#math-and-meta
1 messages · Page 19 of 1
if there were no large internal buffer, thats another logistical problem to solve
which actually sounds more fun
No, not a delay: take a refinery that outputs 15 ingots at once at a rate of 60/min. Without buffering, a machine along a manifold fed by such a refinery would starve 4 times per minute since it can only take as much as needed for a couple production cycles (take 2 items, let 8 through)
Note: pure iron refineries are a good example for this
The internal buffer does save building a can above/below or just nearby each machine.
imagine it like this:
factory A needs 100 items / 10 minutes
factory B needs 500 items / 10 minutes
overflow exist
you make a train source, it makes 700 items / 10 minutes
train goes to A, deposists 100 items
train goes to B, deposists 500 items
train goes to overflow, reposists 100 remaining items
again, taking enough for 2 cycles is enough. you just need an external buffer for the rest
you put a container after the refinery. done
the manifold still manifolds
fundamentally, nothing changes logically
you only shift the logistical problem from the machines to the player
even Sev would welcome this
currently, there is no reason to have buffers anywhere except for end storage
it doesnt break balancers or manifolds with exact input in anyway
if demand and supply match, we all know, it works
You're sending too many messages for me to adress with the little time I have at hand, but your proposal forces to build systems so that items are supposed to back up to work.
(Now I'm off for now)
well yes, your system does exactly this
just uses machines internal buffer instead of solving it explicitly
A sigle machine is not a system. Having a system that allows backing up is very different from having individual machines backing up
its not tho
i guarantee you there is no issue
How do you sushi a system that backs up?
its just hard to visualize
If you can't: they are different
sushi system work same way as before
but sushi is about precise numbers, right?
you just dont have full stack of items sitting in machines
that you probably had to preload manually coz stack size != sushi demand rate
nothing changes your sushifold just fills faster
the production per minute is unchanged
in fact, this improves sushi manifolds massively
imagine you want to manifold encased beams, you need to fill each machine with concrete first or it wont work
with new way, you dont need to, it just works
in current way, during startup, input consumption ratio is 100/500, and when it works, its 4/5
so obviously, you cant just feed it proper ratio, it would deposit too much into first machines and break
please analyze this image and then list any concerns
then apply to sushifold
mind you, machine output buffers stays at stack size
visually, instead of having items go at 780 every 10 minutes and then 9 minutes of empty belt, you should have items constantly flowing at 78/min
Buffer:2 means it stores 2 items maximum for input
output could probably also be limited to 1-2 cycles worth of items tbh
but its less important in reality
for record, for this whole thing to work properly, game would also need ability to limit storage building's size
keeping output big helps avoid problems as you still have at least a buffer on one side, and it has no impact on anything else
like factorio does with boxes
in theory, if you are not consuming output fast enough, with small buffers, your machines will turn yellow very fast
eh technically not immediately needed
if output is unlimited, they still need to proceed whole stack before turning yellow
and ultimately, that is somewhat a goal of this change, so that stuff enters final state faster
currently it can take hours before problems surface
building is yellow? is your setup bad or is just something still filling up?
the adjustable buffer could very well also just be a general storage container size reduction, which is kinda expected
if the setup is small, the machines buffer it all
larger? the producers buffer it
even larger? use a container
like, a container that is half size should suffice tbh
Plan thoughts? Looking to use my 800 a min battery supply.
Currently, thinking of:
-600 for super computers
- 100 for mag field gens
- 100 drone fuel
seems fair so far. 600 for Supers? How many per minute are you making
60 a min via super state alt
Most likely unless I change recipe direction
And some of the super comps would go to make assembly directors, maybe 10. Rest storage/sunk
I would not use vehicles to move raw materials for coal plants, personally. Better to build near the coal nodes / water source. Removes some possible complexity
@round hill
Why thank you
I am surprised that they aren't too tall
I wonder how they are going to solve the coal generator problem or if they even will solve it before the Tuesday update
Which coal gen issue?
basically two possible ways:
-shorten the smokestack on the actual model
-fudge the clearance so that the top of the smokestack doesn't count (either in general or just inside the designer)
It doesn't fit in the Blueprinter.
Oh yea its a 40m tall structure right?
Shorten on actual model would be my vote tbh.
I believe so, yeah.
Yea agreed there. Bp maker will be very useful for those early builds.
As long as they put the unlock early that is
they're taller than refineries cuz of that smokestack, even though the main volume isn't as high iirc
Yea refineries are like 31m tall
Given Snutt's saying they "want you to be able to use Coal Gens in them" I would suspect a T3-4 unlock.
From a naïve programmatic standpoint (aka I work in software for a living but I haven't seen the code for this game nor what's involved for modding it), the easiest hack I could see is that since they already have a system that supports multiple "levels" of bounding boxes with the full clearance (blue), soft clearance (yellow), and hard clearance (red), they could just add another level that inherits from either the soft clearance or hard clearance by default but then allows them to add in exceptions where needed like making the coal generator's clearance box for this new level down to 31.5m instead of 40m. A terrible hack probably but it would work in the short term.
Longer term solution would be to probably change the coal generator model size to fit.
Just keep coding we can fix it later 😉
I assume they also don't want the model to stick out of the bp box
what pains me is some people like this style
Software has only two ages. It is either aborted before it's even really born or it lasts orders of magnitude longer than it was supposed to.
Look, sometimes we live in a world where everything is so cookie cutter and the same that we just want something different, even if it means accepting something more flawed
it’s just that bricks are meant to be used in a simple repeated pattern, that kind of wall is for large stones!
Program a cookie cutter with non-cookie cutter code. 😉
The result is buggy software that turns out to make perfect apple crumble, and is therefore considered a feature and rebranded
Yeah I doubt it's a programming issue
If you watch the video there's some kind of custom collider that checks whether a building overlaps with the blueprint box's boundaries
They must've made that collider recently and so they'd have had every opportunity to make an exception for the coal gen
So it's almost certainly just an artistic choice of "the coal gen is just too big"
So they are un-doing said choice in your opinion with their stance on "we want you to be able to fit it"?
Coal gen is one of the earliest models they made, could well be that their philosophies have changed
Personally I think it'd be neat if the smoke stack was dynamic in size (up to the current level) based on whats above it, kinda like how smelter smoke behaves differently if there's a foundation above it
Hey, I just finished a net-zero carbon playthrough using just biomass and geothermal. I'm thinking about continuing the adventure using biocoal and charcoal mixed with sulfur for compacted coal. Can anyone tell me if it's more efficient to turn the wood to biomass, then biomass to coal, then to compacted, or wood straight to charcoal then compacted coal? It seems that the charcoal method is dramatically more efficient, but I got burned on the liquid biofuel facility I built and want to be sure other people's math supports mine.
My opinion that Biocoal and Charcoal shouldn't exist as recipes aside:
Charcoal is a better conversion, so use Wood -> Charcoal.
For Biocoal, best conversion will be hunting. Remains -> Protein -> Biomass -> Biocoal.
okay, i'll bite... why shouldn't they exist?
Not getting into that.
Lol it's sevrahn, dude. If you're not wrecking the planet you're not playing lol
Thanks, tho, that confirms my own math
Where did I say you shouldn't wreck the planet?
No, when I first mentioned I was starting a carbon-neutral playthrough you had much the same sentiment "Possible-laborious-shouldn't be allowed"
?
But you know what they say....code is law
I don't recall said conversation.
Possible and laborious do sound like my words.
I would question the "shouldn't be allowed" part though.
Alright, well, allowed or not, it's done. I'm just trying to figure out a carbon-neutral way to prepare for update 7 / new project tiers. I already have a battery bigger than god, but my present plan is to make a battery bigger than 2 gods and charge it up with geothermal surplus and compacted coal.
Is there a reason you're excluding nuclear?
Because it's dirty and nasty and bad for living things? And because I did it in my first playthrough and felt like it eliminated interesting choices rather than created them?
Are there any other known buildables that currently don't fit inside of the 32x32x32 designer limits besides the coal generator and nuclear power plant?
Well, you mentioned carbon neutral, not waste free 🤷
Space Elevator 
this first sentence is entirely incorrect
But my experience was that was cranky and technical to start up and broke the game once I did it
How the heck did I forget about that?!
Particle accelerator won't fit either. (just)
nuc plant is too big as well
I no longer had to even consider energy consumption because plutonium made so much energy I could just overclock the planet
Which reduced the game to petting Doggos and hoping for slugs lol
“besides coal generator and nuclear power plant”
Imagine petting lizard doggos instead of shooting them..
i'm on a train, the internet's rubbish and i'm tired, i missed that one 🤦♂️
The Geothermal generator doesn't fit either. No blueprinting energy huts.
Try it sometime! If you need blood for the Blood God, there's plenty of spitters about to soak up bullets. Well, there are if you take care of the planet as you build
I'm not here to take care of the planet.
Primary Objective: Complete Project Assembly.
Secondary Objective: Extinction of Lizard-Based Lifeforms.
Embrace the hierarchy. Enslave the doggos as Ficsit enslaved you
I volunteered.
Lol those meta-goals certainly make the game more fun!
I'm no chemist but wouldn't mining limestone make you not carbon neutral
Actually how do you make steel during a run like that
Well, you could make steel using biocoal, but I just used regular coal. I just didn't make it a power source.
i'm presuming you can't blueprint buildings that need a specific base anyway - "why would you blueprint a mine" is a valid question but i could see mileage in a water extractor / foundations combo
As for the limestone mining, I don't recall any processes that apply acid to it, so most carbon should stay fixed.
Didn't use fused frames, built the vanilla ones
Well, some people like decorating their various extractors. Blueprinting it along with the miner/generator/whatever would ensure the alignment works relative to the building.
It'd be hilarious if there was no check for blueprinted miners, yeah
Oh, the fused MODULAR frame. Let me check my recipes
Nope, no acids applied to concrete in my process
It may not be buildable on the blueprint platform anyway. I imagine it assume flat/foundation/ buildable. But if it doesn't it may open up some options.
makes note to try that first thing tomorrow
Not sure why "acids applied to concrete" is a constraint, but I just scrolled the list and there is only 1 recipe in the entire game that includes both an acid and concrete.
600kg of CO2 per ton of cement in RL. Of course Ficsit may have fixed that seeing as it's made in a constructor somehow...
it comes out tmr???
My understanding is that most of the carbon footprint of concrete comes from the energy involved in creating the portland cement. And over time, new concrete absorbs CO2 for a long time, until it essentially becomes rock
Since all my energy was bio/geothermal, I think I kept that production footprint pretty low
awh, only on experimental
Considering you don't make cement in a smelter in satisfactory, I think it's safe to assume it's made by space magic
Hopping on to set generator clock speeds in advance so nothing cracks tomorrow.
...why isn't cement made in smelters?
because reasons
Because that would burn away the fabric the bags are made of.
I'm not even gonna ask where the bags come from
Same place the plastic containers for Screws come from.
And the wooden spools for Wire.
Yes, Space Magic creates finished industrial products and simultaneously prevents trees and shrubs from regrowing
ever think that maybe our mass pollution of the environment has caused the plants to become infertile?
And how does this affect FICSIT making its octillions?
doesn't really affect them, so it's fine!
epic 🤣
What i wonder is if a building/item has had its size changed via areamod or the like.. will the BP keep it..
I am more concerned about new mods that change the blueprint manager from 4x4x4 to any arbitrary large size.
I foresee many a mod-related crash.
Which makes me feel bad for the devs because people will submit them as legit crash reports...
I don't think I misunderstood (sorry for late, IRL being a bother)
What you propose is to leave the evening of distribution to the belt work's buffering or prior buffering instead of machines. To work, the system needs to be able to be put under "pressure": the whole belt must fill up with items, from the first to the last machine, in order to be ready to provide the items the machines require (now needed before another production cycle finishes, just a few seconds).
This naturally leads to to one issue: unless the feed belt is "appropriately full" all the time, one cannot "open" the belt's path to the right of your drawing to let overflow through. Overflow MUST be extracted before the entirety of the system (group of machines) or risk having them starve whenever the input is not stable enough as the belt can't always provide items in time.
@wicked tinsel this is literally an unsushiable situation (unless doing cumbersome and normally unneeded load-balancing). I don't quite understand what part of this isn't clear to you, so I might not be pointing out the best points but: mixed belts (overall) must flow. They aren't to be used in "closed" systems with no overflow connection at the end of the line like McGalleon drew where the entire factory input is allowed to back up. Your proposed change would greatly impact how viable having an "end of the line" overflow would be (and making it outright impossible in some situations, without load-balancing smoothing out inputs).
(Using machines' outputs can provide an easy tool for that 😉)
They do 👍
(Though normal splitters aren't normally used with mixed belts)
Only sushi related to science single-input feeds needs precision. Sushifolds can just overflow all excess (AFTER the belt fed all machines!)
I never got single input down, all mine is the bog standard overflow.
Did you ever actually try? 
If interested, I can suggest a few "easy" projects for that
My attempts got a few epic logjams.
(I'm suddenly realizing the proposal I commented on earlier would pretty much kill single-input feeds altogether
)
Storytime 
It started at the motor factory 🤣
I know I screwed up the inputs somehow, I just never could get the feeds timed so the stators beat out the rotors and blocked the whole thing.
Lol wtf name change 😛
After a couple of days I tore it all out and went with the standard smart splitter approach with overflow.
Was it just a single motor assembler or...?
Sounds like you had issues along the pipeline of rotors, what recipes where you usino there? The iron-only one would be the easiest to deal with un this scenario as it can involve just one input (iron ore/Ingots)
Note: having the machines along the production steps be 1:1 processes or load-balanced instead of manifolded might be REQUIRED in order to get the system to boot up without filling the end machines with one stack of input (thus having to babysit the system during startup)
Each having its own production?
Or did you sushi-split a si gle belt between them? :O
4's a big number to start with. Daring 😆
I tried to split between them, the whole thing wasn't just a failure, it was a complete fiasco.
At least I didn't try single inputs on the 600ppm battery factory, that would have been a world ending fail.
Mhh, I have a feeling the split might be the culprit.
All assemblers should have the same amount of items (+-1) in them if that's done correctly.
Reminder: input must be MK4 max, outputs higher mark than the input, use programmable and set each item you split for to each of the desired outputs
Timing the contents of the belt only to have the stators win out was such a swine, that's why I pulled the plug and just did the smart splitter single feed instead.
Remember how someone resorted to "flow diverters" for easier dealing with warm-up periods? 😉
And that's considering how they already tried making the production of inputs quite immediate and in sync ^^
After the trouble I had with the whole thing, it seems to to be more trouble and less scalable than just smart splitter single line sushi runs 😦
That is correct 
A similar comparison would be manifolds Vs load balancers, but with the latter being the one with fewer belts for once
I'm guessing trying to use the approach for anything large scale is just unwise.
Also probably unfeasible. Throughput-wise, the biggest production you can sushi-split are the 3 inputs for Uranium Fuel Rods (84 manufacturers max), if I recall correctly
In (my) big projects, single-input gets used in smaller parts of it.
Eg with my current ~300machines 7x7 challenge: I have a total production of ~0.8 Fused Modular Frames; I need 0.225 for Pressure Cubes - > Plutonium Fuel Units, so I made specific underclock ed machines for that. Given they take items at rates lower than 0.5/min, I single-input them all without worry
I'll revisit the method in my next save when I'm not trying to build a large sushi works.
The rest of the Fused Frame production is sushifolded due weird numbers
I'm not going to let the previous fiasco stop me 🤣
I'm considering expanding the idea of my mine>smelter towers to vertical production.
there must exist a safe limit for how small the machine buffer is allowed to be. some recipes have space for x times the demand, others only 2x or 5x. So the question: in vanilla, right now, is there any recipe with a high demand of items per cycle that cannot be sushi'd?
mind you, we do not want to set the buffer to a fixed number: its supposed to be either twice or thrice the demand per cycle
Overclocked heavy flexible frame
im not talking about throughput
im talking about numbers of items per cycle
if overclocked heavy flexible exceeds belt speed, then thats a different issue
wait a second.... i remember having done tests for this
just gotta repeat that test with sushi
@frosty owl once you have time, can you give me a general sushi example to test?
here's some
delish
ignoring the fact its modded, this is a possible case in vanilla: 2 manufacturers, both need half a stack of stuff, sushi'd
and all overflow goes into a sink
It’s like midnight and I spent at least 30 seconds trying to understand what this recipe was 
its garbage
its for a test of reduced stack sizes
"What if machines only took enough material for 2 production cycles each cycle"
definitely viable recipe
yes, super viable
you can't really get better than 50 ingots > 1 plate ratio
Not to mention rotors and CBs 
R and m, same thing 
its all still safe
i still stand on my point that reducing the buffer size changes nothing for 99% of setups and im sure its true for 100% of sushi setups
in particular, if your sushi setup leads to the sorted belts being filled, you wont be able to tell the difference at all
By buffer you mean machines internal buffers?
hence i made this test above to show that
it is true that if your sushi isnt a sushi but some sort of wave system, then it might break
but such setup will break in current game eventually too
like if you deliver lump sum of resources every dozen minutes and system sits empty between them
wave system?
eg system needs 1000 copper and 1000 iron per 20 minutes
oh, bulk deliveries
you deliver 1k bulk copper and 1k bulk iron later
so that its distributed completely before other resource arrives
but it wont work in current code either if both resources arrive at same time
yeah if its later then its an issue, gotta be simultaneous-ish
i doubt it would work anywhere
without storages
factorio machines would run dry too in that scenario
in theory it should work, in practice it probably wont
it only works if you deliver just in time
downside: you need ridiculously fast distribution
yep
well, if your system is super downclocked, it can work anyway
but you will eventually deliver too little/too much and it will break
yeah cuz the cycle time is so large
since its hard to control whole line
what i think vencam is missing is, machines will still have internal buffers, just adjusted to recipe's resource usage
so your sushi will still constantly distribute resources, it wont ever stop
the difference is that instead of having 490 + 10 space in machine, you will have 20 + 10 space in machine
from distribution point of view, it changes nothing
oop there he is
due to how satisfactory works, realistically, machines should have something like 3x recipe resources space
so if your recipe uses 10 iron, you would be able to load 30 total
instead of 100 as it does now
provided you constantly input resources, it will never overflow or underflow the storage, imo
even double can suffice
Which is how long-range transport works.
Your prior example isn't useful in this regard (items are made by macjg machines, in a stable fashion, correct?)
Added complication for no real gain
as per my test above
Ven, you gotta buffer the stuff somewhere
if not in the machines, then in a container
i could simulate this with a train
and then deliver in bulk
if you buffer it in container, it will still work as it before
its like saying that machine that eats 60 items / min can't possibly be supplied with mk1 belt coz bulk deliveries
but it can, the bulk will just fill in intermediate container before being belted to machine
as long as the bulk delivery happens within the time frame of the machine's cycle, everything should work
i can run that test if you want
no biggie
it doesnt need to, bulk delivery by design puts stuff into something from which its distributed later
if you distribute it with belt matching machine's input rate, it will work
it just wont be able to drain container to 0 way before next bulk arrives
triple the demand per cycle might actually be enough
I don't see what the size of the container has to do with it...
No matter how big of a container you put, if items aren't on the belt when the machine needs them several times, the machine goes idle.
Most machine cycle in seconds, vehicles deliver in minutes. If not enough items are stored in the machines after being unloaded, they just go straight to the end of the line (right in @oblique hollow's picture)
but still: you need a buffer for the stuff, if not in the machines, its gotta be external
but why would items not be on belt when machine needs them?
If it's external, it'll output as fast as possible, unless load balanced. Thus, items skipping by issue
there is a creative solution, definitely
you just dont want to. I have 0 reason to believe sushi would be in danger
you just need to design it so that either the overflow goes back into the starting buffer (easy to do) or the buffer outputs in rate that matches the machines requirement
and ill run all tests to verify that
both are perfectly viable to do
That's how factories fed by long-range transports behave. They receive a burst of items and distribute it between the machines. The distribution process takes a fraction of the time needed for another shipment to arrive
Note: I pointed out needing an item recirculation system to fix the lack of individual machines' storaging, yesterday
the problem is that satisfactory is explicitly designed to fuck sushi systems over
there are multiple solutions that could work here
Not the way it is now. It would be the way you're suggesting to change things
but it is the same
if you sushi machine that has insufficient internal buffering, you cant make it work
your assumption is that machine's buffer is enough to cycle constantly over the delivery period
you just need better solutions or better tools i guess
if you have something like concrete that eats stack of rocks in 2 minutes
then you cant sushi it with input cycle larger than 2 minutes
since your distribution way wont work
it only works by quirk of not overflowing internal storages in time
again: tests over theory
i hate mental gymnastics when you can just try it
also ven, i still need an answer to the other question
is there a vanilla recipe that cannot be sushi'd?
i guess stuff like Heavy Flexible Frame, since it has buffer that isnt even one and half worth of input
There is recipes where each cycle requires half a stack can be bad for single-input sushi as they require precise timing, but nothing other than that.
The bigger issue is when an item is provided in bursts that are too long (2 ore more cycles-long). Notable example: pure iron (~13 ingots per cycle) and iron rods (1 ingot per cycle)
which recipe is that
and whats your solution to it
the factorio solution is to maintain ratio of items on input belt constantly matching exactly what machine requires
but its complicated here as there are no priority mergers and splitters are extremely clunky
is it also maintained over long distance, as with train delivery
no, you only maintain it on the input belt itself
There are priority mergers if you can be bothered to make them
Uranium Cells > Rods can be an example. The "solution" is to not sushi them for long-range transport without buffers
Sushifolds are fine, but one might see Cells overflow with bad timing
otherwise resources will clump and machines will only see one item and not able to proceed
come to think of it, arent open ended sushi lines kinda wasteful
you know, "oh no my belt stopped"
theres closed sushifolds, i know that
but those have precise input, right?
now what do you do with open ended, overfed sushifolds?
do you just sink it all?
i really do not know
i dont sushi that often
There is no advantage in having a loop for sushi other than offering extra belt-buffering for items to cycle through (some use it to help with long-range sushi)
i dont mean loops
If the items are not precise, the system might clog with overflow, so theres that too
thats a normal vanilla issue already, i know so much. but how do you solve it
That's the most common usecase: take what's on the belt, give it to machines via overflow method, have the overflow move on for further production/storage.
No balancing, just subtractions and additions of items
Solve what?
Process, storage/sink
aight, but thats kinda the downfall of those then
either sink stuff or process
if you were to apply the change we suggest to machines, you are kinds forced to process it at the end
else you must continuously sink
.... on second thought thats exactly as in vanilla
overfed sushifold sounds kinda garbage ngl
there are multiple better solution to this, but that require some work from developers
for example, you could set output rate of storage container
if you match it with your sushi input rate, it will never clog
so yeah, if you apply the change we suggest, overfed sushifold becomes even more garbage
Eh that would cut in and dumb down a lot of work in the game.
kinda deserves it tbh 
Why wouldn't you want to feed the sink? (excepting power issues)
Literally nothing needs a container to spit out stuff at a certain rate. Load balance it or have a set of machines produce that number
You can with belt speed balancing, but it would most likely break due to throughput loss issues, that would be the case even if it was an option to set it
this is for a hypothetical adjustment to machines so they only take enough items for 2 cycles
and how this impacts sushi
overfed sushi becomes even worse, precise ratio sushi should be unaffected
in current setup, you can take fastest drained internal buffer of machine and deliver resources in bulk maching it time and quantity wise
The difference would be that less items stay in the machines - > Machine needs to be fed regularly (receive a batch every 2 production cycles or less)
Many recipes output items much slower than "2 production cycles of the following machine" - > Even local sushi (no long-range) would see unwanted overflow if the inventory of machines couldn't hold between 1 and 15 times the amount needed per cycle
I missed a reply
If it's purely hypothetical I'll stay out of it 🙂
yeye i get you. in a non-open ended (sink) solutiom, this is no issue, the belts stay filled
pretty much
but for overfed sushi, which NEEDS disposal, this is terrible
the solution is to loop items back with priority merger, so that they dont overflow and you physically cant feed more than necessary
but thats not really a flaw in out suggestion
this works, but obviously, its not possible in satisfactory
it just means overfed sushi is garbage tier
its easy to do, but requires effort to get working
without more issues coming up
Or load-balance the inputs that can't back up and make sure the factory never stops
yeah
stuff like being able to artificially slow down something would work best here
be it storage output, splitter, belt itself
so, in summary:
precise input sushi unaffected
overfed sushi dies
manifolds become a bit faster
It is, but requires labor
Most don't even do the priority merging part and just rely on not providing too much items/min to use the loop as buffering
"Most" of the few that do loops, that is
how often do you do overfed sushi vs precise input?
cuz in that case, i will just run tests on overfed sushi
and see how bad it gets
About as often as one could prefer manifolding over balancing, maybe a bit more
sounds like a huge dump on production efficiency
Precise input has little advantage if one doesn't get into single-input stuff, so it doesn't justify the effort as much as load-balancing Vs manifolding
dont you sink like 15% of all input that way
the only overfed sushi with bulk delivery that would not die is the one that never becomes full
You sink whatever overflows.
Stuff that would otherwise be making your factory back up on output because the storage is full of it already
Think HOR disposal, but where HOR has bigger value
Imma run some tests then
but at least, as you saw in my test, input that is sorta continuous works ok
just gotta make a bulk test
I don't see why that would be the case.
Merge items; feed them to machines; reach storage; sink overflow
You can do this with any belt and even if not needed most do it for single-item belts too; merging more items on one belt just saves beltwork if throughputs allow it
Kinda reinventing the wheel there :P
imma post the results once i have em
If you're into testing atm, I could definetly use a hand with that b2b stuff (with building the tests too)~
oh no
might be a bug
join us over in camp Just Fly
I would like to hear your feedback guys!
Don't spam in multiple channels
hey guys
I just got to the Manufacturer stage
and I have some questions for people
Do it all in 1 message.
I'm in the desert biome:
should I make factorys on nodes or belt things into a bigger factory
When I use satisfactory caculator I always have stuff left and idk how many Manufacturers are recommanded for things @oblique hollow
up to you
theres no guidelines for that. whatever suits your playstyle more
just know that its always easier to process stuff on-site
like when I want to create Heavy Modular Frame should I use only the raw things I need
or process it all into basics
for later cus I always have stuff left
You have to make decisions on how you are going to play the game.
None of us can play the game for you.
Pros and cons of each side:
Small Factories on nodes:
PRO
- Less materials needed for building transport systems
- Compacts resources down so you need less bandwidth
CON - Each node gets locked into a product, so you have to redo a factory if you want something else from it
- It is more work for lots of small factories (Blueprints may change this)
Large Central Facilities:
PRO - Easier way to dictate where materials go
- More simple processing to advanced materials as you can plan the process start to finish
- You can produce much more of things easily
- compacts resources down much easier so it just goes to storage
CON - More intensive load on your computer
- not very feasible early-midgame due to lack of mass production of normal materials
- locks in production once finished, if you need to change ratios, you need to change your whole factory
OMG man thanks so much
Personally, I choose minor refinement on the node (typically to ingot or single processing after) then send it to large facilities for processing (like into HMFs or TMs)
my pleasure
if you fill all of your belts, don't forget to weld them together
yea I haven't played in a long time
and my factory from years a go looks like Let's Game It Out made it
so long as you don't use his waste disposal method, I could care less what it looks like
Any better way to do (120) -> (45, 45, 30)?
So you can now blueprint geothermal generators
hey guys when the machines are full is load balancing as effective as over balancing?
wdym by over balancing?
manifolds only need all but last two machines to be full
ye
the only time you could prioritize balancing over manifold is when kickstarting nuclear power plants, where rods are produced slowly, and you don't want 50 of them to pile up inside.
So... discovered something that may have been found b4. You can animation cancel the manual chisel mining. if you release the e button as the third strike occurs, and immediately press it again, it cancels the pause between triple hits.
its known
another thing with chisel mining+multiplayer, if you open chat while mining, you'll keep mining until you press the button again, even after closing chat
you can do that with alt-tabbing and tons of other stuff
stuck inputs are staple bug of this game
stuck inputs are OS level thing
it is nice for hand crafting a bunch of stuff early game
most of them are not OS thing
they mostly occur when you open some interface while having key pressed
it loses "unpress" action
which is why your hoverpack will keep going upward if you open build menu while having spacebar pressed 😄
annoying af
manifold.
You know you can just tap space and it'll autocraft anyways?
that doesn't work for me, it will do 1 craft step if I tap space
(on u6, over multiplayer hosted by my friend)
I know it works on u6
Nah, I've done it on a hosted game and on dedi
can someone might help me calculating?
So I produce 240/min Steel pipes and wanting to use them as most efficient as possible in an alt-recip to produce encased industrial beams
So I've seen the ratio would be 28/min for steel pipes per assembler..
..and that's kinde where the issue begins since I only have 1 MK2 pure iron node and I just can't get the fitting math..
@maiden steeple lemme get you a vid
You just have to tap space lol
Still works on u7 🤷♂️
Testing new OC numbers:
150% Clock = 170% MW
200% Clock = 250% MW
250% Clock = 336% MW
@deft lichen
interesting, that's what it looks like when I hold down space
should've added I am using the solid steel alternate recipe as well as the encased industrial pipe alternate recipe
Just try a short tap
You have to let go quick enough that it doesn't have time to do a segment
MK2 Pure Iron ore -> 240 i/min Steel pipes -> EIB (pipe alt recpipe) This is the process you need calculating, correct?
@tropic hawk Mk2 Pure on all 3 ressources, but ye
alright, one sec
overclocking is possible as well
tho I only max on MK 3 belts for now, might should've added also, my bad
https://beta.satisfactorytools.com/production?share=JIsvOB3C68fHyxtLGuya
this is a map showing the maximum resources possible
still above the max output of 240 from the miners
I am assuming 100% CS, correct?
clockspeed is open, got lot of slugs
one sec...
you got refineries or any concrete alts?
or any way to get more than 270 concrete/min?
don't have refinery yet and stuck to MK 3 belts, tho I got the silica alt
the 7.5/min Silica + 30/stone for 25/concrete alt
you got access to quartz at this area?
northern forest
2 pure nodes quartz, 2 pure limestone actually
here we are, 1 pure coal and iron with 270 i/min output, and 2 quartz and limestone at 270 each. https://beta.satisfactorytools.com/production?share=LBsio8E4c9fKYOJhfv5M
My pleasure. I reccomend that site for any calculation needs
Yep, especially in the Northwest with 4 pure iron, 1 pure copper, 1 pure limestone within sight of each other, and 2 pure quartz a short walk away
northwest has 2 pure limestone
marked the pure coal bc I already placed a miner there
5 pure iron if we include the other cliff of rocky desert, 4 normal coal, 1 pure coal, 2 pure copper, 1 normal copper, 2 pure quartz, 1 normal sulfur, 1 impure sulfure, 1 pure caterium and 2 normal caterium
Also 2 impure oil in walkable distance as well
the only troublesome thing there is the space due to the terrain lmao
common issue
👍
F-ective
if I have a foundry at 75% producing 45/min Ingots, it's the same when I queue 2 constructors at 75% with a 22.5/min Ingot intake as if I have a 100% constructor and a 50% constructor of an intake of 30/min and 15/min each, correct?
if A:B = C:D, yes.
if the sum of the numbers is the same, its the same
what I meant is, the bp you sent me requires me to pull 1 foundry with the alternate solid steel ingot recipe down to 75% which has an output of 45/min, the site said it's using a 50% and a 100% which have an intake of 15/min and 30/min respectively.
Which is why I wondered, if I couldn't just put 2 constructor at 75% each which causes both having an intake of 22.5/min, which, combined, fullfills the foundry's 45/min outtake.
I was just wondering, if it'd make a difference later down the line..
The only difference is in how fast they might fill up with input items (higher consumption means bigger time, with equal input)
uhh..the steel pipes, according to the graphic, comes from 13x 100% constructors and a 75% constructor (= 270 out overall), joining with 7x 100% and 1x 71.429% Fine concrete alt recipe (192.857 out overall) in 9x 100% and 1 64.2861% assembler for encased industrial pipes..
I just wondered, since one foundry pair used a 100% and a 75% constructor, if I could split it a bit more even..
tho didn't considered further down the line, how it'd fill with the later machines..
idk I just prefer ways where things are as evenly split as possible 😓
ehhh...guess I could then also add a small belt away for steel pipe storage...one can never know when needs more, right? 
about to start converting the top to the bottom (same three nodes, just slugging them up) - 320 refineries gonna be fun 😛
if you are on U7 its quite easy 
i AHM..... ran into a little issue
only 107 refinery blueprints needed
wanted to do 120 turbo motors a minute
using a certain recipe.... But eeeeeeeeeeehhhh i dont think there is enough bauxite to make the needed 8000 aluminium casings a minute........
oops
best case scenario is 1.33 ingot per 1 casing
cut it with iron for more ingots in foundries
1 ingot is somewhere around 1.1 bauxite
1 ingot should be exactly 1 bauxite
but even then.....
theres enough bauxite for 13040 ingots
I hate cutting baux with silica, uses so much silica
so your little turbo project just about eats all the aluminum
replan it
or choose a different motor alt
ik so using the best case scenario with ALL hard recipies
thats 10640 bauxite for the 8000 casings
i also need some for the 1440 packed nitrogen gas LOL
i think ill just cut it in half hahaha
they come out faster (so need fewer buildings) but it's fewer ingots (2.5 ingots per copper ore in refinery, 2 ingots per ore in foundry)
60/min is already a lot
theres other things that need motors
current project
converting all bauxite in the world into ingots and put em on a train
you do not wanna ship around 13040 ingots/min by train
why
gonna be 9780 ingots at best
10k will have to do
will see
hate the numbers on that one
its not that bad
and you get less scrap
you get less scrap but you get silica which yields more ingots
i like the one to one nubers
i guess you are using electrode scrap?
no wait, default scrap and sloppy, ew
just use instant scrap then lol
the sulfur argument doesnt exist anyway
instant scrap?
instant scrap
is that in a blender or something?
why not, burned it all on turbofuel? or 300 batteries?
because you cannot max out sulfur on nuclear
others are too far away 😛
thats a lazy excuse 
i know 😛
setup your batterline /nuke line, with an overflow, and transport the overflow elsewhere
you got drones and trains to bring it in
i do
i also do like the way the one to one refineries look
and the numbers work out great with 720 exit belts
then you need to bring in quartz
every 2 refineries is a 720 belt
Is blender instant scrap the best for baux production?
one of the best*
every 720 line is 12 smelters
the other option is sloppy plus electrode scrap
which has the same efficiency, but doesnt need sulfur
I have been using the base recipe alumin scrap
gonna be 8802 ingots then
smelters not foundries?
yup
downside? you get less than if you get with the one in the foundry
ye keen is not using silica
did the calc
@.snutt reduce the silica
lemme see
its not that bad
Wouldn't max ingots use most of the quartz on the map as well?
cant find it but it was a hell of a lot of sillic
just dont mix the silica with new one
yep, 8802 out of 10500, unless you use cheap silica
well, with this setup of sloppy plus normal scrap
true max needs 9780 quartz without cheap silica
and how will u make the oscillators then?
but you HAVE to 😛
if u want to do turbo motors
u need the oscillators one way or the other
well, thats 1698 quartz left
2 control units per turbo motor
1 oscillator per 2 units = 1 osc. per motor
with pure quartz, thats 46.2857 quartz per oscillator
thats 36 ish turbomotors at best
not using that one 😉
using the packed nitrogen and cube moter one
cube motor still needs RCUs
and its still 2 per motor
1 cube per motor, 2 rcus per cube
makes the same amount of rcus as default
with insulated, its 132 indeed
insulated is the only difference
pressure motor or default doesnt change quartz requirement
and what if use the crystal computers
thats a different issue xd
just went back to my facility
so im running 48*1.875 ocs a min
so yeah 90 a minute
using 1500 quarz a min
but also i will need 240hsc a minute
wich also take 37.5 sillica
consider not using SHSC
and ooow yes the QUICK WIRE ..... 😦
oooor, funny new idea: switch to default alumina solution
you get 4000+ silica from all the bauxite
yeah but if u do that u need to stick that back into aluminium production 😛
not really
not really but better
i also hate to chain to many processes cuz when one stops u r Fed
overflow exists
😛
you COOOULD use electrode scrap
Your PC will melt before you get to this point
that also is a LOT of tickets
ye good choice
no pc wont melt
did 54 or something like that in my last save no problem
allways thought the cubes was the biggest problem
and then i saw how much aluminium casing you needed
ant thought.... but cooling systems need those too ....
and some other stuff
and thats when the snowball starts rolling
yeah better go back a couple or yeard
when we just did small builds
😛
OR MAYBE we get new nodes tomorrow 😛
Alumina solution wont produce enough silica for the foundries to make alu ingots correct?
and dont forget about all the coal you need 😉
yeah that coal req is a pain
correction: its exactly enough for 1/3rd of ingots if you use default refinery scrap recipe
just the coal? What about this WHOLE GAME??
how much waste does a nuclear reactor produce?
a lot
each minute using uranium cell hehe
I am making 700 barrels a minute with 70 reactors @ 100% clocks
ok so its 10 / minute
and a uranium fuel rod burns for 5 minutes, so 50 barrels total (10 a min)
Thank you
wich doesnt sound too bad but well
when you have 70 reactors its a bit of a pain
yeah, mine are being reprocessed into plut fuel rods and sinked at least
mine are too
but i built op like 700K in waste as i was building and setting up the reprocessing
so that is now trickling away at 60 a minute
toghether with the waste of the 24 reactors
depends on clock speed and fuel
after i finished my setup for reprocessing i accidently disconnected a bauxite line from power during cleanup, massive backlogs uranium waste piled up everywhere, fuel rods stacked in containers. Glad I still had my fuel generators running
did Update 7 change the clock rates for OC with power? I remember it being mentioned
no dont think they did
i thing that whole overclocking thing is just a red haring 😛
they keep bringing it up throwing us off
and instead the give us BLUEPRINTS
lol. I never OCed power cause of the bad scaling
yeah. You use less power overall on OCed buildings. And gens clock linearly
not sure what a blue name means, but it trust you cause its blue
wait as in less power than not OCed buildings or just less power than previously OCed buildings?
the power curve isn't as steep
less power vs old OC
but you still use more power than 100% OC
uh, is each track a single direction?
in this scenario yes.
most often you'll want to use double tracks
a sketch I did earlier, example junction with path signals in the bottom right
and o YOY if your trains are longer than the blocks u use 😄 😄 😄
Path blocks can still contain regular block signals yeah?
path blocks don't "contain" block signals, by placing a block signal, a new block is made
all signals create blocks, whether it's a "block block" or "path block" is determined by entry signals, which have to be of the same type
exit signals can be either type
But a distant path signal can communicate with another path signal on the end of some intersection, junction or split off?
chaining path signals is a pretty rare case
can someone help me a bit with balancing belts? I basically got a 240/min stone income and my math told me it's about 5.33 constructors...is there a way to even it out to make it a "full" machine, or is it just unavoidable overflow I can pull down the sink? (MK 3 belts)
trying to use ressources as best as possible and actually trying to avoid to sink stuff for now, so if there's a possibility to make use of the 0.33 or do some belt split and merge magic, I'd prefer if someone could explain me the magic behind it 
You can build 5 constructors and underclock one to 33%
Make an extra constructor and use a smart splitter to manage overflow.
decimal amount of machines = round up, set last machine to lower clock speed
That's how people do it? 😮 I usually add a smart splitter to create an idle machine that process and handles the excess.
well...yeah
it's standard to make clock speeds match
that way power draw and production is stable
And dont have to worry about putting in a giant awesome sink
ye I just thought it's possible to spread the 0.33 throughout the 5 belts and overclock each constructor by a litte but maybe I just thought too complicated...duh..
maybe watched too much youtube videos where people tried to split stuff out as thin as possible
You could do that too, but its easier to add the 6th constructor and underclock it
OR you just scale up or down until your numbers match
nah, it's just a single MK 2 stone I have idling for concrete production available
thats where most of the fun is for me
trying to get the right amount of machines to match all full round numbers
ye it's just I don't have the ressources yet to expand too far, so I'm trying for now to build up a buffer for me to use
also i dont care what miners i have.
I have allways treated my builds from the start as if they were fed from MK3 miners and only use normal and pure nodes
all you have to do later in game is replace the belts and miner and you have a full on production
Ah in case you feel the need to upgrade them in the future.
That's a lot of smart splitters to invest into
nop i hardly use smart splitters
that's what I kinda try to do for now with MK 2 miners
lategame for me is rn just a miner problem
i load balance all builds
You don't do overflow production?
if the build is correct... there is no overflow
they mean "overflow method" aka manifold
where is the fun in building complex contraptions if you can just manifold 🤷♂️
Jesus I'm not that skilled enough to even make a load balance as complex as that. I usually just go with a more spacey load balance
there is 48 manufacturers on the recieving end of that
I've been back?
I still don't understand load balancing and I guess it's still way too early for me to get into it xD
its nog that hard
if u have 3 machines for instance 3 refineries taking 200 bauxite each
instead of manifolding
take a 600 node and split it in 3
but oke those are nice numbers
also you can do all kind of fun stuff with containers of train stations
for example most of the early game things are nice numbers to work with 720 belts. it splits nicely in 12/24 and 48
so what you do is put a splitter after the train station and feed a mk1 belt of it back into the station
now you have a 720 belt
did any of you try making aluminium build a closed loop system?
load balancing is when you make splitter contraptions so that each machine gets equal amount of resources
what i mean is that you take in NO external water?
as opposed to manifolds, which are just overflow
I don't think you can make closed aluminum build since it loses water
hook up some pipes to get it started and after the initial fill just let it run
thats not possible tho
aluminum always needs some fresh water
its not an infinite water generator
you get 1/3rd of your input water back out
not 100%
in case of the sloppy my last set of 3-5 is running as a closed loop though
thats still nonsense tho
the only alu with a partial closed loop is instant scrap
where you can recycle the water into sulfuric acid 100%
but you still need an extra 30 fresh water for the blender
or 50, idk
nvm, 60
still, 50 water to 50 acid, closed loop on that end
well that was enough for tonight.
Fixcit does not waste....
Euhhhhhh.....
complete alu setup to run straight into 5 grinders....
DONT MIND the clipping those sinks are TEMPRARY
#floorconveyorsarentclipping
??
aaah yes
even though they now clip with the foundation... they didn't used it :/
not what i ment there is pipes through the sinks/conveyors criss crossing 😛
yeah, easy fix 😛
i mean 😛
annoying that every time I crash my bps lose their categories...
how many oil gens can i have from 2 impures and a normal
That's dependent on a variety of factors.
okay here we go,
How much oil do you get from those nodes?
how much does each "oil gen" use up?
divide the former by the latter and there's your answer
First clarification: Do you mean Fuel Generators?
Which alts do you have available?
HOR and Diluted Fuel at the main 2 I'm looking for.
So you have no alts.
The 2 listed there aren't alts.
They come standard and require no hard drive to unlock.
they're labeled as alts in-game but are not truly alts
As the base recipe tells you, 6 Oil = 4 Fuel.
So Oil Amount * (4/6) = Fuel Amount
Generators burn 12/min at 100%, so Fuel Amount / 12 = Generators @ 100%.
there is diluted fuel if you have access to blenders
@raw flame
240 oil from your nodes at 100% clock
Using the base recipe you require 18 oil per minute to supply 1 fuel gen
so 240/18=13.33... Fuel gens
they very clearly do not
This is why we asked him to show his alts...
ok
so 14 gens and one underclocked
13 full gens, 1 gen underclocked to 33.33%
ok
I am SOOOOOOO glad i completed the HMF factory yesterday
i need 140 of them
per minute??
@snow dove how many refinerys do i need?
i recommend you do the math yourself on that
i can try
trying and failing is a part of the game
Do you mean manufacturer?
it's how you learn
no they mean refinery, they're talking about oil to fuel
oh sry
all good
saw he was talking about hmf 😅
it took me atleast 15 hours to make my hmf factory
Well done. Ive prob spent 60 just designing my 1920 screws floor in 1 factory. I dont count tho. i just enjoy the process in starting a new save from all the findings in my other saves 😊 This game is about relaxation for me. Not rushing. Ive done enough rushing on other saves 😅
same with me
ummmmmm its was not hard
just 60*4
None of the math in this game is hard, that was Iroh's point 🙂
imo it can get pretty hard. or im just overthinking
Overthinking.
All of the math in the game is basic arithmetic, i.e. just a simple as "60*4"
You just do it multiple times in a row for larger production chains.
ture
Ones you played a while, you dont even think. You just know😆
im only on my first save
i have 150+ hours I think
Welcome to the game that will take over your life😂 But as Sevrahn said, math is easy. Its either multiplied by or divided by. And if the mats dont add up, you over / underclock to your liking 🙂
ture
A way some do it is looking at what your goal is, and calculate backwards. I dont do that most of the time tho. I just go a long with it 🙂
Oh you should always solve backwards.
I do backwards after i exploit / create all basic iron, steel etc
But then again, thats also kinda calculating backwards, so you are right 😂
I know belts have an issue running at 780, do pipes have an issue running at 600?
Any ideas on whether there is plausible bp that is so expensive you can't place it (because the required materials are larger than a max size inventory)?
Late reply:
If you don't build mk2s in a certain way, yes.
Wouldn't be possible.
dam, what is that certain way?
Loop the manifold so it doesn't have any hard stops.
So something like this?
and delete the sticking out part at the end
ah yeah, there's more to put int this row, 15 in total but yeah at the end i'd chop it off
Also this bit on the left. I find I get better results by having the main feed be higher or same elevation as the top part of a pipe loop
Easy as, thanks!
perhaps a space filled with mk3 wall connectors
Yeah, but I'm thinking like a plausible bp someone could want to place, not just clipspam
People like spaghetti
Those people are monsters
A container filled with plutonium fuel rods.
Does bp include container contents?
Not sure, I know the overclockers are included
No.
Just like it won't magic in input items for machines
just make sure you definitely start the loop at the same junction as input feed
whethee or not the loop connected to rhe emd of the manifold is less important
important is that it connects to the input junction
not sure exactly what part you mean by input junction, is it the first junction splitting the input pipe?
So like this?
eh should work, yes
I just saw this and i am a bit confused. Shouldnt it say 250 screws/min?
fifteen millionths of a screw would be a heck of a load balancer
Its not that. Its just that when i see such a thing my brain just goes into angry mode
If i see such an nonsensical thing, i wanna understand it. And when i dont i get angry
typical floating-point problem
seems to be specific to that one recipe, curiously enough
its overclocked version has rounding errors in the plates too
classic floating points and bad float to string printing
(plates are correct at 200% but screwy at 250%)
maybe there is a rounding operation missing in the output for the overclocking
its like the only recipe that does this
just tried it with the aluminium ingot recipe (which also has a 90 in its default) and that works fine
bolted plate plates must be stored internally as 89.99999999999999 or some such
might be, an "of by one" error in the constant... but that would be really strange, because nobody would put their constant into the source-code in binary
you are talking about the file with the ratios? Does SF read from this file or is it just something they added for us?
it reads recipes from their respective class / file
codex, alt recipe window, machines....
they all derive the values from Recipe_[Name]
which stores item type, amount per cycle and time per cycle
it only seems. to be a rounding error for the items per minute on this one
still... if both inputs are the same and the math is the same, the output should be the same
lets agree with "cannot be explained without more data"
Super computer alts question
Is super state considered "good"? The one that uses electro mag rods and batteries
Beginning to plan a 60 a min build
it is the most efficient ya
different stuff. it looks pretty good on paper, fewer resources etc
but it does take sulphur which is a downside
Already have a 800 a min battery setup done
Using reclaimed sulfur from a decommissioned TF factory
cool - https://satisfactory.fandom.com/wiki/Supercomputer go for the super state one then imo
The battery count is what made me think of that alt
I use the base recipe.
May work too, im already gonna be needing a sh** ton of quickwire again 😄
Most efficient by what metric?
Well for me I can invest
600 to super compa
100 to drone fuel
100 to magnetic field gens
0 Bauxite is more efficient than Using Bauxite.
So.. Base recipe for me as baux is my limiting resource.
For battery usage
based on the amount of resources per unit weighted by the availability of each resource on the map
I also rarely care about global WP, because I source locally. So locally WP has a much different priority.
tru ya
Base because 0 Bauxite cost for me.
as it turns out this isnt a good metric for everything
hence the wiki is yeeting global wp too
YEET
My entire build system is global in nature. For example my batteries are in the west coast. I plan to bring over the raw materials for quickwire from the grasslands up there to make the stupid amount of QW. And can either transport in or build locally for the plastic and rubber needs
Using caterium computers and CB too
Oof
i would recommend shipping the caterium instead and making the quickwire onsite
CtComp pairs better with SilCB.
Thats what im doin
Seeing as ill be making 7200 QW
Maxing out 600 caterium ingots worth
I like switching to crystal computers after building an oscillator production
Crystal Comp is the only way I make them. Love that recipe.
No need to bother with quickwires that way
I love crystal comp too but my silica use is...staggering
Thank you a ton of high speed connectors
Oh I still do because Insulated Oscillator and CtCB.
I like silicon CBs, but the row of copper sheet refineries may stretch farther than render distance 😄
I can't use SilCB with Crystal Comp on the scale I build.
What's the limiting resource?
Build 270 Crystal Comps/min and tell me what you think the limiting resource is 😉
And the specifics of "I cannot combine the quartz-based CB with the quartz-based Comp" should also have been a big clue 😉
holy ~~~
In that regard.. somebody tell me how to transport 3600 quickwire for computers 😄
best advice: don't
just make QW on site
transport ingots instead and make the quickwire on arrival
Transport the ingots instead.
yeah maybe just bring the plastic and the rubber onsite and build the computers there
thing is i made a dedicated caterium processing plant
mistake
that takes 600 ore and produces 3600 quickwire
or convert it to CB or high speed connector plant
perhaps. i just didn't have the nodes at any good location, so that i can multiply the production