?
in U3, loading a save with a bidirectional train in range would sometimes cause the train to start moving in the opposite direction but still try to reach the station it was going to
decide if you want a bidirectional train with dead ends, or a forward-moving train with loops at each end
More efficient if all you have in an area is iron.
Yeah i was now running witht he train to see how it goes.. it went back.. then the first turnaround it could make it went back correct..
As Ondar said, loops make double headed trains confused.
It seems like Stitched Plates is most iron efficient, but Bolted Plates seems more power efficient.
yeah.. thx @deft lichen
So, resource efficiency?
If power is a factor in your decision-making, you're building power wrong.
Then stitched > normal > bolted
Whole rail system is forced to be LHD correct?
I'm not missing something here or reading out of date info?
its up to you, although the signals only snap to one side so it might feel odd
Um, no, you can do either one?
actually the signals snap to the side that makes RHD more natural to me
but other then the signals always being on the same side, its entirely up to you
Signals snap to RHD, but you can make the rails in whatever orientation you wish.
Alright good to know, swear I read somewhere that it was locked to LHD
Whoever said that is wrong.
the signals snap to the side that makes LHD more natural
LHD = traffic on right side
Huh?
well, train drivers sit in the middle, so stop using silly terms that dont apply 😛
and yes, i was thinking the train drives on the left
LHD = Left Hand Driving (driver on the left side, traffic on the right side)
LHT = Left Hand Traffic (traffic on the left side, driver on the right side)
Google disagrees.
If you specifically look at LHT I suspect you get that result.
But if you google "left hand drive" or "countries with left hand drive" You get the list of all nations where the cars are on the left.
now that it was mentioned i'm pretty sure its right, i just blanked out on the confusion for a moment because i didnt even think about driver side in a train
if i google for left hand drive, i get the definition as the first hit, which says steering on the left
🤷
I got the same result for both
yeah it's more for road traffic, but the definitions should apply anyway, otherwise it would be super confusing if you're talking about one or another
driving on the left != left hand driving
either way the answer still stands, signals always snap to the right side of a track, but its entirely up to you which direction you have trains going down your tracks, you might not even have two tracks next to each other, and if you do, the game does not really favor one or the other - other then having signals on the right. which on RHD stacks them oddly in the middle, but people still build that way and thats fine 🤷
I thought RHD was on the right and LHD is on the left.
Either way, it only matters that you be consistent.
RHD = LHT = traffic sticking to the left side
LHD = RHT = traffic sticking to the right side
I know it's confusing, but it's like that 🤷♂️
Is this the bug where train will absolutely insist that the head loco is the one at the station, even taking a way across the map to reorient itself?
I noticed one like this with two headed train - if it goes backward to reach the station, and there is loop available, the train will arivve at the station with the rear loco, then immediatelly depart, turn around at the loop and arrive at the same station again, but this time the 'right way around'. Color the locos to see which is which.
anyone have a good video or design for a giant mall
my last attempt was pretty messy and got backed up
i like this but i feel that if you have to separate your mats before as to not overload the main belt
Using smart splitters for that mall feels like adding a lot of complication and failure points for little to no gain
guess i could have a mk3 feeding these with basic mats, but id have to keep a rough estimate on the amount of items going onto it
oh i know smart splitters ofc
im prolly just overthinking this
my last mall was like 3-5 belts merging into 1 that would be feeding every container, it backed up for obvious reasons
Personally I like to just have a "floor" of containers (with walkways) and use the icon signs to tell what's in them
I'd be interested to know what you mean by that because all shopping mall designs I know of use smart splitters in some way
The design they linked looks like it feeds excess product onto a second belt (sink belt?)
If that belt gets full the whole thing stops working
oh that diagram
definitely a sink belt but it wouldn't get full because it goes to a sink
the only issue would be if it goes past 780/m but I think it's just a case of not overloading with materials
sends the overflow to a sink belt
yeah thats what i think i just need to avoid
keep tabs on the amount of mats going into the place as not to back it up
Right, that's what I meant by points of failure
but what's the other option? building an awesome sink for every individual item? just letting them fill and then production stops?
move every product to storage and overflow rest to sink
Sushi go brrr :)
@round osprey if you're using ISCs you can have a 2-belt system meaning your limit is 1560.
Isc?
The big cans you toss stuff in to.
!wikisearch Acronyms
Sometimes mate you show more patience than I do 😛
😁
My brain will always process ISC as "interplanetary standard currency" from EVE Online.
Eve though was Isk!
It was?
Yep.
Then what did it stand for? Oh man, my memory is slipping.
Never knew, so lazy screencap off eve uni 😛
Huh, the K stands for "Kredits"... Guess it's the kind of linguistic drift expected in the timeframe of that game.
A play on the icelandic krona afik.
Fair though I managed to drift us way off topic again.
Convergence math is beautiful! (1/31)
Have you checked this out already, @oblique hollow ?
when i tested a headlift based system by just having the fresh water pump 20 meters down it didnt work cause the headlift "mixes" but maybe its different with a pump
realistically how much packed fuel do i need to automate (for personal use)?
same question for riffle ammo and potentially nobelisks ?
realistically zero
practically depends on how much you use [things that use packaged fuel / ammo]
one packager so 40/min has always worked for me
fair enough
THX
now i was thinking of selling off the overflow so that that line is used all the time so i am sure that my spagetty works ( my power depends on plastic production.....)
I mean.. if you really want to load balance, but that looks painful
personal resource drain is completely negligible except for hazmat filters (the only item that might see constant prolonged usage)
jetpack?
idk i feel like its not
by that logic everything is negligible
you dont build constantly
so even extremely slow production like 0.1/m will eventually catch up
yes so will 0.1/min for everything else
just finish the space elevator in 1000h
just wait 20h to build a constructor
well yes, in fact it is
the only difference is when you want something right now
yes
so unless you wanna wait an hour everytime you wanna fly
build 40/min xD
requirements for achieving "right now" may be pretty different from "not running out of items for personal use"
i didnt automate those yet why do they need so many resources?
nah, provided you made some small buffer (~2 stacks) of fuel, the realistic drain rate for one player constantly using jetpack for speed and such and constantly travelling (not building) is still about 20/m at most, probably even less
It also depends how lazy you are. What I've done in the past is hooked up 1 machine for basic things like ammo and nobs just working until the container fills and them going silent after.
and since you still typically build and not just run around map constantly, even 20/m is very generous
well it depends on how much you fly
i dont know that about him so i made an upper estimate of 40/min
20pm is very generous
Especially if you leave a container for it so that it handles spikes in use
well with a smart spliter i can be sure ill get some, THX
and man those ioniseing filters look hard to make
Nah once you tech up it's not much of an issue
You don't burn through them much anyway.
max consumption rate for one player is only 5/m
and that's relevant only if your base is entirely in max radiation area somehow
in absolute most cases, 1 manufacturer running at 100% is enough for filters.
@oblique hollow @frosty owl
thoughts about this alu setup
i feel like its optimal and doesnt rely on wonky fluid mechanics like the VIP
it sure is a possibility
is based on the classic method of seperating fresh and old water
in this case though i dunno if the overflow is useful
but ive never seen it with a smart splitter
this way it actually prioritizes recycled water over fresh water because the fresh water refineries shut down if theres extra water in the system
this is assuming that you have some production overhead
so i guess people that dont like yellow lights might hate it
if theres too much water then the bauxite backs up
but it backs up all the way so the fresh refineries dont have less all of a sudden
hmm never seen that
i suggest you make a tiny test build to work out any logic flaws
no you have an excess of recycled refineries
usually they are capped by water so they only work at 90% capacity
if it full with water its goes to 100% stealing bauxite from the fresh water refineries
its easier ti imagine if you just think of like 50 refineries each
the left is idling cause no bauxite right is idling cause no water
if theres excess water then more of the right refineries turn on
what if too much solution
idk dont think its a problem though
could just 1 to 1 connect the solution
test setup seems mandatory here. if it works at small scale it should work at large scale too
well if extra solution -> extra water -> only the recycled water refineries work -> no fresh water -> net negative water system
i cannot work out all the possible reactions in my head so i cannot judge it any further. test it
this is from my old EXP U6 playthrough
its been working since i build it but i only played 38h on that save so its not "extensive" testing
its probably run for atleast 10h though
no stuttering?
left refinery is capped by bauxite as intended
right refinery is capped by water as intended
no no stuttering
one could read this as you stuttering
I'll have to pick your brain about this in a few months for my next set up. If it's a working idea it might save some complexity
reminds me of this, but with smart splitters and overbuilding recycling refineries
ye the issue with that system that i always had was that theres no way to get the water out of the system
but it seems like the smart splitter does that job
if water is in its in indeed. worst case i would use an overflow to a coal gen, thats it
otherwise this should work fine
the thing with smart splitters scheme is that it'll work in cycles
- normal refining backs up
- some time passes
- excess refining starts and unblocks normal refining
#2 is pure inefficiency
how is it inefficient?
either part A works or part B works
but something is always working
i guess its a concern with startup times, but the same applies to mine above
yes, and switching between A and B is not instantaneous
the only difference is how both react to backing up on scrap and then getting cleared
hm i could test that
but then again you can always overflow sink scrap
... actually i think they both lock in that case
ye. i think thats needed
cuz if not: backs up on solution > backs up on water
= deadlock
ops wrong reply
well thats the case for all systems right?
i think some systems dont suffer from that issue
but i would have to take a small aluminum dive to work that out again
for example if the VIP is fully full then it still wont work cause the water isnt getting out
but i think thats the crux of alu: if it backs up you are fugged
its a very sensitive process
ye, thats the point; they may not stop working
you gotta make aluminum safe else theres trouble....
now i have a meme idea
I look forward to it XD
hmm, okay, just looked through the schematic carefully: if smart splitter -> refinery belts are short/fast (both of them), then delays would be minimal
if not, then substantial
how did you fly?
hoverpack
Did you know rails also activate the hover pack? Literally can't imagine playing without it anymore
Yeah its a pretty cool feature
Wait, rails conduct power for the hover pack? That’s new to me.
Yeah
Oh you mean TRAIN rails, I thought you meant HAND rails, NVM
Lmao
lmao pretty sure powered hand rails would be an OSHA violation
True.
#TeamJetpack 🤷♂️
Hi sev
But my way of building and maneuvering was established long before the Hoverpack was added to the game.
So for those who enjoy it - love that they added it for you.
Why would you not just carry both
Most people do
I only use the hoverpack to build under things
I still take it everywhere
I’ve never even used the jetpack, like ever, not sure why, just didn’t.
You should
It's great for slug/hard drive collecting
I prefer parkour for that
I prefer using foundations for exploring and doing that (and ISCs), but that’s just me.
I mean, like above, why not both?
It seems so weird to pick & choose which tools to make use of when you can have them all
Like i said, most people carry both
my smoothbrain has a question.
I usually split off ores from the source to smelters, and then send ingots into constructors etc. The goods from constructors are going into storage containers. From those containers I am sending things out to assemblers as needed. It is getting noodly.
Is it a good practice to send all ores from smelters into storage and divy out ingots for jobs from there?
In case of relevance I am on the final bits of Phase 2 (waiting for automated wiring to be made and belted in) and I am in the Pine biome. The latest I've played into is oil/fuel/plastics and a single train to ship oil/fuel (phase 4 I think?)
this is the bulk of my spaghet
There’s no point in storing ores. Just merge ore belts as needed and upgrade belts.
Re noodle though: People often hide the spaghetti under floors or above ceilings, it’s a common practice.
I have both. I just have Jetpack equipped 90%+ of the time.
Even when building.
It's a very rare occasion when I equip the Hoverpack 🤷♂️
what about storing ingots?
If you need a buffer for whatever reason, sure, but there’s no point in doing that, just produce as needed.
Though if you’re making an ingot factory and transporting the ingots elsewhere, that’s a different thing.
thanks for your input 🙂
I can give you the storage list if you want.
sure, that sounds helpful!
Non-consumable items worth storing:
Plate, RIP, Beam, EIB
Pipe, Rod, ECR
CSheet, ASheet, Plastic, Rubber
Frame, HMF, FMF
Wire, QW, Cable
Crystal, Osc
CB, HSC, AIL
Rotor, Stator, Motor, Turbo
Comp, RCU, Super
Casing, Cooling
Concrete, Silica
33 in total.
in my opinion, I wouldn’t have stator in there.
Power storage?
Just grab off of whatever you’re producing.
No that can mess up production lines
I guess I could, I’ve got some spare ISCs in the mall.
My total in the mall is like 41 or something, but that includes the weapon stuff and filters.
You and I do production differently. Grabbing Stators like that would cause lines to stall out in my world.
Everything else in there I do have.
Yea, normally on a non-sushi mall, it would just be whatever stacked up, but I probably can’t here, though depends on whether the assembler is underclocked
I’m thinking of rebuilding the mall over in DD though so that both parts can be integrated. Plus I might make some recipe changes, I dunno.
I was scoping a place in the NF out that is more central for mine.
i also steal from production because im too lazy to split off resources for storage
🤔
Question: eight car train with an engine at either end
yes? what about it
Am I getting the full motor output of both engines
The Electric Locomotive is a vehicle used to transport cargo and pioneers along the Railway. Connected Freight Cars can be loaded or unloaded via Freight Platforms. The Electric Locomotive can be automated, by setting a list of Train Stations for it to stop at. Multiple cargo freight cars and locomotives can be chained together to form a single ...
Now I know fluid cars behave differently, will that affect my train configuration?
Only thing different about their operation is the buffers need to have a special junction setup that freight doesn't have to deal with if you want consistent throughput.
Hmm. Seems them having different behaviors loaded and unloaded was a bug that got patched, my bad
dumb question, but how do i evenly split 1 conveyor belt into 7?
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...
@forest plinth
thanks :)
Are stators used for anything other than the next line of production?
oh I guess power storage.
Probably enough to just keep 1 container on hand and not think about them again
OH SORRY. wouldn't have stators in there
Stators make the list because of Power Storages.
Circuit Boards make the list because of Signals.
There are a couple things on there used only in 1 building.
I'm also assuming the list is post having unlocked everything. I like having buffers of every part until then
But they are used for building, so they make the list 🤷♂️
Well every part that is then built until higher tier
the difference with stators and CBs is that one normal box is typically more than enough
not even a 48-slots one, much less several
Well, unless you're building something crazy like a megabattery
True.
What you decide to keep in ISCs and what you keep in regulars is entirely up to you.
I.E. I have QW and Wire stored in regulars as they stack to 500.
ye, stack size is important
blowing full 24 slots of wire on something is unlikely
on the other hand, spending 48 slots of HMFs relatively fast is very possible
meh, the most I routed to storage was like 30/m (one game), and even that was an effort best spent elsewhere
nowadays I don't usually do more than 9 before the fuel power, and 3-6 afterwards
the way addaptive control units and fused frames use them up 64 will get chewed up
so i`ve got a belt of 660 pm and a belt of 420 pm and i need to spilt 375 is there any way of doing it. i have like a double manifold and a 1/2 set up meaning i have 10 assemblers on one side and 20 on the other
use a manifold and clock the machines to consume the right numbers you need and it'll self balance
of if you don't want to do that from the Source of the incoming material only merge 375 from the start and merge the rest seperately
if i used the 420 belt for the 375 side then put the remaining 45 into the longer side by a merger that would also work out fine wouldnt it?
yeah that's using a manifold to over flow what's not being used on the 375 side
Depending on the set up you might want a smart splitter set to overflow the otherside
you could also just NOT split the 420 and after the manifold that uses 375 keep the belt going to where the extra is needed
Fused frames yah, I don't care about adaptive control units lol, they're not very useful
they're needed for final phase space parts and depending on updates maybe even further tier space parts.
I also have a goal of automating phase 4 parts
oh yeah, making HMFs in other production chains is another thing entirely, you'll end up having a lot of those
but making them for storage doesn't need to be overblown
I just realised I didn't have to do this...
it would, if you add valves everywhere and set proper rates
but there's also absolutely no reason to do so
no, valves are wonky and don't always work as expected
if you follow the basic rule (input flow must be equal to sum of output flows) and let the entire system fill up fully - it'll work exactly as expected
but still would be totally pointless
valves usually rate-limit by percentage, not by amount
if your pipe is 50% full and you set valve to 50% pipe capacity, you get 25% flow
yes, hence "let the entire system fill up fully" part.
if you fill entire system, why would you have valves there then?
yes, hence "but still would be totally pointless" part.
Does this work? Cuz I'm filling up the entire thing...
you can use one less pipe even
Nah. 3 looks more fancy
OMG no way! It's actually working. No more biofuel finally
balancers 🤢
I like it when the graph is a straight line and not bent.. (jk this doesn't imply anything)
🏳️🌈
that doesn't have anything to do with balancers/manifolds choice
if you don't want manifold-feeded systems to "flicker" for quite some time, you simply prefill them before turning on. That's it.
meh. I like seeing everything smooth
it will be
He likes his builds taking more space than they have to 🤷♂️
not like we're strapped for space
but adding/removing machines from balancers is utterly painful
Indeed.
But hey, I guess loadbalancers are quite fun to build, especially when you have strange relations. Cause then its actually complicated
Ye. I don't like seeing it overflow even though it doesn't make a difference.
they're quite fun to build, for the first time and maybe second time
If it overflows, wouldn't it mean you have wasted power like if the coal mine is producing too much?
No
Yup. I tried to wrap my head around basically a universal design, basically a splitter that splits into a tenth perfectly, but didnt find a way
well, hopefully you'll like balancing 57 parts to 39 parts
because when trying to balance everything you will run in such problems in future
That makes sense and I will enjoy it 😖 👍
I find it more aesthetically pleasing with load balancers lol
Like, you can admire it more yk
we'll see about that when you'd have to build a balancer consisting of half a hundred mergers/splitters and taking up about quarter of your factory space
balancers are nice to look at, but they scale horribly, especially if you need splits that aren't divisible by 3s or 2s
Holy shit what
Why?
Because that's how they are coded.
Is that intended?
Yes.
probably intended
but not very useful in practice
hard-limited valves would be more useful in SF
Two ways around it:
- Stop using Valves when you really don't need to.
- Keep your pipes full.
#1 also means that in absolute most situations you don't need valves
and even in those rare situations you'd be using mostly fully open (or fully closed) valves
Did you just say it's intended and then the recommended advice for valve was "don't"?
Man this explains so much...
there's no contradiction here
valves work in some way, there were many reports about them should be working differently (and CSS didn't react much), and also valves work "realistically", e.g. it's pretty close to how they behave in reality
They are useful in specific scenarios that most people never build.
I thought I could use them to feed water back into production but yeah, whoops
It kept needing to be adjusted every so often and I guess that's why
VIP junctions don't need valves.
VOP junctions do.
And looping water back in is a VIP.
Btw you guys. Do you know a design for a 1:10 balancer?
Look up manifold
I use them all the time. Just for fun, cause with a 1:10 balancer you can modularily make any split possible
Or to be more precise: every split from less inputs to more outputs
Splitter that goes into x2 1:5 balancers.
So splitter with two outputs, per output one splitter with two outputs, per output splitter with three outputs, a total of 2 outputs loop back into the beginning? Thx
brain hurts, split 1 belt into 10 'equally' ... 6 is easy, 9 is easy ... 10 is making my head hurt
'equally' being whatever keyword you all use to say it evenly spreads parts on all the branches ... the same ... cause like a 'manifold' bunches up the first and slowly trickles out to the last
Not exactly what you wanted, but maybe a place to start from
useful
i guess that would be used in a balancer system, but if you use a manifold you can avoid that right?
Manifold ejectors work fine, just need to make sure your math is right.
as in, your output demand shouldn't exceed your input supply?
in the straight manifold
Yea, just need to make sure you are actually splitting in the right place for the smart splitter to split off enough, I’ve had to adjust the location before.
@gloomy palm Manifold ejectors are also useful when you have a long manifold and have lots of stuff coming off of it, especially if the manifold total exceeds the belt limit.
what is the reason to use an injected manifold?
Belt limitations.
It’s my own term for putting a smart splitter along a manifold and splitting off of it.
I'd always prefer multiple manifolds over injected/ejected manifolds
Injected is more useful for sushi tbh.
Manifold ejector is literally the opposite of the injector.
what is sushi
well I don't like sushi so 🤷♂️
Mixed item belts.
with smart splitters?
Yes.
isn't that considered bad for overhead
How?
Or programmable, but that’s more niche.
you can't max out a belt with one kind of item
So?
i guess the sushi would be more useful in a place where you don't need the maximum belt capacity for one item
Uh, yes you can, miners for one.
why would you even want, for instance, max a belt with HMFs?
sorry, i meant in the sushi setup
How many recipes do you currently use that need 780/min of a single item?
Fair then.
hmm
sushi simply saves on belts, splitters, and visual clutter
depends if you have many buildings and want to manifold to all of them
Break those buildings into units based on belt capacity.
I could see automated wiring doing that easy, but I don’t think that’s your point.
if you merge two belts together of 780 of two different items, effectively you've made each item 390ppm
and yeah, production that needs very different amounts of components doesn't respond terribly well to belt-mixing
Well yea, 780*2 exceeds itself.
This is 10 HMF Manufacturers running at 100% on a single belt.
If you need more, built another one. This is what I mean by "units"
That’s why you put a sink at the end, which is only needed for spool up, or you don’t intend to run the factory 24/7
does the game require more computations when using smart or programmable splitters?
Not that I know of.
is there any specific reason not to use sushi?
assuming you set it up according to your building inputs
Another example of using 3 "units" to make Stitched Plates.
I’m not the sushi master here though.
technically speaking your entire factory could be hooked up to a single input belt and single output belt, since you'd have the ability to sort and split things as they come in and go out
Nope. We have copy/paste splitter settings now.
So there is no reason.
I mean, if you use a recipe that takes 100 of one part and 1 of the other, you'd want your mixed belt to mix them in relatively the same-ish proportion (doesn't need to be precise), which will take quite some effort
unless you're making input parts in the same ratio on the spot
Sushi actually gives more use for Balancers tbh.
It should balance out regardless though.
how?
so long as the belt items don't 'block' the output for a part you need down the line
unless there are priorities for mergers
Because manifolds?
it will work due to moving everything unused to the sink, yes
but why would it "balance out" just by itself?
would it make sense to have a merger input priority setting? if an item exists at the input 1, prefer it over an item at input 2
Won’t that clog it up?
It also doesn’t sound different from smart splitter function.
it's interrupting input 2 because you want input 1 item
it would guarantee that when input 1 item reaches the merger, it's always gonna pass through immediately so long as the output is clear
so essentially i'm suggesting a smart merger
the only use case i can think of is for sushi manifolding
We don't need priority mergers on belts.
really? 
Sushi Manifold is my primary build method, trust me.
ah
I use smarts more than regular splitters in my world.
Smarts is what is tied to my hotbar.
I haven’t done sushi with large ratios of items like 100 of one to one of the other, so, I don’t have personal experience in building it like that.
would a merger benefit from some mechanics adjustment to help with the sushi manifolding world?
But logic states that it should balance itself.
It's not needed at all.
They operate perfectly with what we have available.
ah I see 
It gives you a reason to build balancers in some cases, which is a nice change of pace tbh.
Balancing items before merging them onto sushi belts to be manifolded.
would balancing inputs after being sushi'd work?
You can do that, but it's trickier and not worth the effort tbh.
ah i see
For high-volume items like QW you just use an injection manifold.
i think i may subscribe to the sushi manifolding method simply because i dont fancy rebuilding thousands of belts in my new world
QW 
Run everything except the QW on a sushi belt, and have a belt just for QW above it, injecting where necessary.
!wikisearch Acronyms
Quickwire cable is an alt of cable though.
:\
Quickwire
😐 oh
QW is not in the acronyms list
It could use adding, yea.
yea
i've posted it to wiki channel
We have a wiki channel?
Yeah, but reading the Acronyms is helpful otherwise you'll be lost when you read the storage list 😂
Oh
it's connected with the translators role
if you have knowledge of a second language and would like to help translate satisfactory into it
you'd be more than welcome to help
Translate the game into Klingon 😉
<end of advert>
i dont think we can have too many translators 😅
there are like 25 german translators lol
Fair
For the load balance enjoyers:
3 : 5 split in 3x3.
for others: just do 3:6 and underclock 🙂
You need to put your talents into sushi.
Balancing before merging into sushi manifolds makes things super clean.
So I've always been into manifolds, no need to convert me, but I'm trying to make a 12 station train dock where the train basically drives around stopping at resource deposits, before unloading it
I figure if a resource deposit has like, 5 nodes, a manifold just is not gonna work, right?
Though now I'm typing it out I guess an injection manifold would work fine
If I were to get to that stage, I'd probably have multiple trains just for one resource lmao
I mean a 3:12 train and 3x 1:4 trains are effectively the same thing, just the former has 1/3rd the loading/unloading times because game design
I did plan to have multiple trains on the same route before learning that unfortunate little detail
Yo chill. I'm only on Tier 3 lol
how would i go about splitting this properly? i don't even know where to start.
just the 112.5 and 157.5 stuff. i understand how to do the 3.5x and 3.75x
manifold
usually a manifold is enough. maybe in this case a split for the two sections could help for a faster startup
thanks, ill look into that. never done a manifold before.
--S--S--S--S--S
| | | | |
X X X X X
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.
So it essentially lets me not worry about balancing the splitters so they are getting the exact amt of items per minute, in exchange for a slow start up? (as i have to wait for it to saturate before its efficient)
I should have been doing that this whole time
indeed 🙂
but, when im waiting for it to saturate, is the splitter just completely filling the machines 1 by 1?
it's just way easier, and the slow startup usually doesn't matter since you can build next part while the manifold is filling up
it's filling them basically one by one
but after the first machine is filled up it starts to ramp up production quite fast
because the second is already filled 25% at that moment
like here for example, id just do the manifold bewtween the foundries and smelters, then do manifold for the smelters then do manifold for the foundries?
do you have a 270/m belt? if so, you just feed it into 3.75 smelters and 3.5 foundries
3.75 smelter = 4 machines, one clocked at 75%
yes i do. i know how to do the clock stuff as far as the machines go, but as far as inputting the right amount into each machine
well, or 3 and OC accordingly. but needs more power
manifolds are easy as long belt speed is enough
the idea of a manifold is screwing me up right now because i dont get how it works yet i guess
completely at least
input at first machine is split to the next and that is repeated
first machine gets filled up with 50% belt speed, second with 25% and so on... until every machine is filled up and then just the consumed goods are taken from the main belt
ya idk why i havent been doing that my whole playthrough if thats all it takes
the idea of a manifold is extremely simple
"as long as inputs match the consumption, splitting can be done in any way"
Thing to keep in mind is that nodes are infinite.
but if you are going from manifold to manifold, example being you have 4 constructors going into like 8 more constructors for example. do you then merge whats in the 4 constructors and then do the manifold from there?
Infinite as in never runs out of resources
it depends
sometimes you might not want to merge everything, primarily because belt throughput is not infinite
Yes.
If your belts are fast enough for all the output, merge.
If they're not, subdivide your chain in smaller manifolds, underclocking to make the numbers add up to the demand of the next step.
hey, i just dont find a way to split 155 items per min into 95 and 60 items per min :/ does someone have a solution?
Manifold
Single regular splitter.
but than i get just some akward numbers like 77.5 and stuff like that yk
Exactly.
77.5 > 60.
60 side will fill, after which it can take only 60.
Perfect 95/60 split.
Eventually it will fill up and send the proper numbers down each way, given it's a mk 3 belt
Try not.
Do, or do not.
There is no try.
Quiet Yoda.
😭
for this would i do the manifold and then for the last splitter have it go to the assemblers? and manifold for the 2.5 assemblers
Do you have mk3 belts?
yea
Then manifold should work yes
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you can post screenshots 🤷♂️
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Are all items flowing out and are they all working at 100% clock speed?
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Mind posting a screenie of the machine UI?
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Mind posting a screenie of the oil extractor?
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this looks like HOR is built up
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kinda weird piping, but nothing really bad 🤷♂️
HOR = heavy oil residue
Heavy oil residue
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is that one refinery enough to handle byproduct from 6 refineries?
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do I see yellow lights on the last 3 refineries?
check the last 3 refineries' UI
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oof
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put a 7 at the end of clock speed
i couldnt really do manifolds with this one could i
why not?
the storage container would take ages to fill up
smart split to the top line with overflow to bottom (storage)
ohhhhh
^
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Cries in imprecision
166.666% -> 99.9996/min consumpiton
166.667% -> 100.0002/min consumption
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That's there to make you feel better.
Game cares only about clock speed %
166.6667%
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or just 200% 🤷♂️
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Blame the players. 🙂
Originally that box wasn't there and we all dealt in %'s and understood that's how things work.
Then people complained.
Box added.
People stopped remembering how things work.
it won't, as it won't have enough HOR
if you want to save on power btw, you can run 2 at 83.3333
83.3334
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one of them
Aye.
meh. I'd rather things slowly fill up than run dry.
When the fill up breaks the system, you need to be slightly dry.
breaks it how?
I've only run into issues with power generation, because the game's math is weird
if byproduct fills up, then the main product isn't made
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game's math is fine 🤷♂️ what do you find weird?
To quote you it actually only cares about production cycles
different contexts 🤷♂️
Care about Clock % with respect to Cycle time, yes.
the way efficiency works with the generators. 80% isn't 80%
Power is exponential with respect to clock speed.
Production is linear.
if you mean overclocking, then yeah, generators have diminishing returns
and increasing returns when you underclock them
well if you have a reason to do that 🤷♂️ I'd generally just build gens at 100%
MW per unit burned is linear.
under/overclocking gens only changes number of buildings you need to burn given amount of fuel, but you'll get the same MW output no matter what
so, the output is the same, but the amount of power required to run it decreases
generators don't cost power to run
perhaps I'm mistaken - I might be remembering it wrong. Don't feel like mathing this atm
the only reason to ever underclock biomass burners is when you want more of them with slower burn time so that you have to refill them less often
but as we said - you're never saving any fuel or power or anything. You're only building more/less buildings with same total function
It's just as well to build more biomass burners, they still do the reduced burn time based on how much you're powering.
Biomass burners scale consumption of fuel to the required power
Oh well. (Still, I love my little biomass burner grid, thing lasts forever.)
Or when you need to make a circuit that is purposely tripped
just equip hoverpack 😛
Not very practical when you have excess measured in GW and a backup battery.
If you're referring to the mess I've got going on, I'm still building, so the 2-stage backup is for when I start overpowering the grid
No I'm talking about my nuclear plant complex
I need to balance a ton of limestone. Im shipping limestone from 2, two freight bay stations into a single 4 freight station. I'm sure I can balance them using industrial containers but im curious what I should do for a configuration. Ideas?
I'm trying to compensate for lag in throughput and miner speed
Essentially I need to reduce 8 industrial containers down to 4 in a balanced fashion
Backlogged is essentially what I'm trying to do here to ensure the station always stays full
Conveyor Belts are structures used to transport items between buildings. They come in five marks with different building costs, throughput, and appearance. Conveyor Belts can only be built between building connection ports or Conveyor Poles. Once a Conveyor Belt is connected to a building's output (such as a Miner), it will begin to pull items o...
!wikisearch belt+compressor
doesn't seem to be wiki page
- you can't balance using industrial containers really (or rather not in any better way than merger or splitter can already do).
- I'd recommend just merging two belts into one, making four 2:1 mergers
I was thinking that but I would like to balance between input stations if at all possible. One is going to be outputting less as it has less miners attached to ot
I'm feeding waste disposal for the aluminum plant
then connect that one to less buildings making stuff 🤷♂️
if you have a belt that has 300/min on it and hook it to any form of transport, then it stays 300/min on the other end as well, so you can just hook it to exact amount of buildings. Instead of doing some weird balancing
Hmm. Ok
so hey, if you're talking load balancing, I like to use this method:
-depending on the number of inputs and outputs, the setup will change, but this is 3 outputs, each split 3 ways, then merged into 3 inputs.
So basically, no matter what I'm doing, it'll pull equally from all sources
Nice!
I still haven't figured out a really good way to work with anything not divisible by 2 or 3 though
I mean, for 5, you can split it into 1+4, then take and divide the 1 into 4, and do (0.25+1) x4;
7 is similar, 3+4, then each 3 split 4 ways and merged, so you end up with 0.75, and then 0.75+1.....etc. But it's kinda messy.
For 5:
Split in half.
Split each half into 3 (so you have 6 lines)
Take the 6th line an loop it back before the very first split.
A brainless way of doing weird numbers is the recycle belt method
It's a factorio screenshot I know but yeah
same concept
Just make a 1:8 balancer then feed the 8th output back into it
but how is that splitting, I'm not too familiar with factorio
mhm
or just... manifold
Or just manifold indeed
idk, I keep playing with the idea of manifolds....they look so pretty, but I'm not a huge fan of the way they function
yeah, it's your call 🙂 I'm just offering them to anyone who asks for balancers, as most people that ask for balancers haven't heard of them 🤷♂️
I think the only problem with that 1:7 setup is if the main line is already maxed, but it could instead be merged into the secondaries
imma hold onto that, thank you~
merge them to second level (the one with two splitters)
(that works for any 1:n balancer with full input belt)
When you put the splitters close enough to the machines you don't see the "stalled" lines.
Balancers might be undeniably a waste of time in satisfactory, but they are pretty
They are useful when doing sushi!
If you're doing sushi that requires higher amounts of things to the point you need to break it into "units", you need to balance the materials before merging them into the line for each unit.
huh? if you just provide stuff in correct ratio, it should work anyway, right?
question: i'm seeing some mixed info on water towers. can a single pipe supply pressure to a whole network provided everything's connected?
like, does every pipe need to go through a water tower or just one?
so, to get around stalled lines, I use a different method anyway....
lemme see if I can find it
Take my 10 HMF Manufacturers on 1 line, if you wanted to do another 10, or 20, you'd need to balance the individual materials before combining them on each sushi line.
I'd just build each material block separately (I won't mix resources to split them again)
example: you need 200 steel beams, produced in 20 machines. Each block of manufacturers need 100. I'd build 10 machines connected to first block, 10 machines connected to second block. I won't mix the 20 machines together to split them again
(numbers fictional, too lazy to check recipes)
You can do it that way, yes.
But if you're bringing things in from other factories it's coming off the truck/train on a single belt.
from train it could come in several cars 🤷♂️ and my approach would be "all parts of one product's factory is in one place" anyway, so this won't happen. But yeah, whatever floats your boat 😉
When you play again, screenshot it for me 😉
screenshot... what? 🙂
-it's essentially just 6 splitters, with 1 of the splits run off to the sink, and everything else merged back into storage. It does have a small amount of overhead when the line isn't in use, but it lets me keep the line constantly moving once storage is full
can't you just use smart splitter with overflow?
ahh, found it:
believe it or not, the 'on/off switch' for the whole thing uses a smart splitter to run this thing through the overflow side.
I use it for the space needle items too
to clarify, say i have 2 mk2 pipes from 10 water extractors. do i need to run both up the tower or can i just connect the two along with a single pipe offshoot that runs up and back down?
it depends on if your mk2 is maxed out
i dont think throughput should matter here
-it won't move any more than 600m^3/sec, so as long as it's within that it's fine
i'm asking about head lift, if the whole pipe network can get the head lift from a single bit of pipe running up a tower
oh, yeah. Head lift isn't affected by flow amount, just height
yeah, so does the head lift get shared across the whole network? assuming no pumps after the water tower
I think so?
hold on lemme draw it
I haven't messed with pipes too much, but they seem to be affected by gravity somewhat, so I think you can run something straight down and then back up to the same height with no problems
here
that's the question
cause i know option b works, but im wondering if option a will work
particularly for networks that need many pipes worth of throughput, it would be really useful to get all the pressure with just a small water tower like that
the one thing I need to confirm first....
are you trying to push 1200m/s of water up through a single pump?
no, the pump could even be a single 300 pipe if option a works
just connected to all the other pipes so they share the head lift
don't quote me, but I think Option A should work. It just might behave a bit slow (like a really long manifold), depending on how much it's split
the split i think shouldnt even matter once it gets filled up. all the water that goes up comes back down
Option A definitely works
poggers
Just remember to do the water tower technique properly
properly how?
r/SatisfactoryGame - FICSIT Pipeline Plumbing Manual - First Edition
Dang it, the link didn't copy...
copy link address
Last pin on this channel, read it
wait so like
if i just fill up a buffer and add a closed valve, i dont need pumps at all?
wild
Yup, though you have the pump it up to the buffer in the first place and I personally find random lines of pipes pointing in the sky ugly
note that water towers are basically a bug, and they might fix it 😄
Uzu be like: "we fixed the VIP issue..."
Everyone: 
How are they a bug?
because having free headlift with no energy expendature is clearly working as intended? 🙂
might as well delete pumps then. Note: I do not know if they care about this "bug" being used, they might not. But then, they might.
Wanting to keep things as simple as possible maybe 
Oh, it doesn't need pumps
you just need a high tower filled with water, you can pump it in once, then valve it off, and its working forever
I think simplicity is relative
Are you meming or is there a deeper meaning that's flying over my head here? 
What do you mean?
lol... well, I'm saying, you're essentially picking between two types of complexity
wait what?
sort of like the difference between time complexity and space complexity
I don't think so. Sushi-belting doesn't reduce complexity, it just increases it (though this complexity can in turn make some tasks a bit simpler) 
to sushi 🍣 or not to sushi 🍣 that is the question
I only have one answer to that 
if you have belt capacity that you can fit everything for a factory onto 1 belt why not"?
you have less belts in sushi, so that reduces space complexity
My projects are generally big enough that each part has enough volume to take up a whole belt
ah
Your modded extractor not stopping and starving refineries when it's buffer filled up and then emptied out before the extractor could start producing again.
Remember, we troubleshooter that together
less belts don't necessarily mean less complexity
less space complexity
Yes and I'm extremely worried by the phrase ' we fixed VIP junction bug'
more space efficiency = less space complexity?
kinda? Like the only mixed belt I have right now is 3 of the 4 parts for beacons on one belt with another belt doing wire.
Not Sushi would just mean 2 more belts to run underneath machinery
hmmm
I guess I have a hard time seeing your "space complexity" point.
I mean, sure, less headaches handling many belts... But you still have to manage the same items in a "smaller" space with harsher limitations (less throughput aviable) so... I don't think the ups cover the downs in this regard
I keep a layer of floor underneath factories for logistics to keep things tidy
hmmm 
Oh, sorry, I forgot about that pun 😆
oh don't scare me like that
That's literally what the pun was supposed to be about 
everything including power cables are under. I show off belts feeding up wards by making them face out instead of in and have specific belts and lifts exposed for looks.
I do the same with pipes but that's not exactly recommended practice
ah
I think this screenshot/video can show the two sides of our argument nicely: #streams-and-videos message
On one hand there is great space efficiency as you couldn't have any less belts for the same production.
On the other, the time required to calculate and handle all item's paths and ratios made building this take MUUUUCH longer than a simple "machine-to-machine" single-item belting strategy
(For a single-item belting, I'd need ~12 different belts, now I'm using 3)
ahhh
Btw, @oblique hollow, I've noticed some VIPs missbehaving in my savefile. Would you like to have a look?
More specifically: sets of 3 water extractors making 300/min each (for nuclear, 1 pipe per generator). The 3 pipes get VIPed with overflow water (leftover from precautions against fluid loss). But in the end SOME extractors seem to back up on water while SOME others seem to be overall fine....
pls stop, you know how much I need functioning VIPs later
I know the feel, but I need to know too 
I know there's a simple form of calculus to find what the proper ratio of these three resources to make the 3 total up to 780 but I absolutely cannot brain how to solve that atm? https://www.satisfactorytools.com/production?share=75Inbj6Dc3XW2Sm7N0Ca
eh I'll just ratio it out
current total is 723.722
you want 780
so 780/723.722, then multiply each input on the result
it won't make pretty numbers, ofc
@dark laurel I came up with this. It balances out the incoming limestone from 2 stations that have different outputs. The lesser of the two is the forward station and I even got a local node to feed in extra from the start
yeaaaaahhh was looking at that. The decimals are horrible sadly
I gotta ask how long did thag take it looks like it took a long time
the refineries specifically? Those actual ones not very long. I've done a number of curved refinery placements so I've gotten pretty quick at it. And it's only a single layer curve that didn't really have to be alligned with other things
I've got another 2 floors of refineries in front of it. It actually took a lot longer figuring out a neat and tidy way to feed the pipes and belts to and from it.
Well my first big circular build took me about 250 hrs, I could probably replicate it in 70 now that I know what I'm doing
and thanks 🙂
220-280-280 imo
With that the planner just leaves 0.something coal/min unused
Don't you have visual tilt issues with this kind of buildings? Really gets annoying
~~Imagine working at CERN
~~
wha
no thanks, i will no longer engage with anything VIP related.
Its the wild west out there with them. They are eldritch constructs with unfathomable behaviour
I cannot help if you use them
thankfully, VIPs are always avoidable
Guess I'll be avoiding them from now on...
what is VIP
I don't use them in any large-scale things, it's a pain to remake it all if some of them break
but in small-scale and/or temporary stuff it's usually fine
a special pipe construct that prioritizes one pipe input over the other
So yeah, a very important pipe pretty much
right, am i going to go mentally insane if i try building nuclear power plant for 160,000kw
naw
You absolutely sure you want just 160,000kw though?
well I am building it more from an architectural standpoint and because i don't really want to think about power again
0.064 nuclear power plants
One fuel generator and a biomass burner together produce more than that.
the idea is to build this segment a few times over then create satellite factories to feed it
if thats the case you dont even need to fuel them... just build them 😄
hahaha
yeah i wish i could let myself do that but i like to make everything functional if possible
A grand total of 160mw won't go very far though 🤣
Might have been a lot less painful building the reactors over the water for a far simplified pipe build.
Around 60 pipes in a huge block snaking across the desert could easily be a 40 hour build.
well that's not so much of an issue for me
one of the main ideas behind this build was creating a stupid amount of infrastructure
seeing conveyor belts and trains just helps make everything feel more alive
I managed that even with the games shortest nuclear water feeds.
A very quick panorama of almost everything nuclear.
It swallowed a whole biome.
oh yeah i forgot what i was getting myself into
27 buildings there, but uranium processing is elsewhere.
and to think i thought i'd get close to finishing while at uni
yeah it's going to be a big project then
but it should be fun
Just chunk it down to bite size pieces, you'll get it np
I built a building a day on average, some of the huge ones like the fuel plant took longer.
they're massive on the inside
i reckon the hardest part will probably be making meaningful progress especially with how long i spend on the visual design
I underestimated the size, I'd built the fuel plant and thought, yeah beams and control rods will be easy, that exploded fast, then add in the waste reprocessing underneath the whole thing.
hahaha, yeah, i reckon im making a massive mistake especially considering im coming back to this after a break
but aslong as it looks cool in the end i'll be happy
one thing i am weirdly looking forward to is creating the train system to get all of the raw resources
Load balance the fuel feed and ooh look 0 radiation 🤣 even hugging a reactor isn't an issue.
that's another thing haha, i think i originally wanted to load balance everything but that will definitely result in a disaster for my save
Only load balance the radioactive stuff, it isn't worth trying to balance all of it, just leave the rest to fill up as manifolds.
yeah i think i will have to, more than certain my sanity will be close enough to gone after just building all of the machines i'll need
My fuel load balancer is built in to the reactor building roof, a huge 1-100.
that's bigger than my tiny little load balancer for my pure iron plant and even that went wrong
hahaha, im going to have to work a miracle if i want to load balance these reactors
Just save before turning it on, if it goes bad, bug hunt, then reload and fix.
yep i definitely will, not willing to loose the save because of a small brain moment