#math-and-meta
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Only between the first and second trainloads did the gas run out. And part of that was that I didn't have the second train on the route from the start, like was needed.
well there's only the base recipe and the 1 alt - and it's pretty darn good. The only reason to use the other really is if you're already making steel beams and can't be bothered changing it to pipes
.so is it actually stabalised?
Yes.
Trains are waiting at the sending side to get full load, receiving side never runs out of gas in the platforms themselves.
Receiving buffers stay full except while the unload flow stop happens.
The train cycle is stable.
I'll let it run some more.
thats really cool ๐
As I said, based on old dev streams when the nitrogen was added, you need to invert the stuff because it wants to stay up.
Even this priorisation horror works. The single pipe has priority when nitrogen starts to run out.
Not 100% like with liquids, but close enough.
gases work like liquids minus the headlift iirc
Prefer upper path to lower ones, but not 100% like liquids prefer lower to upper.
But if someone wants to check the sending side math:
I have a nitrogen node that can produce 780/min @ 100%, with single 60/min normal output not used.
Only using 120/min 6x pure output.
I have clocked the pressuriser to 225% so it says 1755/min.
So the one normal should then be 60*2.25=135/min
And so the used capacity should be 1755-135 = 1620/min.
And I have 9 nitrogen packagers @ 75%, one is 60/min normally and 45/min now, for total of 9*45=405/min packaged output (4m^3 nitrogen per single packaged one).
180/min input per each @ 75%, so 180*9 = 1620/min input to the packagers.
So the input of gas to the system should be 1620 and output to sink is 1620/min nitrogen gas, as 405/min packaged nitrogen.
And because people think the nitrogen gas is just fluid without headlift requirements, the buffers get built wrong at stations, and they hog the gas, because they are higher in standard setup. When they need to be lower with nitrogen.
To depriorize them.
Leading to those sending station buffers hovering around 140/400 when the station fill is in progress.
With them as the lowest point in the system.
So it would be better to say that Nitrogen behaves as inverted fluid without headlift.
Interesting discovery
IIRC it was said in the dev streams when nitrogen came.
Ohhhh, THAT'S why I keep not understanding why people say buffers are bad for gases: I always have my stations (and buffers jn general) lower than the factory 
can anyone describe to me the most efficiant way to do a coal and hydro powered power grid
Fluid vs. Gas incoming station buffer, you can understand why the fluid version doesn't work that good with the Nitrogen.
And the buffer gets too much gas and doesn't give it out properly.
Coal generator per upper stub, water extractor per lower stub, 120/min coal input with 15 per coal generator. The standard 8:3 ratio of generators to water extractors.
The pipes two pipes between the extractor manifold and the coal generator manifold can be any lenght and need pumps if the coal generators are higher than the extractors.
Just space everything out to fit your build but keep the relative connections. Exact outputs on each junction can change.
And the inverted nature of nitrogen gas was easy to see from the pipes when they filled up.
Upper segments always filled up first with lower segments only having small amounts of stray gas until the upper ones were completely full.
imho this kind of pipeline splitting/balancing is wholly unnecessary (it works, it's just unneeded)
if each extractor has its own pipe, you can connect 1 pipe to any single junction and it works
G G G G G G G G
+-+-+-+-+-+-+-+
W W W
3 lines like above, or 2 lines merged in either way
any form of merging 3->2 works to reduce the amount of pipes on which pipeline pumps have to be placed ๐
Sending side balancing of 3 pipes of 540 to 4 platforms isn't working right, center two are getting more and the outer platform using packagers will run out of gas soon for moments...
Until the sending side middle platforms get full and the transport balances again.
But that is just because of that weird 3 > 4 split.
Currently the two sending center platforms have 2000 more gas than the outside platforms.
So put more oomph into the extractor and will get the whole system full and then downclock to usage again.
Because that would be the state I would run it once the system is actually used.
@toxic solar example for a phase 2 sushi splitter with everything at 60/min input (will probably be less, but just as an example)
and you merge the 2x 5/min and 1/min line and i think that would work
you might need to do some sushi merging though - again, id ask ven
Since my trucks are delivering everything one part type at a time, it's going to have only smart plates in the system... then automated wiring... then (blank), it'll still jam
you could also probably do larger factors of the ratio 5:5:1, for example 10/mins and 2/min
then have a smart splitter storage system into buffers before the split system
but yea trucks might make it screw up too
with a non-constant flow rate
you could maybe use a flow-rate limiter to help?
but by that point it might just be overengineering
Yes.
Mind explaining?
I've built a very large coal plant. I've built smaller ones. The bigger it is, the more chance of a water feed problem. So multiple small, separate modules seems more efficient than one large facility, from my own experience. Comparing 16, 48, and 128 generator setups.
But generally, overclock the miner on a pure node, DON'T overclock the water extractors (unless there's not enough room for enough of them otherwise) and maintain a double-fed 3-to-8 ratio for each unit.
im still working on my oil plant, at first my plan was to turn 100% of the fuel into energy and the polymer just directly into rubber/plastic but after seeing the recycled alts i think ive changed my mind
what ratios for fuel->power and fuel->plastic/rubber would u recommend?
and how often should i duplicate it?
enough power to last you for some time and as much plastic and rubber as you need for whatever you have planned
The gas rail transport is still going strong.
But I have to tweak the train settings because the receiving side stations had developed big imbalance in their contents over the night.
Would have started causing problems soon.
But that is from that stupid 3->4 on loading side and then then some shared usage from all the platforms on the receiving side that doesn't balance because Gas.
So switched from having to do full unload for all train cars to just unload and wait. Will see if this is better for the idiotic usage model I have going.
Or if I have to change how the startup nuclear cell gets its nitrogen. Current plan is just to leech from all 8 incoming nitrogen platforms. And then 3 blenders per platform as normal users.
But have to see if I can handle that leeching caused imbalance.
do yall plan for leftover intermediate products when making factories or do you just use overflow for that
i've been realizing that planning to have some intermediate products exclusively produced after the tier where they are primary is futile because you'll already have a great supply of it by the time you've set up the next product
why are you doing 3-4 instead of just 1 car for each pipe?
if I'm not doing permanent factories then I just have a spliter set up to send some of every part to containers for use, it eventually all gets filled up
Because I'm stupid and want to see if I can make it work?
And the main problem is that combined leech use at the moment, not the 3 -> 4 on loading side.
xD
I will see if I need to go to just 3 -> 3 in the loading side.
1-1 with platforms on both sides and 4 blenders per platform on the receiving side, but that leech usage would still cause problems with uneven unloading.
I might have to go to that and use the fourth platform for that currently leeching use from the extra normal node.
So I do have backup plans, but I first want to try the stupid thing.
But by using the extra normal on one nitrogen field and the extra pure on the other, I could feed the startup cell with the fourth platforms instead of trying to leech from all 8 platforms and causing imbalances.
Just would need to tune the transport chain to work so the trains stay at intervals, by having input and output balanced and sending side being the bottleneck.
But I can run this experiment for today while doing other stuff I have been neglegting and see what happens.
the amounts i want to produce keep making a ~1.5 iron plate : 4 iron rod constructor ratio
i want to make my setup as modular as possible (as i move onto 960 and 1920 iron/min) but i don't know how to line up my constructors if this is usually the case
Either leave floor space to expand the length of hte manifold or you could just build to acomadate mk5 belts and mk3 miners now and just upgrade the belts as you go
my problem is that i would be completely fine if the ratio was even
i could place n plate constructors followed by 4n rod constructors, 4 times (1 for each node)
it would be nice to have an exclusive manifold for plates, but that would involve having 5 rows instead
with the fifth not being even with the rest
i think i'm gonna be lazy and solve it with underclocking
New setup seems stable so far, trains leaving with 350-400m^3 of gas still in tanks.
But we will see what the day brings.
For crying out loud
Remove the https://?
Given how often people ask for similar things, I think it might be worth pinning this tool that I can't link proopelry due to it not being whitelisted ๐ satisfactory.featheredtoast DOT com/rate-limiter
(proper link can be grabbed in the post below)
Still works, but need to change the system to the single to single.
Because the two trains would start to bunch up once there is other transit on the rails.
Currently only those two nitrogen train, bauxite train and crude oil train.
Will cause cold start to take more time, because the startup part cannot use all unused nitrogen in the stations but has to wait for deliveries to restart.
But will be stable.
So basically only because the train timetable settings don't allow suitable timing certainty with two trains to keep them not converging over time without "full unload" setting.
With the changed system, the Full Load setting will force the interval to keep constant, based on the production side.
So, because Nitrogen Gas cannot be balanced 100%, I need to switch to more sane system ๐
I also have a Nitrogen train, but its a funny one... front car is packaged Nitrogen... back car is for the empty containers going back ^^
why funny? probably the most commonly used way to move gas
I always stumble about how many empty bottles I have to put in when I add another stop to the nitrogen train...
oooh multi stop trains. I avoid that.
the alternative is multiple trains... which is not better
either way, I need to put in enough bottles so that even if the receiver freight stations are full with full bottles, there are still some left at the nitrogen source to fill new ones
why not?
it just adds more trains, but delivers the same functionality... and I need even more bottles because now multiple full trains are driving around
and it blocks the source-trainstation more... because "more trains"
I am using the Nitrogen-Train like a Manifold... single injection, multiple outputs
separate stations A - B , C - D ect ect
which would mean a lot more train stations... they are already large enough in my opinion ๐
Cobalt suggested just point-2-point trains...
just each train only has two stations in list
Could also do that I suppose
I avoid the whole thing by centralising things and never needing to have more than 1x A - B situation
things like feeder trains are great imo
I have central sources for some mass production items... e.g. plastic/rubber...
so I don't have to setup an oil factory everywhere I need some plastic or rubber
yeah logistics become a pain that way
its also just not feasible to produce everything "on site"... there are not enough places where you can get all resources.
At the moment I am building my second Space Elevator Phase 4 factory... and it will import plastic, rubber (and quartz?) by train...
@wind spade you only transport raw materials via train?
same can be for final products ๐คทโโ๏ธ
tho those are simpler, just factory (-> train) -> storage
I mean you don't transport some processed stuff (e.g. plastic) from one factory to another one? You would transport Oil instead?
besides the uranium and 1 node of sulfure world max uranium rod made with only moving things 400m
centralising production of intermediate resource sounds weird to me. if I need more, I need to track down the whole chain of factories and upgrade all of them, instead of just building new factory from raw resources, isolated from everything
I started doing it especially for rubber and plastic... you often have factories that need "a little bit" of it, so it doesn't make sense to create a dedicated production for them.
My "standard" plastic/rubber factory produces 540/min... because it allows for an easy design and some clean ratios. But then of course I have to distribute the produced plastic to multiple smaller consumers
for plastic/rubber, I'd probably consider some sort of centralised production, but even there I'd probably prefer to have physically separated setups for each factory
but for most other things I don't really like centralisation
for me its the stuff I like to produce in certain amounts because the ratios feel sane... plastic/rubber... or Aluminium Sheets/Casings... most of the rest is produced (mostly) on site.
I think for Quartz I even ship the raw quartz, because it didn't felt useful to make Quartz Crystals or Silica on site ^^
just added my second plastic factory, so I am now at 1080 plastic/min and 540 rubber/min
i want to run 32 coal generators.
What's the most effecient way to have the water spread over that
4 sets of 3:8 systems
just consider them as 4 groups of 8 generators...
no special stuff necessary... coal can be a single manifold... or balanced across 4 manifolds...
Water... just 3:8 or 1:2 (with underclocking)
i now use 1 extractor for 2 generators. But with the 32 generators i need 1440m3 water. Which means that i need 12 extractors.
3 extrators for 8 gens
what do you mean with 3:8 systems
3 extractors for 8 gens
3 extractors at 100% give enough water for 8 generators at 100%
or (makes piping easier) 1 extractor (at 75%) for 2 generators (at 100%)
both works
doesnโt really make piping easier
but the flowrate of the pipe is 300. and i need 45 per generator. 3 extractors give 120
so i'll have 360 flowrate
two pipes
or a ring-pipe
can i still attach 1 pipe to them?
yes, but it will not work
Something like this.
thats one example of a ring-pipe system
i have to make that every 8 generators.
yeah
how so? itโs just dual injection into a manifold
@oak coral ^
Because the extractor side is also manifolded and the mainline goes full ring.
Not always needed but helps in some situations.
water pipes work differently than belts...
you can visualize the solution from Baldur as a flattened ring, with both the extractors and generators attached to the ring
where you attach them doesn't matter
What is better for future expansion?
That pipe line or what you typed
well aware of the former. never heard it called a ring pipe
if you need a new "ring" for each block of 8, you don't need to expand the existing water pipes... you just build new ones
you shouldn't expand - they're modular systems, build new ones
but the one i typed is simpler and works fine
right
Yes, the one I put is for longer distances between the generators and extractors.
Better to keep them close and then you don't need the ring type.
When the pipes are horizontal i don't have to use pumps right? no matter how long they are
the easiest way I have to visualize the solution is to imagine a circle/ring... and then attach 8 generators and 3 extractors where I want... I can also deform the ring any way I want as long as I don't "rip" it...
headlift is only relating to verticality
normally the extractors are on one side and the generators are on the other one... which makes it easy to add 2 pumps
the best setup is this imo:
G G G G G G G G
+---+-+-+---+-+-+---+-+-+---+
E E E```
conclusion: I don't need pumps when the pipeline is horizontal.?
yes
pumps are only needed when going up - so yes
Cool thanks
not really a โbest wayโ, they all require similar time and effort, and produce the same result
but this one reinforces healthy fluid management habits and is simple to build and hard to mess up
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
What comes after coal power? Oil ?
roughly this:
Biomass > Coal > Fuel > Turbofuel (optional) > Geothermal (optional) > Nuclear > Plutonium (optional)
Gotcha thanks
anything past biomass is optional
ofcourse but it's more efficient to proceed to coal fuel etc if i'm right.
Geothemal is an odd one... you get it very late, its costly to setup, but it doesn't require input resources (except the place to build it)... and it doesn't give you constant power ๐
technically its all optional - but i just did the mainstream/recommended progression
it gives you constant power, just not consistent power
"biofuel only" is a challenge only for people know like the pain ๐
handcrafting only 
not possible unfortunately ๐
in a "handcraft only" game you never get steel...
ok fine, how about this HUB burners only 
hmm... MIGHT be possible... but you need a lot of underclocking to get products with refineries, blenders or manufacturers involved ๐
Everything but phase 4 would be possible.
Or can you underclock particle accelerators enough?
hmm... particle accelerator set to 1%? not sure
could be possible
not sure anyone would have enough time to finish Phase 4
Yeah, nuclear pasta only has 1500MW max consumption, so the 40MW can handle that with underclocks.
yea with 1% isnt it only like 3.4MW
still, not sure a computer will run long enough to complete Phase 4 this way
The article even has numbers, but those might be old.
With 10% clock being still doable, for 20min per pasta, and little under 14 days for 1000.
So lower clock and more time now.
interesting optimizer question... what is the minimal number of items you need to complete the game...
on a DS it could be possible?
im guessing 2
based on no attempt at working it out at all
theoretically you could probably get through to phase 3 in 0 hours - time only needed to physically build
but im assuming that isn't counted in this
Is there a limit of how far i can go vertical with pipes? or is it just a matter of placing more pumps on the lines then?
no limit - if you reach the current headlift height, place another pump to increase it
gotcha
have fun reaching the skybox ๐
hehehe
well technically there is a limit
you can't go past the build limit (1997m iirc)
but otherwise do what you want 
it'd take 109 mk1 pumps to go from the void to the skybox
making the ultimate water tower
anyone have any good ways to split quarts into silica and crystal lines? The numbers are a bit odd at 37.2 and 22.5 respectively
Just overflow it
My method relies on overflow within the same facility.
ahh.
Have the crystal and silica constructors in the same line and have it as one production line.
smart, thats why I asked this chat full of far more INTELLIGENT humans, ty
manifold
how many constructors of each do you guys reccomend for just starting out with quartz and that shit
like 2-3?
If you're going to do oscillators in the future you will need more.
depends on what you need and how much of that ๐คทโโ๏ธ
i gotcha itll just be temporarily then
@cinder viper This is how I set up my quartz, the whole thing has a mixed output that a smart splitter sorts later.
Allow yourself room for expansion and you're good to go.
one node, figure out how the splits match up then match them
use cases for each incoming
My overall pick would be 2 though
depends which one is most useful to you and your plans/factories
there's no "good" or "bad" recipe, just a recipe you don't or do like
1: Useful in early to Midgame when you need a lot of concrete at a high rate.
2: Solid Steel Ingot doubles your steel output iirc.
3: Fused wire is useful late game when you need a ton of wire and have some spare caterium
Greeny, does you calc take into account the full cost for partial buildings in it's materials tab?
it does
it assumes you underclock last machine and calculates accordingly
yeah i've chosen solid steel. Seem'd the most beneficial
Alright, that's what I was wondering
Solid steel is fantastic, the cost is needing to smelt the iron in to ingots before feeding the foundries.
Pure iron + solid steel is phenomenal
it typically is
but obviously if you find an issue, let me know, it's possible it's wrong (noone complained yet lol)
Lol alright, I think I just grabbed one stack to few or something
Why is this shit flactuating? I calculated the coal and water supply perfectly. I even overproduce a bit
Its 25 coal generators
Did you let the system fill?
I have the system running for about 35 hours now
they are all running on 100% as far as I can tell
What is running out? Coal or water?
I kept expanding it until I stopped at 25. So I cant really tell if it counts as letting it fill up
also classic
- don't use buffers
- don't use valves
- feed from above or level
- loop the pipe
- don't exceed pipe limits
- place pumps only if you need headlift
- check numbers
nothing. And thats my question
Then they shouldn't shut off lol
no gen is running out of anything?
yes
Watch the lights and when they turn yellow open the ui
have you checked them all?
I've been standing here for 20 minutes
The water buffer should be completely full and it should have some coal in it
checking every single light
nah. I got rid of all of them
no other gens?
what does your setup look like?
Can I see a screenshot of you plant?
how many extractors per 5 gens?
Oh boy, you're piping that water a long way
5 generators per water and 600 coal per minute
extractors are just behind that setup
did you overclock anything?
we dont talk about my piping...
Oh yeah I see them lol
I didn't remember there was that little puddle there
nope
one extractor can feed 2.666 gens only. If you have 5 extractors, it's 13.3333 gens max
oh ye the water extractors are oc
how much?
to 225
so they can feed exactly 5 I think. I dont remember anymore what I've calculated lol. But it should all be 100% eff and its still falctuating
that should be exactly as you need. Does water reach the top pipe?
they aren't
nono they are, BUT
one sec. I'm fucking stupid. Idk if thats the issue, but lemme send a ss
I forgot that I had these guys down there. They are all overclocked to 250% and the water supply should be working 100%. But I think it's flactuating, because I didnt have mk4 belts to get the correct coal supply and so I wanted to future "proof" until I got mk 4 belts, which I have now...
so I just found the mistake by myself I think
"no other gens on the network"
xD
I forgot lmfao
Because I cut them from the network for most of the time and just recently as emergency supply I put them back in
well thanks for trying to help anyway
whoops wrong channel
any ideas why it's not passing after the 2nd pump? I put it in the snap point
The snap point dont work 100%. You some times has to be a little below it.
k
Are you using a daisy chain mod?
it does appear so
Question, using Satisfactorytools.com - I'm using U6 (exp), how safe is it to use? what kind of bugs/inaccuracies would I need to worry about
its pretty safe - i use beta most of the time which is notoriously buggy but its still fine 99% of the time
thanks!
only things missing are:
- u7 recipes (pretty much none)
- overclocking changes (don't trust power numbers blindly but they won't be as off as they could)
OOOOOOO you can do alt recipes?
yup
||leaked beta pic|| just kidding
since when?
since... all the time lol
i assumed as long as i didn't link it, it was fine
Well ..... I suck
nah, it's fine to show beta stuff, just "linking" should go through "join discord and read stuff before using"
it's not a fight club or anything xD
ok looking at any other alts I can throw in here
just fyi the tool will pick what it thinks is "most resource efficient" based on dark magic math, but you can disable recipes you don't like to "force" the "less efficient" recipes
ohh ok cool
its pretty easy to use once you get the hang of it
although i am running out of space 
those are only the ones on this computer - ive got plenty of tabs on two other ones as well
I just make a new tab every time someone asks here for some math stuff or sends me a "bug report" url to check... I've cleared all the tabs like 3 times already when they get to like 5-6 lines ๐
same 
just save the links to a file xD
why be organised when you can just open a new tab 
I'm hoping I'll be able to solve this issue in new tools. Have a few ideas
because your browser might lose track of everything youv'e saved and you'll cry
that one will also get solved ๐
99% of them i'll never open again 
i use it to help someone here or to quickly crunch some numbers and then ditch it 
only the few i use for my factories are frequented
Probably to conserve power
it shouldn't optimise for power
ooo I never have really explored this tool
are you meaning to do steeled and bolted frame?
yes
why so?
Well I have both alts already
does it give you more?
why not?
This is what the system is saying to do
And yes if I turn off bolted frames it gives more
yea, thats more efficient
I'm gonna guess maximise + ore limit ๐ค
ooooo you have more coal that I can supply right now
limit coal forces bolted yea
exactly
I have a ton of work ahead of me... but I have a feeling I will be very happy that I did this
thanks
I can tell when you were surprised it can do alt recipes
its only the best sf calc
Well this is my new favorite thing ever

Can someone remind me whats its called, the thing where a belt cant really transport 780 items a min when it comes to big long builds?
i forgot its name
that thing was fixed
well, not 100% fixed, but the belt can now carry like 99.99% capacity, so it's not an issue anymore for most people

(it was called b2b bug)
The 780 thing was very well patched, still imperfect but 99% of the time it will actually send 780 now, loads of testing was done for that.
^ belt to belt throughput loss (b2b)
is the wikipage for the problem still up?
I remember I actually cancled a giant build I wanted to because this was an issue
if there was one you should be able to find it - even if its archived or no longer maintained
I don't know if there ever was a page on it though
i don't remember there being one
I had to seriously stress the game out using my oversized save and crash a huge train to get errors out of all but the longest b2b test tracks at the arena.
Once my fps crashed down to just 4 I managed the occasional error even on the welded belt test ๐คฃ
eh, there was always ways to get around it
still was inconvenient at best
non satisfactory ways
so basically unless you really really really really care about 100% and you're not happy with 99.99% (pretty much no visible difference), then you can assume the bug was fixed completely
it was posts like this
like what? You could weld belts or link to merger/splitters, or both
A whole load of tests happened in here #1006573529183027401
I was able to cause thrown objects on welded belts per one of my test tracks, the really long range stuff I put a splitter on a mine and sent two belts to avoid the bug at all.
Oh you buggers have been busy love you
Ever so slightly ๐
pre fix I welded this belt - great throughput. All one piece https://media.discordapp.net/attachments/558721941410807812/1052384920191897640/unknown_62.png
Test repeat destroy, it was the only real way to get data.
Yeah great if it worked for you, but all it takes is one 'accident' and the whole line is gone
I play multiplayer
The 400 wagon train crash really made for edge cases of thrown items and belt errors ๐
I mean if you play MP you're taking your life into your own hands there
is that curve done with a mod?
I did that with a 10km welded belt (it was buggy anyway but still)
that was was just the wan method
that works with belts?
or did you mean the belt curve?
yea the belt 
thanks xD
did you do it in a blueprint tho?
pre-BP
this was way before bps.
All of cobalts stuff is pre bp
except for now that I'm getting back into it ๐
and a BP for that would be pretty useless too, since most curves will be different
Ah, see im not that paitient
Yeah even if I didn't vaguely dislike bps I can't imagine how I'd use them in curves to my liking.
Almost every curve thing I do is bespoke for the situation
My old turbo fuel facility would have tested your patience, that was a 1.2km by 1.4km place built before zoop was a thing, let alone blueprints.
Took me a while to demolish it and move to a new location when the spire coast changes were announced too.
I used area actions for the floors on this? Not quite the same. Was good when I discovered better/cleaner ways to do curves and I could delete all the floors and use AA to put up the improved versions https://media.discordapp.net/attachments/553550313533997057/1056024567614804018/unknown_-_2022-10-16T144310.523.png?width=1241&height=905
But that's a building that will never be built in my world again
I doubt it, i build a rail+3 oil pipes pipeline from the oil islands to the spire coast
yeah running pipes under existing rail is a fav thing of mine too
how the hell? a mod?
which part?
idk it just looks so alien to me
i think some mods were used to avoid rebuilding it all the time but afaik you can make that in vanilla
I cant wait to start again, I wanna see how the blueprint designer is gonna help.
Done the long pipelines myself
I moved the spire oil , all of it, to the dunes via tunnels once they were gathered.
smashing. I only got this to defend myself
So the only part of that that needs a mod is the triangle above the hyper tube. Those are shrunk
Ahh cannon launchers, I use contained cannonways, less effort and proper fast.
I tend to build on a large scale.
:shock:
I'm fine with regular supersonic travel and no effort getting from a to b.
I could never, I love flying too much
Horizontal failure before my cannon testing yard was completed, flying kinda happened.
*moment of realization *
Yeah got smashed through two walls and a land bridge about a quarter mile away.
There is an issue with supersonic travel though, the terrain likes to not load ๐คฃ
I noticed this problem. dont step on it you will flow through it ๐๐๐
I have platforms at each end to reduce that sort of death.
smart man
I tend to build large structures around even the simple things like a stair way leading under the map.
just got an aluminum setup with 240 ingots/minute (assuming everything goes well ofc), what's a good ratio of alclad plating to casing for my first aluminum setup? ill be siphoning off at least 40/min for a preliminary radio control unit factory
I'd say almost all casings unless you have classic battery plans, the few plates are for your mk5 belts.
hmm, 2:1 or 3:1 ingots going to producing casings to sheets?
Even with classic battery I have a 2-1 casing to plate ratio on mine.
id like a fair bit of plates because i always make belt highways instead of trains
Fair enough, you don't need a huge plate output though, just have enough storage to allow it to refill when spamming belts ๐
There are a lot of the recipes that take casings, only a couple for plates, ensure you have the capacity to build belts for days and maybe classic batteries, everything else is casings.
I apologise for my typing, I've been on the vodka.
alright, thanks
pretty sure all of that can be done in vanilla yet. Cobalt may have used Micro Manage to get things into place easier without having to do all the beam tricks, but ... yeah im pretty sure thats all buildable with out it.
I did have to shrink some inverted ramps under the hyper tube. Other then that just vanilla
hard to tell that from the perspective
I tried not making it obvious, but if you know your vanilla obj you can tell you can't get a point like that in such a small space
mmm yeah i can see now the width is too small for that.
has anyone ever calculated the theoretical maximum amount of resources you can get from a node /minute? Beyond having a tier 3 miner with 3 shards, what would the rate be for, say a normal iron node, if all of the space not occupied by the miner was being used by portable miners, and all 127 players were also mining the node by hand?
Obviously a setup like this would be completely impractical under 99% of situations, but i think it would be hilarious to see an absolute wizard at the game doing something like this in order to eek out a tiny bit more production
Limit would be based on how fast the player(s) are in deploying/emptying the portable miners.
No time for hand mining.
i know, but lets assume that the players are bots and are able to mine and do inventory management at the same time
If you can clip the portable miners and have infinite people hand moving stuff? Near infinite I guess
If I got 240 copper comin through some miners, which ratios should I use for cable, wire, & sheets?
As always, depends on your specific needs and changes over time.
im just gonna wing it then
Build production for what you need now, and leave part unused and space for more production.
just build what you need for other factories plus a bit space for storage
flap, just build as much copper wire as you can
the package 3 delivery needs 1.4 million wire assuming the base recipe for auto wiring
no matter your playstyle and what you enjoy about the game, you'll never go wrong with overbuilding wire production
package 4,, oops
its late here, lol
or just build the necessary constant input factory for the automatic wire factory with it... no need to store anything before you build the factory
true but then you'd just need to source copper if your main smelting area isnt near what you wanna build
idk if anything im saying makes sense lol
differnt play styles shrug
yes
but in the end there are LOTS of resources on the map... so finding a new copper source is not that difficult
especially with SCIM or he new U7 radar towers
it becomes important in pasta making in the p4 delivery
but that's a different factory than intro copper
yes, Pasta is fun... my "3 pasta/min" factory (the last one I finished) had 37 Foundries for Copper Alloy ^^
that was LOTS of copper
yeah, that's a build in itself, lol
it was... but the strange thing... it completed the 1000 Pasta long before I could finish the second factory for P4
I am working on the Assembly Director Systems at the moment... "only" need to finish the Supercomputer part (now that I have extended my Plastic production to 1080/min)
how do you get to 1080?
I have a standard design for rubber and plastic factories... 180 oil input, 540 output... so when I ran out of plastic production, I just added a second plastic factory
like 900 is the number i find easy
my design works as this
6 HOR production refineries (or 8 at 75% for a nicer design)
8 D(P)F loops... (or 4 blenders at 120%)
3 Refineries to produce 60 rubber from the polymer resin
3 Refineries to turn the 60 rubber into 60 rubber and 60 plastic
and 2x7 Refineries as 3-staged doublers with recycling... turning 30 into 60 into 120 into 240.
Total output is 2x240 + 60 = 540
300 oil turns into 900 rubber or plastic with the recycle recipes
you can easily build this design with MK1 pipes and MK3 belts... and there are no loops (and no unnecessary merging) in the recycling part
That is the often shown default, but the ratios are horrible for that, or the 600 crude to 1200 one.
the 180 input works well because the output of the Polymer-2-Rubber conversion is a multple of 60...
and I really tried hard not to merge anything (liquid or solid) unnecessarily to keep everything easy to debug and maintain
I don't even need to manifold any solid, so it doesn't need time to balance out
i do the 900 build late game because rubber is something i really need for hmf's and nuclear's demands for concrete
A rare appreciation of Flexible Frames I see
i don't find i need a lot of plastic
but yeah, rubber recipes, i find its always great
the standard supercomputer recipe consumes LOTS of plastic... and so do circuit boards
(unless you want to hurl in quartz)
yeah, you can produce them sans plastic using quartz instead
i use the overbuild of rubber early with coke for circuit boards
set that up with an ad-hoc assembler as you get to the hmf problem
that circuit board recipe alt isn't very efficient
but it uses up the rubber early
yes...
but in my currently playthrough I jumped directly from 2x2 refinery rubber/plastic production (with coke sinking) to 2 of the 540/min. factories mentioned above...
so I never had much coke as a waste product
i like using the steel and aluminum recipe alts
so like my initial petro thing turns HOR into coke, and i turn it later in the game into sorta a gasmask/weapons thing
and fuels steel for HMF's
I think I scrapped my first oil setup the moment the larger factories came up... and never produced any coke after that.
Thats the fun of Satisfactory... small design choices early on can form entire (and valid!) production chains ๐
i've made diffent choices in the early game
it really does sorta change your late game designs
i see how you got to 1080 as 540x2
it wasn't obvious to me, thanks for explaining that
i was assuming you overclocked your oil wells
some of them, not all
all three factories are in the "new part" of the northern coast... lots of oil there
and I only use 3x180=540 of it at the moment
i've never considered the math of keeping them at 100%
I can overclock them when I need more and run out of unused oil wells ^^
still, I hope 1080 plastic/min will be enough until all P4 factories are finished
yeah, i haven't don the plastic calculations if you use that for circuit boards & supercomputers
I think my Assemble Director System factory needs 580/min plastic
(something like this)
no screws involved I think
i think the default computer recipe uses them
the number 52 sticks in my head for that
yes... but I use Caterium Computers in this factory
I even have (I think part of Turbomotor production) a factory with Crystal Computers ๐
i still need to do turbomotors and supercomputers
i have all the autowiring pre-made, but need to build out nuclear to do supercomputers
TFW "tons of screw" just means "some steel beams" 
Do you have a picture of your 540/min factory? Id be interested to see how you are doing it.
will take a few minutes, I am on a different computer right now...
the original was 8 Refineries for the HOR, and directly behind them 8 Refineries for DPF and a packager/unpackager on top of each other... the rest of the factory has only Refineries rotated 90ยฐ be the two...
left side the three Polymer-to-Rubber one, right side three Refineries to turn 60 rubber into 60 rubber and 60 plastic... the rest is just (left and right) 7 refineries for the 30 to 60 to 120 to 240 recycling conversion... (1+2+4 refineries = 7)
fits quite nicely when you get the trick of stacking packager and unpackager on top of each other... each trio (pack/DPF/unpack)has its own belt loop, so no merging/splitting involved
Ahhh, I built mine in a very straight line using blenders.
in my last factory I replaced the 8 DPF loops with 4 blenders (but kept everything else the same)
let me see if I can get a screenshot...
here
Yours is much more well thought out compared to mine haha
its the forth iteration of the same concept I think
designed to have no manifolds, nearly no mixture of liquids and no loops beyond the DPF one
this is a side-view of the DPF-loop
That looks amazing from that viewpoint. Impressive to not have to loop anything as well.
Bottom feed empty canisters back to the refinery right?
Yes, the packager at the bottom gets the empty containers from the left and the full water containers are then delivered below the refinery to the refinery
Hi guys i need help
Unfortunately the dpf loop is to large for a blueprint
I have a factory that make 1560 empty canister per minute
I split it in 2 belt
780 each belt
If i want to transfer them with drone how much per min can drone transfer
Or how much per trip
it depends on how far the trip is
And should i build 2 drone port or 1 is enough
you will probably need 2 i think
you can check the throughput of a double drone one port and double it if needed
Like without test can't be happening?
Oh also if i want to transfer them do i need one extra drone port to feed them battery?
You might even need two done ports on each side
Maybe even more ports and less per belt
You have to test, drones are not that great for mass transit i think
they're good for low throughput - they struggle with high throughput
package alumina solution?
Yeah
you have some interesting logistical choices
most people never package alumina solution
its all at the same location
many people do sloppy alumina > default scrap because that has a 1:1 solution ratio
936 / 120
It's 7.8 packager
instead of transporting it
120 empty canister need per min for one
So it's
7.8 * 120
Um idk what 1:1 ratio mean
you just did 936/120 = 7.8 7.9*120 = 936 you went in a circle
Yeah told you im dead from math i need help ๐ฅฒ๐
sloppy alumina outputs 240 solution/min and default scrap consumes 240 solution/min
Oh i just need to pack it and store some and use some like
I got battery factory made 60 per min
why are you storing alumina solution?
And it's already handle like 6 port
I store everything ๐
i see?
not the smartest idea imo
I know lol
I made mistake hand craft qll6
All till get nueclear now im starting to make factories
Now tell me what to do ๐ฅฒ
thats your descision not mine
and its like 2am and i should be asleep
so probably not the best time to be planning a factory
not your fault
i only have myself to blame for this one
Why
well you didn't make me stay up to a ridiculous hour did you 
I didn't
But your brain did
Oh wait what if i use train to transfer the empty canisters
yup
How to a loop trains
Why do you need a constant input of new containers anyways?
Exactly... Ein the containers in a loop... As short (the loop) as possible
No i mean
How should the train face
I tried before it didn't work
Um can you join my word and help me?
quick question, does anyone know whether i can get some kind of file that has all the recipes written down in detail?
Such as:
recipe: xxx
machine: Manufacturer
input: {20x abc; 15x def; 5x ghi}
output 5 xxx
outputrate: 20
I don't want to use 10 hours of my life writing it all down manually...
If found send it to me
Im still looking on such file
for how long?
I even write like few of theem Excel
1 month
...
CommunityResources/Docs.json
Huh ๐
(or if you want slightly better formatted, I have one in my tools' code)
๐can i have it
warning, 36k lines (formatted for better readability)
https://github.com/greeny/SatisfactoryTools/blob/u6/data/data.json
you're a saviour
does not contain ficsmas stuff
Um
did you scrape it from the calculator page? or from the code itself?
it's generated from the CommunityResources/Docs.json file
but where do you find that path?
The game comes with the list from css itself
in Satisfactory install directory
In your game installation folder
Should i download all .json file?
I just parse it to this file so that the tools I made can read from it (it's slightly easier to read from it than the Docs.json format)
thats practical, but a one-liner imo
.json is intended to be mainly machine readable, so if you want something human-readable, then it's probably not for you
Nah i will make it human readable for myself
jeaa... i'm planning to trim the list down a bit tho, don't need each and every info
But i need to know which one to download
(with some code/script knowledge you can easily make anything out of it)
the one that was linked
this one
Okay thank you
https://github.com/greeny/SatisfactoryTools/blob/u6/data/data.json
(click the "raw" button and then do rightclick -> save as)
@wind spade is the file only formatted or did you add to it as well?
there's a few extra things like slug fields (used for the tools) and a few others
but it's mostly just data from the game
How many empty canister can drone transfer per trip?
you know... stack-size(empty canister) * slots-available(drone) ๐
Is it 100 or 200 for canister?
Can you tell
100
it's better that he tells you where you can find the info, because then you wouldn't have to ask again next time
teach a man to fish or something
yea that's kinda true... btw i've been looking through your tool for a bit (only the github & reddit till now) and it seems amazingly detailed. That's some great work, how long did it take?
Thanks
Yeah but the like i bary can get the message cus im downloading alot of file same time
is it in 8k?
well, hard to estimate.
The tool started when satisfactory released (March 19, 2019) as a simple project for me and my friend to calculate stuff (originally excel, then https://satisfactory.greeny.dev/ - now outdated). Then I shared it here and got some feedback and a lot of feature requests and have been improving it since then. Around Update3, I rewrote the whole code into what is now satisfactory tools. Currently I'm working on another rewrite that would allow me to add tons of new features like user profiles, mod support, etc.
Obviously I didn't work on it those almost 4 years all the time, but it's definitely a few thousand hours sank into making that tool.
damn that's a lot of work... i can only wish you good luck with the rewrite, since that is far outside of my capabilities rn
you spent more time writing that tool than some spend on playing the game
(at least half of that spent just gathering data)
no, not really
I last played in May 2019
wow
but if you don't even play, then why do you make the program?
Oh wait 1 more questions
If i have 780 per min empty canister
How should i know how many stack can fill in drone
(not counting ~30 minutes of testing if the game can run on linux through Proton in 2021)
No
I do want to play, but I like making the tool as well, people have been giving me feature requests and supporting me over the last few years, so I do what I enjoy. I want to do a playthrough of Satisfactory at some point, but right now I don't want to take time from the rewriting (which already is super slow). I'll hopefully play when I "finish" the rewrite
I can help i think
I have knowledge in python
the website is in javascript/typescript/angular, with backend api in PHP
hmm... did you learn coding along the way or were you already programmer before, you said you rewrote it a couple of times but was it because your knowledge increased or because the vision changed?
Oh all worste then other ๐๐ฅฒ
I'm a website developer for last 12 years ๐คทโโ๏ธ
ohhh ok, so it's not a fully local client
wouldn't it be cheaper to offload the calculations to the client?
in the future there will also be user profiles and stuff, so API will need more features
at the time when I did it, I tested several javascript libraries for linear solvers and none of them were fast enough
(also it lags the browser on weaker pcs)
ah since it's in a browser
that surely makes a difference
i was speaking more along the lines of an applet
currently I'm using native C based solver that is running on the server (php just calls it and parses the result)
Can i dm you?
C, the ultimate foe, i lost 40 hours on a single assignment
what for?
Will tell there
first rewrite happened because the first version wasn't supposed to be a long-lasting thing, I just wrote a quick'n'dirty website for calculating production, didn't expect it to get big (so e.g. data was hand-written, tons of stuff were quickly stitched together, etc.)
second rewrite that is happening now is because I didn't really plan forward and there are situations when two different versions exists at the same time (U5 and U6 for example) because of experimental branch, and switching between versions is not ideal, as well as migrating to higher version. So for now the tool has only a single datasource and it can't do multiple datasources, so I have to run two different versions of the tool, each one with one datasource, which isn't ideal. The new planned version will have support for any number of datasources, which will also allow me to support mods and other things like ficsmas.
typescript and php are great, not sure what do you mean ๐คทโโ๏ธ
but now i'm wondering, do you actually need to worry about memory management on the C-side?
the c library isn't made by me, I took existing one
oh that's a way to do it ig
but then that takes out the only thing that i understand (somewhat) about this
i was trying to make a data base with php before for my phone app but i wasnt good at it and i couldn't make it
How does that work actually?
what do you mean by this?
i only know how to do a bit of c
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
look at the diagram above
see the schema above
I know a bit of c as well. The problem here was to do the linear solving calculations reliably ๐ the algorithms are pretty wild
that's basically the same, with the additional connection at the ends
yeah as long as you are delivering water from two points and you don't gove over the 300 limit at any point
G G G G
E-+--+--+--+
E-+ |
E-+--+--+--+
G G G G
actually what kind of calculations need an advanced algorithm?
but how can 300 water fur fill the need of 360 water?
it doesn't, 3 water extractors does 360
the tool uses this https://en.wikipedia.org/wiki/Linear_programming
the pipe line only flows 300
There is capacity for 600 fluid in that system, with two pipes.
and what calculations need those?
but if you have 2 pipes feeding thats effectively 600 throughput
pipes have a max flow rate of 300, but you have essentially two pipes
Without the extra end connection, each leg only handles 4 coal generators, and 1.5 extractors.
And the extra end is just needed in some specific cases if you have long pipes between the extractors and generators.
ah so the pipe's 300 max isn't the same as a conveyorbelt with 60 max
Both are just for the segment.
Not the system
well, basically anything more complex. You have things like loops, self-feeding, etc. Those can't be easily solved by just starting from the product and doing the classic tree shaking
also the tool optimises for lowest resource usage with planned updates for power/space optimisation. Since players can select multiple recipes, the tool needs to know which recipe to use
it is.
it is the same
if 1 pipe can deliver 300 water
how much can 2 pipes deliver?
600 but not over the same pipe right?
is it not the same as connecting 3 mk 1 belts in a merger and having that go to a mk1 output belt?
Where is that system moving more than 180m^3/min over single pipe?
ah so you use that for when a bauxite production feeds itself with water, that makes sense
when changed to conveyors, you're moving 120/min using two conveyors
40 ->-M-->-- 60
|
40 ->-S
|
40 ->-M-->-- 60
well I use it for any calculation
oh ok xD
since the tool always finds the "most resource efficient" way to do stuff
e.g. if you select "iron ingot" and "pure iron ingot" recipes, the tool needs to know which one it should use (or if it needs to use both)
so it's not just the player chooses recipes but the player chooses which recipes are allowed and the tool finds out which way is best
And the Greenys is just the same with the top middle pipe missing.
that's... pretty advanced ngl
is there no maximum amount a pipe can deliver?
yeah. That way you don't get things like byproducts not being used
for the love of god.
yes. 300 for mk1 and 600 mk2
that's why you have multiple pipes
now that's pretty ingenious
i get it now.
Left and right ones do 180/min, for combined 360/min.
So no segment goes over 300.
basically byproducts are the main reason of doing that. Because if each recipe only produced one thing, you could calculate it normally. But if a recipe makes something extra, you can't just go from product to raw ingredients, because you may need to make different decisions because of the byproducts (e.g. not using the most efficient recipe for the final product, because you will have some byproduct that can be useful in different recipe)
so in the picture you shared you have 2x mk1 pipes. Easily can handle 360 water.
In G G G G
E-+--+--+--+
E-+ |
E-+--+--+--+
G G G G
there is also 2 pipes doing the load
you can't just let user pick recipe for each item, because of recipes that have multiple produccts
I understand it now : )
So you can do calculations like this to check that no single belt or pipe segment has to go over their limit.
So even when the total is again 360, no single pipe does more than 90 in that one.
i understand the concept if it now, but the exact application is still out of reach for me
you can check out this thread https://discord.com/channels/370472939054956546/1048004440914927628 if you want to try to understand how it works ๐
yeah that part i pretty much got, i was more talking about the 'slack variables' wikipedia was talking about. And as far as i understand, you simply created a giant matrix with all recipes and if you want a certain amount of womething, you change the value next to it from 0 to the desired amount right?
care to share what the dimension of the matrix is?
indeed
dimension is [number of items] * [number of recipes]
so roughly 150x150
(obviously depends on what the user selects, because unselected recipes don't go there and that may eliminate some items from the list)
but does it need to have all recipes in one row? i thought it'd be smaller since not all recipes have the same io
so not all appear in the same row
well it has 0 in most cells
that makes sense
but idk these details that much, since that's what's managed by the C library
something like elevator parts would only have 2 cells or so after all
well, it has "power", "input 1", "input 2", "output 1", "machine", so at least 5
in the thread I showed simplified version, but in reality it's even a bit more complex
so it takes power into account as well, but i'd guess that has a pretty low weight right? or did you calculate it based on nuclear fuel rod materials to power rate?
since power is, in the end, also a part that needs to be produced
well currently it doesn't weight power at all, it's mostly for future when power optimisation will be a thing
but i'd say that you can simply calculate the most eficient raw mats to MW ratio and add in in front, should work just fine right?
well yeah, but that would assume the player actually uses that kind of power with those recipes
which is not always the case
but otherwise the player would necessarily have to input their power production line
the optimisation would be either resources or power, not both
maybe you can just make a maximum power draw option
such as, optimize as much as possible with the given power
yeah, that and much more is planned
Greeny does your site already have a prioritization for which recipe to use when multiple are selected or does it always calculate for something?
It always had that, picks combination that leads to minimal resource usage
i believe it takes the recipe thatโs most efficient
thats what i thought, i just wasnt sure if you had shortcutted that with some recipe prioritization - ie you know recipe A is more resource effecient than B, so A is always prioritized - instead of actually doing the calculation each time
Recipes aren't more efficient. It compares whole production lines essentially
Also depends on resource weights (those were supposed to be changeable)
And sometimes you can use multiple recipes for same item
what method did you get for picking the recipes so fast? I know the thing i was working was super brute forced and not very effective, but like mine can take 15-20 seconds and you have it optimized to no time at all.
Linear optimisation
Or rather linear programming
Again, thread for more in depth look of how it works https://discord.com/channels/370472939054956546/1048004440914927628
oh very cool. those are the things I wish I dealt with more, but devops doesn't always care about optimizaton like that :p
It's basically optimisation of set of inequalities based on target function
i really want to go back to school and get my CS bachelors and masters... some day
Would it be possible to add a m^2 optimization?
wdym by that?
I've been shuffling alts around to get production from the smallest footprint. The resource and energy efficient alts generally take up more floor space.
problem is you don't know how much space logistics will take
So steel screws, for example, are a godsend for me.
True, but logistics is typically stackable. And clip-able.
machine m2/m3 is definitly possible
That's what I meant, yes.
I went through the wiki to make a list on my spreadsheet, but I'm not sure it's 100% accurate. I also picked a few alts that were almost the best for m^2 but are significantly better in terms of low building count.
the problem with this approach is that you're looking at each item separately, instead of looking at the whole production line
I think the best metric you need for mยฒ is mยฒ/items/min
It's also completely subjective by how much your producing. If you want smallest scale you can just have 1 machine of every item... sure it's slow as hell but it technically works.
@primal flicker did you take into account using alts that remove steps? Like going straight from ore to steel instead of ore to iron to steel? Or removing screws entitely, effectively removing all of those machines?
And what about factoring in recipes thst are not that far off a 1:1 machine ratio. With a bit of creative over/under clocking you can achieve a 1:1 ratio for part a to output b... meaning you might be saving a ton of space even if another recipe takes less machines for part b but many more than the difference for part a
well I assume the optimisation is "lowest space per item/min produced"
I chose to use coke steel for the items/minute/m^2 it makes, and steel alts for iron parts to completely remove iron ingots. Similar with copper alloy ingots, fused wire and quickwire. Copper rotors, quickwire stators, rigour motors.
Do you want maximize production per meter or minimize space per item?
you can only have 127 players on a game
It wouldn't be a continuous rate, there would be pauses for the miners to get emptied, and that would be a pain to do...
that's abstracted away
anyone know a place where I can look up and read on the object limit in satisfactory
2,162,688
other that that there is no info as we know nothing else
theres a bit of vague info i know but literally nothing thats substantial or helpful
just a bit of trivia
Snutt added some information to that page once, so we can assume it is accurate from CSS's pov
Thanks lads, you are stars on my heaven.
The object limit stopped me for a few days until I found the way past it.
2162688 seems such an arbitrary number though doesn't it.
thought it was a binary numbers thing, something something 64s idk im so bad a math
should i
- focus on the most advanced products having pretty numbers to optimize intermediate production, but risk the modularity of my factory
- focus on the primary and intermediate products having pretty numbers so i can easily plan and expand my factory, but only know my capability of producing advanced products after everything else is established
Whichever.
Or neither. I build chains for a single product - a product I plan on storing for use with the build gun- and rarely ship from one factory to another.
i just grab lower grade products from my factory's overflow
by the time i prepare for the most advanced products in a tier i'll have a ton of the previous tier's materials, so i don't worry too much about exclusively producing them
I don't build for massive numbers either though. I am usually producing of any given"Final" item 60/min or less. Tbf this is because I concentrate more on building cool structures and using the machines to add movement and purpose to otherwise empty buildings.
So I produce like 1500 concrete a minute... and like 30 copper sheets lol.
fair
i like to optimize to a limited extent
i barely had more than 30/min rotors and reinforced iron plates last time i hit tier 5
and it was definitely enough to pass objectives at a desirable rate
Apparently five of four hundred train cars defy gravity.
are there any calculators for comparing production chain weighted point efficiency?
you could get the same effect by selecting the final product you want sunk being the points you want?
not really, becaues the point values are generally just about the sum of the point values of the parts used to make it.
yea i missed the part where they always used the best sub recipes to weight the alt recipes
i thought they used the default recipe to weight higher level item alt recipes
which one is meta
is this a good idea?
the numbers are kinda funky, but i plan to just export all excess resources to other places where they are needed
whatever you think might be useful for your next build?
there's no 'meta' recipes
dont need any of them
i dont like steel rotor cuz u cant make rotors and stators with the same items with that
kinda got f'ed on those
turning something rare into something less rare is also not desirable, so id take 2
whatever you think you'll need next then?
are they needed after stage 2 of space elevator?
yes, the items from lower space elevator stages are needed for the higher ones
if you use the default smart wiring recipe you will need 1.4 million wires to make all the space elevator parts
thats ez
its the highest number in the game
id use the alt that makes it so u can make them both from the same materials
are the numbers too weird?
Weird?
I find it odd that you have the rare case where Heavy Flexible Frame recipe would be good and not using it?
probably do sitched plage and wet concrete then?
rubber concrete is great output per limestone but wet is only somewhat less so and water is near free
sure there are times you might want rubber though - I don't know your exact situation
Due to a massive overflow of rubbers I went with adhered plate and still too much rubber.
sure but that's not a super common problem xD
I went nuts processing all of the spire coast and dealt with the consequences later, all the plastic is used but at least 1000 rubber is going to sink.
how much oil did u use from the SC?
All of it, well except the two impures at the far west.
This is the place that processes it all.
not sure if that counts as spire coast
Yeah I grabbed those as well.
Due to a mistake in initial intake, I used default rubber/plastic in the 120 induction refineries, 80 more refineries recycle using fuel made from the HOR for final output, the leftover 1200 fuel goes next door to a 15Gw power station annex.
Cannon experiment! , for science.
time to test it
A big recycled plastic/rubber plant is a test of someone's pipe skills thats for sure
Mine took some major troubleshooting and identifying two broken pipes.
yeah I did a 3000 oil recyc plant. That was a time xD
Spent too much time trying to make a vertical pipe manifold to work
the processing part is all done and works great, my problem rn is feeding the oil into the refineries
are you shipping it by fluid cars or something? That should be the easiest
well, i built all of the refineries and blenders that turn oil into fuel first, then i hooked them up to plastic/power one after another
Vertical, yeah I had issues there. here is my fuel & HOR nightmare during construction, this pipework didn't fly.
as i got to utilizng 80% of them the oil wasnt distributed evenly anymore
im currently trying to figure out why
pipes
ahh ok so you're not sure if the whole thing works yet.
I mean there's the basics
- Did you flood each step of fluid before activating the next?
-Looped?
no weird merges/splits that aren't needed
so i 100% know that if i get enough from the first refineries everything will work out
Do some overhead shots and maybe we can troubleshoot
im currently trying to see if the current version works, i moved from bottom feeding to top feeding
ah yeah bottom feeding is possible but you need to take extra precautions
my aesthetics are ruined ๐ญ
for example
/hj
Problem with mine was all the HOR was connected, and gravity is a thing so the top two floors kept starving the blenders, and that made the rest fold up quite efficiently.
yeah it might be possible to make a smooth functioning vertical pipe manifold but ... I'm not going to throw away hours on it xD
I blew about 8 days before isolating each floor, it was way too problematic.
D'oh!, what went wrong ๐ฆ
ah, nvm. i turned on all the generators and some machines were still idle cuz they were still full with fuel. all green so far
Cool ๐
Check in on it from time to time, just in case though, I found a huge flaw in my turbo fuel facility after more than a month of operation caused by intake issues at the oil>Hor end.
id never do turbofuel... even with normal fuel i havqe so much that i cant place enough fuel gens lol
how did you do it?
lik, what layout did u use
There is always room, I built 888 fuel generators as shown here https://www.youtube.com/watch?v=_rLV_YcVt8s
My current turbofuel facility
1800 oil, 4000 turbofuel, 888 fuel generators
133,200Mw
This is an updated version of the one I once had on the spire coast that I demolished and moved just prior to the start of update 6.
Improvements to the design include swapping the packager loop for blenders to dilute fuel & the removal of the fuel buffers in ...
i know, it would cost me my sanity tho ๐ญ
i have 320 rn
i plan to reduce it to 0 once i get nuclear, 100% rubber and oil
Tbh once the nuclear is up, keep the existing fuel either running or in mothballs, it only takes a recipe change to knock out your reactors.
I'm not saying I don't trust coffee stain or anything, oh wait I am ๐คฃ , I tend to hope for the best but plan for the worst.
id leave them standing anyway
if nuclear gets bricked i could just reconnect the pipes from rubber/oil to power
every section takes/makes exactly 345 so it fits together neatly
Leave them running, and have them also charging a fat array of power stores, it never hurts to have a backup in play even if you have the power disconnected from the grid with one switch that has huge billboards screaming out "this is backup power ~ don't fuck it"
Imho tap a different group of oil.
but i want to tap all oil and turn it all into rubber! i cant go to space for more oil. well maybe in a future update, but then that would need to be converted to rubber and plastic too!
ill just make a giant power storage, if nuclear dies ill use that to restart my oil and then i can use that to restart my nuclear
but since i sitll dont have nuclear, no need to worry
You must have a thing about rubber ๐ , tbh I have far too much spare but I can drone that to another site to recyc to plastic.
well, ill be producing most of the rubber via recycling
If you want huge production though, you want residual > recycled going, that'll produce more than dozens of players could use.
thats what im doing
heavy oil residue to diluted fuel to recycling
ill turn 3450 oil into 9200 rubber/plastic
Easily 2-3x what I produce with my default mistake going in to recycled.
I can fix the error, problem is it will be a huge pain.
how do you recycle?
for the vertical manifold? I tried a dozen different ways. Couldn't get it to work
wdym vertical manifold?
having htge pipe go up and down while branching off and feeding machines along the way. Just not a good idea
sounds complicated
i mean the recycling, what layout did u use?
wtf is that ๐ซข
that was one of the vertical manifold attempts xD
the 2nd picture is the working version
how does it work?