#math-and-meta
1 messages Β· Page 35 of 1
on the right
That I split into pipes for the Blended Diluted fuel (bottom)
And then sent the dilute fuel to the refineries at the back
Since you wind up with 2x the plastic or rubber than you start out with I split the output from each set of refineries into 2 groups.
And based on the outcome I wanted it either got reprocessed into more recycled product or sent out as 'final'
so u use a linear layout?
pretty much
It took a lot of scribbling on a note pad though to work out the logic and lay out
looks great!
It's deleted now xD I hated it
so ur feeding the resin into the recycling?
oof
I did yes π
whats the new setup?
this was the combined 9k plastic rubber and 10k Alum ingot plant
:O
There isn't a new set up yet.
I've moved away from producing hubs that do low tier items like that and now I'm making them on site where they are needed
I learned a lot about piping though and how to do layout that look better for big factories
so not a total loss
so you have an oil pipe to everywhere u need oil products and manufacture on site?
My bauxite refinery is only half of my aluminium production, it only produces 4320 ingots so quite behind cobalts.
Kinda? I plan factory locations so that there's minimal transport
way ahead since mine is demolished xD
Twas yeeted with prejudice
true but like, sometimes ur far away from oil
and some oil is far awazy from other resources
oh sure. I have a couple situations where I'm either going to run pipes under the train line or used packaged oil to move it
Shame, I'd say next save a lot of my stuff would be handled next to its mine then moved though, it would distribute my buildings more widely.
like my new bauxite refinery I'm setting up needs like 980 oil - the oil in the Red forest isn't very far so ... an extra train station for just that would be annoying. So I have pipes under the main rail
makes sense, but i think ill keep with my setup, plopping down a full recycling setup everywhere seems more exhausting than making one big place
my next bauxite + other thing is this. Basically the idea will be that everything that needs alum to be made will be made here
Though that might depend on aesthetics. It is harder to make giant set ups look good
depends how much you care about that though
yes but i personally prefer building osmething once and using it throughout the game over having to do it all over again everywhere
I get that π
plus its the spire coast, not much nearby to directly use it for
I only have an oil pipeline in the spire.
I think my plan with the spire oil is to package and ship it? Not 100% on that yet though. Since it's one of those things where it'll make more plastic/rubber than the raw resources
Drop some images or even a clip, I don't have much idea of what I'm working with.
Oh ow I see the yellow lights π¦
ill try to draw it
Not enought headlift in some section bringing the crude up?
isnt headlift binary?
There is a very small grace a metre or two outside of the max head lift on pumps, if you're in that then you will have flow, but it'll suck.
I had that problem in this vertical space, it was a swine to troubleshoot.
Found the fault?
That might explain the lack of oil.
yes
yes i think thats it. i guess i ripped apart my beautiful bottom feeding setup for nothig
Reload earlier save?
oldest save is like 30 minutes old, too late
Ow damn!
can i change how many autosaves to keep?
Only the frequency iirc, it always keeps a max of 3 then overwrites.
If you use manual saves and overwrite them instead of always creating a new one, you will have more backups.
I keep two manual saves, when I feel the project is good at that point I bring them both to parity.
%LOCALAPPDATA%\FactoryGame\Saved\SaveGames_backup
github
Then copy paste the whole save directory every so often.
Not sure my save file belongs there.
That directory should have lot of manual save backups, if you overwrite them.
And don't create new one each time and delete the old ones.
omg is your factory on The Transition Between Rocky Desert And Northern Forest π₯Ί
I have a plan for a build at that location for space elevator parts, just for the hell of it.
it's so common that a small mistake screws up the whole thing xD
Patches can as well, like when half my bauxite mines didn't work any more because they got disassociated from their nodes in an update (along with the impure uranium)
Because those nodes were completely missing for some time.
And were then recreated with new ID:s.
Still sucked, I prepared for the uranium by saving next to the mine so that got solved instantly, the baux, yeah that wasn't fun.
Yup, just spent ages rewiring my power plant cause u6 broke a ton of cables
Then discovered Refined Power had an update which meant Re piping parts of it xD
At least you didn't black 27 buildings out by cutting a vital wire while digging up a lobby to redesign it π
Just blacked out my world xD
Problem with mods is their ability to bork a save when something changes π¦
imo it's objectively one of the best locations if you want to stay local
i've looked over the map and honestly i can't find anything that compares
Rubber/plastic won't be an issue either, the nearby power station chucks out more than 1000 residue per minute.
oh btw, tunnelrat. i felt like the lack of oil i was experiencing was more than 300 so i went and checked all extractors. look what i found....
Added shards then didn't clock π€¦ββοΈ
yep..
I did something similar with my turbo fuel station, didn't like the orientation of the extractor so I moved it, fast forward several hours and I found three shards in my inventory ..
the pain
It was only the simplicity of the oil feed that let me find the problem, because had I stuffed the thing up inside the refinery building it would have epic sucked.
Too many refineries to hunt through on two floors.
I took most valves out because of the grief they caused me.
no i mean like, just benig able to toggle a pipe
that way you could have one switch room to sequentially start your fuel gens
I'd prefer it if a switch could standby the generators themselves in a group, that way they are primed and don't cough and splutter on startup.
Rebooting my turbofuel facility was a pain because I had to manually turn on 888 generators once I re-primed its loop, had to do it twice because I screwed up the first retrofit.
For mass fuel gen (or any gen) if you just connect the circuit to a tripped circuit, it will automatically trip it, and once you disconnect it will still be tripped and won't start until you reset the breaker
I have it, but it's a bit of a pain to set up.
Cables. Lots of cables and circuit breakers
It's how I set up my Re.T.M.I.N.Wa.F.N. facility
You misunderstood the power down, I manually shut down all 888 generators ON PURPOSE, to re-prime the while thing, then turned them all back on, it was not a trip, it was an 18h long retrofit, I produce four times the power I use, It isn't going to trip.
I don't think you understood me.
When a fuel gen is on a tripped circuit, it still primes, but doesn't produce.
I create an artificial tripped circuit (biomass burners clocked as low as possible hooked up to a constructor) on a separate grid and when I need to prime/reprime generators I disconnect the generators from the world grid, then connect the fuel gens to the tripped grid.
Ahh I get it sorry, I didn't think of building a trip office that way, it would certainly be faster than spending ages and hovering for dozens of kilometres, it would take a wiring design change though because my fuel plant has a very integrated wiring plan to preclude knocking it out.
The killing power sources thing I stumbled across when I managed to blow a grid that had only 18 geothermal generators on it.
Fair enough, I haven't looked at your power facility, but from what it seems like, I completely understand
18 geothermal generators
Wait, what?
Here it is, although before retrofit, the main feed is flawed 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 managed to leave 18 geothermals dark due to hoverpack, connecting the rest of it and a lovely cascade blackout.
I hate cascade blackouts...
I thought it funny that I managed to black out all the geothermals with one hoverpack, and later by extension 7200 power stores due to wiring a blown grid to the rest.
If I have a high input demand for coal but I have the belts fully saturated as well as the machines, will that keep up?
depends if you're providing enough right?
Like, can your belts keep up with the throughput? are your machines asking for more?
Need help here, I need to split a 105 units/min input to 1x 45 units/min- and 1x 60 units/min output.
Manifold
Or have 2 sets of machines. 1 set that makes 105 and 1 set that makes 45
Manifold?
!wikisearch manifold
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion. It is the opposite fill method to the balancer. Due to the mechanisms of Spli...
Oh, I already have manifold used
if you have X number of items on a belt you can just have all the machines use that item on the same manifold and clock them to use the right amounts
I'll look at it
So if you have iron plate machines needing 20 of the ingots and rods needing 30 ingots when you are providing 50 it'll self balance
Your other choice is to just split the source of hte items into sets that make the numbers you need and have belts with the numbers you need from the start
@vapid gorge Why "trivialize"? I see it as an enhancement.
There's still instances in which merging machines is not the easiest way to obtain a certain amount of items/min -> load balancing would still have its places
because it takes no effort then?
And when does an item stop being tagged? when it becomes a stack? how much would the game have ot keep track of maybe thousands of barcoded items
The latter are finer details that I don't think is worth fretting over now, but the effort part is setting up machines that can reliably output that amount. I think it's plenty of effort, considering the dependencies this can imply
should i build a plate+rotor and frame+motor floor, or a plate+frame and rotor+motor floor
the idea is that plates and rotors are secondary, while frames and motors are tertiary
however as you said rotors go directly into motors, while plates go directly into frames
the latter would optimize the purposing and layout of the floors, but would make tiering as i build upwards slightly confusing
I try not to separate stuff by floors
imo it leads to a lot of wasted space where some floors are crammed and some are half empty, just to maintain "consistency"
I just start at the bottom and make lines for one thing until I need another, continuing where there's space left
makes sense
i'm doing a combination of optimizing both types of space
as you can see the far wall is not built yet since my iron nodes are not maxed out yet
i'll keep extending the plate and rod constructors that way until it fully utilizes the iron locally available
the output is taken near to where the input was provided - the rods to the screw floor above which has the same format
i'm not entirely sure how i want assembler and manufacturer floors to look but i want to keep the same spatial optimizations
separating in floors while having one or more open walls allows me to expand horizontally for these products without having to designate or plan out planar areas for each one
The last one makes the most sense
My opinion is th have each floor dedicated to a particular item output, and while you will have some feedback from other levels, that is perfectly fine
it's kind of funky though because like
you get plate > frame > heavy > fused > cube
and rotor (+ stator) > motor > turbo
and stators will be made in a different building
yet i still haven't accounted for computers
i'm not quite sure how i'll organize the higher tier products in the long run
each product has it's own intermediate production, so you can put each factory anywhere you want
true
i like primary products being localized though
Then "just" bring in the input needed to expand production where you have most of the items ready? That way you'd have most of the production in one area
yea
iβm producing copper and basic copper products at the source as well as steel
and then iβll be taking them to the iron facility for things that are not exclusively iron, copper, or steel
has anyone ever tried to make a computer in this game? Not as in the part, but an actual computer made with the tools the game gives you
This isn't pc building simulator though.
people build computers in everything lol
minecraft, DOOM, etc
i'm thinking the input would be an array of switches connected to whatever the logic is, and then the output would be the order of items on a conveyor line, for example
Are there any chains of production that loop back on themselves? Like, item A+ item b = item C + item D = item A, but with a lot more items probably
it's technically possible to do since it's possible to build both and, not and or gates in satisfactory
practically it would be VERY slow computer
all computers built inside of games are extremely slow π€·
i think some in minecraft can take like 2 hours to do a single clock cycle
what in minecraft takes one tick can in satisfactory take a few seconds or even minutes
Im new enough to the game. I have a reliΓΎively efficient starter factory and i want to do a modular factory. I am just wondering if its a good idea to do one factory producing plates and rods and nails bring that back to a central storage area and if another factory needs plates or rods just produce them at that factory or should i split the outputs of one factory and bring it to another. I hope that makes sense.
I personally prefer "one factory that makes X from scratch"
And then just split that and send it where it needs to go?
i think what they mean is every factory is designed for a final product
e.g. if you need an hmf factory you make modular frames at the desired location instead of importing from your frame factory
i understand and like this approach but prefer to have a central multipurpose factory instead
no, then just send it to final storage
Ah ok thats what i was planning on doing but didnt know if it was going to work
I tried a central factory before it just got painful after a while
anything can work if you try hard enough π
except maybe vertical pipe manifolds
i used these things to transport all the oil, they used lots of beams, glass and hand rails. should i tear them down to appease the performance gods?
Up to you, how potent is your pc?
3070 max q and i7 11800h, quite good id say but not crazy
i want to use most of the resources on the map though, so im very paranoid that bad habits now will build up to fuck me over later
Are either of those bottoming out or is your RAM the issue?
My save is ever so slightly over the object limit and I still have so many resources to tap, just build and have fun.
i dont have any issues right now
How much ram btw?
16gb
Ow yeah you won't be exploiting everything with that,
Check my first aluminum setup that is very organised and clean
My save does this,
As ugly as it is
but i use arch linux so i have quite a lot of the 16 available
it works
fair enough
now the true question... how well?
No slot to toss in another SoDimm in the laptop?
pretty well
I meant in end production efficiency rates
i think i can put two more in
guys, when riding a train whats the clearance height so my view is not going through walls please?
so i could double to 32 or if i remvoe the old ones maybe go to 64
i think 160 casing and 240 alclad sheets
per minuite
trains are best suited for an 8x8 path, but you can shrink it to a 6m base and 8m height
Tbh SoDimms aren't expensive and your processor is still reasonable, granted slightly less power than the desktop version but you're not on a potato.
8m, good to know, thanks
What is the average efficiency rate?
okay so it has two spaces for ram
if i know what you mean the percentage is 72%
Not bad
for some reason my aluminum scrap refineries only run when there is like 25 aluma in them
even when they have all the coal they need
does it ever run dry of alumina?
no
and how much alumina does it take per cycle?
actually it does sometimes
well thats why. it has to refill a bit before it starts the process back up
To be honest we'd need to see the setup before being able to diagnose the flaw, kind of like watching this place.
no. It is functional. Efficient would be if your average end process efficiency was above 89%
well it works and thats good enough for my first aluminum factory ive ever made
ok well i added more water and everything seems to be running well
@remote lance this is probably an easier place to talk pipes
is this cannon optimal?
test it and find out xD
Slowing down isn't an issue, just put a tube entrance at the end of the cannon.
I meant whilst in mid air, lol
I way over shot, lol
Oh one of those cannons, yeah I don't use them because control isn't really there.
if u have a jetpack u can reliably go anywhere with them
but i prefer using them as boosters in a normal tube
Cannon flight rocks.
I just don't trust the yeet so I stay with regular supersonic travel.
Jetpack for unknown landings.. and a nice wall. Hoverpack for auto-stoping in known factories
π
Trouble with going supersonic is walls are often insubstantial.
Also why i save before traveling π
Glad I just built a cannonway that innervates the map.
seems fine
Should.
And the dual rails can be foundation width closer without any issues.
And even closer if you take care at turns.
i want to make it my hypertube highway too
so the plan is to put tons of hypertubes in the middle to get everywhere
thats why i left the gap
Check.
I am looking for an idea how to break down the thermal propulsion rockets into more easy to handle chunks... How did you attack this project?
One part at a time.
Hmm
carefully
Seriously. Use a calculator online to get the number of parts needed for each step, and build each one as it's own building. Route the parts out of thete to where they are needed in the same complex. Slowly building up to what you need.
If each part is too big for you to handle at one time, modularity is your friend. Build in banks of 10 or 20 machines at a time
@vast jungle have you taken care of modular engines?
I never built permanent factories for the space elevator parts in phase 1-3... Not enough to produce π
But modular engines should not be difficult
Turbomotor were a pain to automate π
Urgh don't remind me I need to automate more turbomotors when the space elevator is rebult.
I think that might have been an error. All of phase 4 builds on phase 3. I made a note in Concepts (infinite-canvas iOS app) that illustrates the production chain. One sec...
At least they took this bit out a while back after phase4 was done π€£
If you've automated turbo motors, peeling off some motors to feed modular engine automation should be easy enough. It's the cooling system that's your next big hassle
oh wait, that's in turbo motors. nvm. you should be nearly there
i personally use trains for raw or slightly refined material handling, so the "how do I get rubber there" question is a matter of a train schedule
I'll just keep a very small number of the motors aside and drone the rest, I really cba automating that twice.
Guys i wanted to automate computers so i need like 290 plastic what do you think will be the best reginery layout for it? i calculated that i need like 14,5 refinerys for it with the standard recipe maybe somebody of you got an idea xD
Best is relative. What are all the recipes you have for the oil processes (all of them, even if they involve fuel or rubber)
i got all of the alternate recipes ^^
This is how I laid out my computer factory, it also produces super computers & radio control units.
your best bet is to do a HOR-> Diluted Fuel/Residual Rubber -> Recycled Plastic/Rubber loop to maximize your oil
must... resist... sushi...
For low throughput it made the most sense.
ah heavy oil residue
Heavy Oil Residue, the alt that primarily produces HOR and a byproduct of Poly resin
The old way was really bad before sushi!
i will look what i got available at my spot when im at home i think i just got 2 impure oil nodes or something like that xD
all you need for what I mentioned is oil and water
wtf bro xD i need like 100 refinerys xD
only 100? not that bad
XDDD
Oh I am dead serious
in one of my bases, I'm gonna have over 200 refineries just for purification alone, and thats only tapping half of one biome
Moments like this I really have to wonder why people are so opposed to mk2 buildings
bro i will have like the whole map as refinery xDDD
there is this neat thing called Overclocking
if you do that, you have your clockspeeds set way too low
people are not. CSS are
Balance namely. For high end processes there needs to be a challenge
I'm sorry but the idea that setting up 200 refineries is "challenging" is embarrassing, it's just laggy and annoying
Fair
if 200 refineries are laggy, you need better equipment
One argument "for" mk2's would be greater throughput and keeping the object count down, thing is where does the inflation stop, not worth it in the end imho.
If we had mk2s, mk1s would need a nerf imho
Talk about choice being an illusion, no thx on nerfs ..
Yeah exactly, and then mk3s would vmbe the next thing people wanted
Which is why I stated "thing is where does the inflation stop, not worth it in the end imho"
3, it stops at 3, 3 is a great number
People love game design concepts that come in 3s
Radical idea: Mk2:s that double everything, including the building size?
And Mk3 then doubles again to four times the original?
And then by mk15 we can fulfil my dream of turning the whole game map into a refinery
That would be stupid, because two buildings would take up less space...
It would have to be double the size, 4x the cost, triple the speed
is there a way to get clean numbers while making heavy modular frames? ive tried everything but nothing comes out the way i want to.
it's my first time trying to make them and i just need a few to start building trains, manufacturers, etc
what recipe? standard?
theres also alt recipes for the other parts
but in any case: no, not really
heavy frames are just ugly
you could try 12/min but that still gives ugly numbers for steel ingots and also its a HUGE factory
underclocking can give you nice ratios
with pure vanilla recipes heavy frames are always a bit ugly in the low production numbers
It has nothing to do with challenge. It's because what will mk2 offer? Increased output? Automatic faster oc? Which means new buildings and new assets and tons of work for their small team... when OC already covers whatever mk2 would do.
And mk2 would be the obvious immediate choice once unlocked and all the mk1 would stop being used because Underclocking exists. Meaning once unlocked most players would feel they had no choice but to upgrade their entire factory.
And then all those mk1 assets would be unused.
All for something that Overclocking already does
What else could a mk2 building do? Make it more efficient? Use less inputs? That throws off the balance and guess what... alts already exist to do this.
Over clock higher? What's the point.
I'm with you on this. I was just doing a quick example why it's pointless.
And to anyone who thinks you have to have 200 refineries... no. You don't. you think you do, but nothing in this game is saying you have to produce 1000 turbo motors a minute or something ridiculous.
If that's your goal, produce an obscene amount of ppm, then go for it. Have a blast. But understand that the game isn't telling you to do so. In fact it's kinda telling you not to because of how many bldgs that requires.
100%. There are also other design choices that CSS could do rather than just "bigger numbers go zoom". Same thing applies to mk6 belts. Yes I know the mk3 miner output, but there are more options than just bigger numbers. 2 output ports. Cut the amount a node offers by x% and cut all recipes the same so the ratios and balance remain the same but just everything is smaller. Change the mk3 to require water input and have it directly output ingots. Or have it output waste + ore and thr waste can be refined into additional ore thst matches the missing amount.
There are soooooo many other solutions and the knee jerk "gimme bigger numbers" is the most basic one.
how do i perfectly balance Crystal computer??
Carefully.
Do you mean production? If so are you trying to balance output? If so to what? We need more details on what you are trying to do
Crystal comp, made from insulated crystal oscillator and quartz crystal... im having problem with numbers, I cant get the exact numbers on splitters, the only option is directly connecting manufacturers to assemblers but that will probably screw up Oscillator balance
Exact numbers on splitters? Stop chasing cars, embrace the manifold
manifold is boring, splitter in front of every machine, idk I just dont like that
There are cars to chase?
how many do you hope to make?
If you want to balance across belts, you are welcome to do so but you won't find a lot of aid here unfortunately.
Have to figure out the ratio of parts you need and how it can break down then build a splitter network for it
Embrace the mergeback.
"crystal computer" recipe or just the two you mentioned?
Load balancing can work but if you're after exacting numbers then you need to increase production until the math works.
I was hoping 10/min but then I need 10 Oscillators and 26,67 CB/min which is impossible, so the only number I can actually do now is 7.5 or 15 (7.5 Oscillators and 20 CB or for 15 the same x2)
crystal computer alt recipe
since that makes 3/min may i suggest a multiple of 3? say, 9?
it's not 3, is 2.813
i tried all other numbers
assembler in game says 2.813 PCs per minute, website says 2.8125, I believe the assembler tho
ya. I don't see the hard part though, this is a small amount of machinery and many of them round up to multiples of 3, which fits since you don't care for manifolds. So what are you struggling with?
Then run the numbers to find the least common multiple
^^doing that right now, or something similar
well, if machine needs 3/minute and if it gets 2.813/minute that's not 100% efficiency
consider working backwards. Put down final construction, then the thing that feeds that, then the thing that feeds that, till you get to whatever your input materials are. I dunno if you at least have hot & cold running ingots or what
yea in this case I really should go like that, it would make way more sense, but now i'm here, so I have to figure it out
As ever, efficiency needs a very specific definition. The two broad choices are using all of a resource, ie the extractor never stalls, or keeping final production 100% busy. The intermediate stages are never round numbers, and if you care about that, the thing to do is underclock them to fit the scenario.
and as soon as you tack on a new stage, eg super computers, all your prior work is out the window or part of a new efficiency problem, so it's always nice to have slack capacity
key is to always oversupply
/soapbox
the key is to match supply*
"why are my refineries stalling"
a. not enough input
b. too much output
we'll just have to differ on that
that
i mean this is literally the only answers to why something isn't working
other than not connecting it right, not powering it, not configuring the recipes
with pipes there is a whole other class of problems, that I'd describe as flawed construction technique
oversupplying is nice but kinda too easy, just plop down the machines, connect them with belts and voila
flawed use of pipes by the player
well, i have a limited amount of time to play the game, so my playstyle is oriented to saving my time
speaking of....
that is what i meant
fair, how you play is ultimately entirely up to you
true, all youtubers play like that as well
hence, oversupply. ferinstance, i'm short on power so today's session is going to be refinery hell
I will pull apart Stin Archi's most recent savefile to learn some construction techniques once I'm bored. total amazeballs
Stin is nuts, I love his design, we all do probably
done some math and how I'll play in T7 and T8, 7.5 computers it is, I dont think I'll need more than that
cackles in bottomfeeding, pump using, buffered mess
oh splitters
Oh splitters. Both a boon and curse upon my mental well-being
this is correct
Do you have a moment to talk about our lord and savior manifold?
but efficiency π¦
Manifolds are efficient
dont they waste some resources tho
but if I have a manifold wont the constructors at the end of it not get enough resources
No
Manifold works yes
But. I have a strong hatred for it because I want everything working at peak efficiency immediately.
Machines at the front fill, so rest of the resources overflow to the last machines
I donβt want to wait for it to fill
it just takes some time for it to work efficiently, goooooootcha
You can hand-fill it
Depends on what that splitter setup was for
I mean it's just another way to play, I was just recommending manifolds to save you headache from building balancers
This is true. Manifold does save headache
Then hand feed some stacks of material into the machines.
When you're working with over a thousand items per minute, manifolding is your friend
Specifically, 1680
Didn't mean double each dimension.
Meant doubling the volume.
My idea was just to make the width double, do it takes the same space as two previous ones side by side.
that still means "it's equal to two machines or one overclocked"
for no additional gain, that seems like a waste of CSS resources
Yes. Basically only benefit would be uobject count reduction.
Didn't say that is was good usage of time.
Just put out one that didn't change anything in the balance and just lowered uobjects used for same production.
Which was being talked as one of the benefits from faster machines at the time.
And no way should they go for that until possibly after 1.0
if they want to reduce uobject count this way, why not buff mk1s instead
whats the point in terms of gameplay if all machines suddenly produce more? They could just reduce the costs of "non-machine input" processes instead (cost for building, number of parts for research or the space elevator)
MK2 factories don't help people who want to build big factories...
I mean reducing everything is basically the same as "buff machines"
machines suddenly do more in relation to how much they did before
yes... similar to just reducing all production/min and consumption/min numbers in the game by a factor of 2 would solve our belt/pipe problems without changing factories
half everything, add a MK6 belt with 600/min. in Tier 9... done π
aren't belt problems already fixed and pipe problems are more of a people problems?
Things don't work at peak efficiency while you're building it either πΌ just consider the manifolds filling up a part of the building process
think about the "OMG my fully overclocked MK3 pure node miner is useless" problem
by halving the rate the necessary MK6 would be well inside the capabilities of the current engine
main issue would be belt costs... because they cost 1 item/segment, which cannot be easily reduced...
that seems like that person's problem again. there's enough resources on the map
its mostly a people problem... and a problem that there is a combination of available machines/resources/overclocking that is unusable, which is a bad thing from a sandbox game perspective
How long a belt segment can be for 1 resource could be doubled. Keeping the max lenght the same, halving the cost per lenght unless doing 1 item belts now.
@tropic hawk i mathed something out bro i use the heavy oil residue to power 7 fuel generators and i shred the rest of the HOR just to min max the output of the fuel for the generators and it works great thanks for the help bro!
I mean, max OC heavy flexible frame needs 975/min screws and I don't see anyone complaining about that π€·ββοΈ
a funny alternative would be a "belt compressor/uncompressor" building, that can turn every item into a "10 items on a pallet" one... easier for the belts to handle, but adds options for long range belts
390/min???? okay, it seems I never used this recipe.
the number of people complaining on the MK3 miner thing but not the HFF OC suggests people run a lot more into the former problem than the later one π
or that the solution of "build more" doesn't occur to them (which tbh is the case in most "how do I produce more" questions)
or maybe producing the items for a MK4 belt is painful enough that people don't want to include Oil into the input... Oil and Screws!
screws are fine and oil items are basically free given how much you can get out of single node
Screws and Wire are just the first item with 500 stack size... they can be a pain with MK2/MK3 belts and manifolds. But most people get over it at some point
that's why you don't manifold them
I still remember my 1st playthrough... building a LONG manifold from Iron-Wire to a Steel-Rotor line... this thing took ages to balance out π
painful lesson ^^
Quickwire production (and even Copper Alloy) can surprise new players too because of their high output... but thats also a valuable lesson
My pleasure!
guys a general question how you move the ore from the miner to the factory? i have like selfmade pillars all around the world and conceyors everywhere is that the best way to get it done or do you have better solutions?
Belts to underground tunnels.
Depends on the Ore and proximity to manufacture.
lol wtf how did you got it to the udnerground
there are several methods getting under the map... including going over the coast in the South, using the few holes in the map or using trains of hypertubes...
I'm not known as the tunnel rat for nothing π
Wow this is creepy
Works though.
Yes but I mean the music + the way it looks gives very creepy vibes
Some alien being came down from space and sucks all the resources out of the surface to bring them underground into its lair
Could be a horror movie
It is easy to get totally lost in those tunnels.
Needs more signs?
The whole reason for the ongoing retrofit to move all the power cables off the ceiling.
Or that people like to complain without even bothering to view the full picture
I never noticed anyone mentioning they wished they could output all the biomass alien proteins can make :P
Btw, Flexible frame (390 screws/min) and alu scraps (can't recall which one) are the only "relevant" recipes that may be limited by belt speed (the scraps by output)
oh flexible frame
default alu i think
that one does 360/min
Math checks out, so yes
I think CSS should really consider dividing all rates in the game (input/output/transport/build-costs) by 2... and then add a MK6 belt with 600/min π
thatβs too easy (and wouldnβt really help much)
it would at least solve the problems that prevent a MK6 belt with 1200/min at the moment... and it would solve the problems with the pipes too... AND it would not change the balance in the game
We will see once they are ready to roll the next tiers into the game.
how would it fix the belts or pipes?
less items/min - less floating point errors
ah
then itβs a fair idea
people would still transport massive amounts of items and still encounter those errors though
not per belt
would this work as a 2/5 left and 3/5 right splitter?
it would but the numbers were wrong anyway
I think that gets you a 5-7 split. 1/3 of the left track gets cycled back in with a 50% chance to go right. Right?
i need to swap the outputs
yeah
what i thought was create 6 outputs then merge one back
so i would do a 2 split then two 3 splits to get 6
on one of the 3 splits it is needed as it one needs to go back then merge the other 2 lines
on the other it isnt as it'd merge back anyway, that my thoughts
Just use underclocking to balance demand instead of balancing supply.
not really possible
im sending reinforced iron placed to modular frames at 9/min
but im making 15
i dont make them anywhere else so im relying on that to go to storage for things like belts
Just set it up so overflow goes to a container without starving the mod frames.
Easiest with a smart splitter, but doable without.
im not manifolding it
But I think it is time to stop this gas transport via rail test... So I can work on the final system.
Still going strong.
Merge machines that make 9 in total together
@tropic hawk it makes tickets, computers and energy what do you want more XD
Nice job!
thx bro ^^
Nope, the setup made by @hazy dune is correct.
Is splits in 1/2 first, then in sixths.
One of the sixths is merged back making it a 1:5 rather than a 1:6 (or 1:7)
Thought I was right
120 belt, how could I split it 45, 45, 30?
split in 3
Iβm thinking to use splitting 30 belts into 15 and merging them
no wait...
split in 2, then split one of themin 2 again
what dis game about
building funny factories and having headaches
Crunch numbers, get headache, make factory
fair
And please your ficsit bosses
and pet doggos (unless they bring you nuclear waste)
you can also just use single splitter and it will balance itself
For some reason my power grid shut down im not sure what happened, i have 8 coal generators, 120 coal per minute, and 3 water pumps i also didnt build anything what could have happened
OK. I'm going to have to look at that kind of thing in more detail. I've just been manifolding everything so far.
Iβve only every manifolded my output belts which I need to do more often. Never manifolded an input before and probably never will do
He says in his last message! Since this is coming from a truck unloaded that might just work for me so Iβll give it a go
What happens if you split three ways, then put a splitter on the 30 leg to divert 1/3 back to start and merge the other 2/3?
if i split 3 ways i get 3 90 legs
120, split twice > 60each. Split each of those twice > 4 lines of 30. Take one of those and split twice > 3 lines of 30, 2 lines of 15. Merge those two back into a 30 each >2 lines of 45. 1 line of 30
Or... split 3 ways and wait for thr system to balance itself out with half the aggravation and only a tiny but more time. Like serious, if you prefilled and then wander off to something else it will balance and it will be like it never wasnt
No, that's impossible. 90x3 =180. You get 3 lines of 40 from a mk2 belt being split 3 ways.
Which if you just use thar, your line that needs 30 will "backup" and be full. At which point the splitter will skip it, and only output to the other two lines, giving them ~ 60 each. This is more than they need so they will catch up. Then, after 10 mins or so... it's all running smoothly.
No
I say ~60 because as the 30 line needs some it will pull some
90x2=180
You said *3
No
You said 90*3=180
120 to 40/40/40, then split the one you want to be 30 in three; merge two back together, send 1 back to merge upstream from the first split. Wouldn't that give you 45/45/30? You just need a short Mk3 for the recycle flow.
40 split 3 ways is 13.33333333. So no. That will not work if you're trying to do a perfect split.
No mergeback is required hwre
Mergebacks are only required on odd ratios:. 45 45 30 are all multiples of 15, as is 120, and 15 goes into 120 an even number of times (8) so its a pure even split.
Now of you had 100 and you wanted to get 20 out of it somewhere, that's an odd split (1:5) which does require merge backs in order to achieve
I'm solidly mid-game rn, just unlocked adv. steel production, is it worth using all smart splitters in manifolds or no?
in my head, it makes more sense, but I'm not sure
No
alr thanks
and after it's filled it will work the same anyway
The only point smart splitters are useful in a manifold is if you're overproducing for your consumption - and even then you just have one with one port set to overflow
For standard manifolds no, if you're doing sushi however, hell yes!
makes sense
I was slow at responding because well, Vodka!
What's the proper way to set up sushi belting? I have tried it before only for the system to clog up with one of the materials in the line which then caused the overflow to dump everything else.
Everything that goes in must also be able to overflow, in my setup I merge the input overflow with the buildings output and sort it later at the next step in production or the auto-warehouse as shown in the clip here, anything that overflows past this place is sunk at the end.
Hi guys new here and have a question, fuel generators consume 12 fuel/m at base, ive just got into turbo fuel and am confused. how much turbofuel a minute do they consume? is it still 12?
Turbofuel is like 4.5 units per minute?
TF is 4.5 per minute
Thank you, i either missed it on the wiki or its not there
On the fuel gen page
Howdy, back to the game after a break. Current world has most tech. I'm scratching my head at how to do the pipework on 780 bauxite to however much aluminium scrap I can get. Eventually its all getting turned into heatsinks. I've been trying to use the Sloppy Alumina and the Default scrap recipes but its not clicking with me how it should work. Can anyone give me a pointer on how it should breakdown. I'm considering just dumping the excess water into the quartz crystal recipe but there would be an excess and shockingly the nearest limestone would be a headache to bring in
Anyone know what to do with that issue?
you can use a planner tool
the tool doesn't seem to break down the pipework, it just says this much excess water is made and somehow it can proportionally fit back into the initial line of refineries but doesn't explain how
thatβs kinda however you want to do it
just make sure you donβt surpass the cap on pipes
Actual layout doesn't matter much, unless you're trying to recycle the water amid the same machines producing it which is difficult to do without hiccups.
Otherwise just send the waste water on to new machines to use
yeah, recycling is the issue. unless they revamped fluids a lot things are tricky
No, but fluids are not as hard as people think.
The easiest solution is to not mix the waste water with new water. Just have a new set of machines taking only waste water
its easy on a 600 line with default recipes because the math is easy but on 780 line with sloppy not so much
Use more than one pipe line
There is nothing that says you have to have all the lines connected. Nor even all the belts. Nor even filling up the belts.
yeah I know, the issue is the ratios but I can't figure out what amount of underclocking will work
You're overthinking it π
X refineries
Y Waste water per min per refineries
Z water consumed per refinery (no the x set)
(X*Y)/Z will net you some number like #.##
The .## is the percent one machine either needs underclockdd to, over over locked by
So if your calculations come out to say 6.34 machines, then you either need 6 and the last one at 134 or 7 and the last one at 34
If the calculator says how much waste water is being fed back into the system, just devide that by the amount a single machine would consume to figure out how many you need
so in your example, you have this:
well, you're using sloppy, but the same thing applies.
so here, just to be correct:
it says its feeding back 468 m3 water / min.
Sloppy takes 200 water a minute
468/200 = 2.34 - so you need either 3 machines, one UC to 34% or 2 machines, one OCd to 134% - to handle your waste water alone. It should never be fed by water.
I would personally just do 3 machines all at 100% clocking. Sure that last machine will be running on and off, but you never want your waste water to back up.
I think that might work, you end up with a 560 pipe, it gets messy at the second stage though because you produce 900 something alumina so it say moved the load balancing forward to the next stage
I was trying to do that earlier, you end up with x amount in one set of pipes and y in the other set and you have to combine them to hit last intake and then fluids are fluids in satisfactory
but it could work 2 severley underclocked machines
ok think it works,
It looks a horror right now and I will have to sort the load balancing out for the output but it seems to not go idle every so often
Is there a way to turn off underclocking in https://satisfactory-calculator.com/en/planners/production ? Or set custom clocks per building, or per group?
Do you plan to have lots of short trains trying to follow each other closely? If not, then this is probably overkill
More blocks means shorter follow distance
If you need more tightly coupled trains add more. If you don't, you can get away with less
i want lots of trains and i plan to have them all be 5 long (if locomotive is included)
You'll have to build it and tell me the results! I plan to have a short-train network with minimal belts myself.
are bidirectional hypertube boosters possible?
I tried, it didn't work for me, the failed experiment did let me develop the hypervelocity brake though.
Somebody posted one on reddit recently: https://www.reddit.com/r/SatisfactoryGame/comments/zcpucr/while_building_my_railway_network_bridge_and/
i couldnt really get a good look at the design, is it possible to place them any closer than this?
No acceleration though, that's how I learned to develop the brake.
oof
The opposing entrances spill all your speed.
how did the person in the video do it then?
yep doesnt work
hm, this here supposedly works
He had a booster, then gap, then two-directional normal hypertube, then gap, then another booster.
And he smacked into the second end booster in the end.
Not quite as flawed as my attempt but not great.
would u just do two lines then? or is there a way to make bidirectional work
I use two tubes, also evades that stupid against the grain bob you get.
The boosters at each end shoot you over the 2-4m gap to the bi-directional hypertube.
And you stop in the gap at the other end.
single-direction boosters at each end, shooting you into a normal bi-directional hypertube.
Booster> | gap | entrance-hypertube-entrance | gap | <booster
If I don't have ANY fuel alt recipes, is this pretty much what I want to do to keep up production without getting backed up from fuel over-production?
Yes the lower plastic refineries will only get crude if the fuel refineries aren't needing it.
As long as the bump goes over the fuel refinery input port level.
hi guys i need help
just state your problem
yes im uploding photo lol to explain my problem
so i got 3.9 refinery fo aluminum
3 full and one is 90%
3.9 refinery for aluminum Scrab
output water of those is 468 per min
780 water permin needed
for the refinery Aluminum
cuz 468 water output back to refinery
how do iget 780 water perfectly in the pipes
By either splitting the water using refineries into separate sets of fresh water and recycled water using ones.
Or doing black magic.
And when the water usage is that high, doing it by splitting is easier.
is this good way ?
the mk.1 pump pumps the water that come from the outage refinery
sorry i didnt get it how should i do this
18 votes and 6 comments so far on Reddit
is this for 780/ Bauxite?
It is generic ratios, you need to calculate your own implementation.
idk how and what to calculate
I don't have time or energy right now to teach it to you step by step.
Just the normal calculations to make a production line with one step split into two separate blocks.
You need some combined amount of Aluminum Solution produced.
You have certain amount of byproduct recycled water to use.
You calculate how many aluminum solution refineries you can run with that recycled water and put that up and over or underclock one to get everything to match.
And then you see how much more aluminum solution you need and set up that second block with right clock speeds and fresh water feed.
is there a list of every essential part that requires some form of iron
why not pumping
ohh got iy
How would I be able to say anything based on just a pump UI screen shot?
no flow rate
the pips are full
it is pumping correctly - the only problem identifiable through that limited ss is the lack of flowrate
yes look
So you didn't split the water into separate systems
no cuz it wont work
ah i didn't see more info above
and it is now clogged, so the pump won't pump because everything is full.
@left fractal do a vip water junction. Lemme search out a video. Then you produce more water then what is needed, have the refinery output water as vip and feed the other one into it as well
also don't try to load balance pipes
for piping manual
segregated systems are the best
yes
no valves/pumps needed, remove them as they will only cause issues
You keep the total scrap production the same
okay i did remove
You just have 1.8 alumina refineries with fresh water input and 2.2 refineries with recycled water input.
mcgalleon's 
As i said, i just searched it out because soneone needed it
need, have as an option
Very simplified VIP: #screenshots message
But again, the separate water loops would be better in this case.
separate loops ftw
for whiche one should i use that VIP
True that should work as well. I dont really engage that much in pipes, i really hate them. Usually when I do something with water i just overproduce and dont engage with waste water. For example in my copper factory i would need 6 full ml 2 pipes and use 8 instead
you shouldn't, you should separate the water systems
The one that is on the bottom/doesnt have the peak should be your scrap water, the other one your fresh water
You should overproduce your fresh water
the mk .2 pip got a 2 water extractor 600 ml
And again you have some completely weird screenshot that you cut half off.
And no idea why you posted it.
yeah cus i should do that to send them fast
as each s creen shot have like 5MB
and mu internet is s*
How much water does each single full refinery need?
200
120 iirc
Found the numbers
so i got 3.9 refinery fo aluminum
780/200 = 3.9
you need 60% of sloppy refs to run on recycled by-product water, and 40% to run on fresh water
2.34 on recycled and 1.56 on fresh then
im trying just to use all 780 Buxaite
So your going to di the following: you will make one long piece of pipe at exactly the hight of the output from the refineries that loops around your refineries in a U. On the open end of the U where the input lies you will add a full water pump. Then you will connect your outputs to the long piece of the U to the other side
you will still use 780 bauxite
just do this ^ its very simple
Check which aluminum recipes he is using.
He hasn't told.
From there you will also connect each input with the U. Then you go past the first input from the pumps perspective and add the simplified vip junction before the 2. from the pump
Might be default ones.
sloppy + default scrap
Check.
as always
@left fractal correct?
yeh
told ya 
@left fractal just set it up like this
like 60% set one refinery?
That would require 5 refineries though, waste of space and resources. I would advice to use the u with da vip junction
no, have 2.34x refs running on the byproduct water, and 1.56x refs running on fresh water
like this ?
Wait, ill do a skizze
- overclocking is a thing
- space and resources are infinite in this game
- vip is more complex and prone to failure - separate systems are very reliable
i need to remove like allot of drone port and silica factory for this
I personally use VIP:s, but I cannot recommend them for a person who cannot design one themselves.
why?
Trying to cram everything into a megafactory with too small footprint, and not using height?
and in your ss's you have a 1 tile gap - you have plenty of space
@left fractal
Blue is flow direction, black is refineries. Green is waterpump and red is priority junction (the simplified one) with the not fresh water having priority
or just do the same thing, remove the red and overclock far right ref and underclock 2nd right one
i can add here
- overclockign costs power and slugs
- Resources cost time and time is not infinite
- Anything with pipes is unstable, the simplified vip junction from @opaque oak should not be that bad cause its not complicated
those are all kind of nothing points
Even better to put the VIP before all the refineries.
Wouldnt you need a valve between 2 and 3 then? Cause you have to seperate flow directions? Im not that sure if that makes peoblems, but intuition tells me that it would
I mean yeah, that works as well
No valves. Pipes self-balance.
Ok, didnt know that
Ah, he just said the wrong place to cut the pipe
no? why would there be separate flow directions
Would need to be the middle one that is removed to get the separated & clockspeed adjustment.
Not really. You dont have infinite resources cause you have finite time in this game.
One flow direction from the pump and one from the extra water
you have next to infinite resources
1 ref is nothing
It depends on how much you have automized everything. If you have a strong factory for the needed resources youll have enough. If you dont have that large a production it can take time. Also something not to forget in terms of larger factories is the increased time it takes to construct more refineries just cause you ned to constantly get new resources
@left fractal
Yeah, in this case its not much
exactly - literally nothing
I would think that split in the opposite direction would be more power efficient?
In this specific case not. But im also proposing my thing not just for this one situation but also for further situations when he plans to increase his production capacity. Or create new factories etc. This entire production effectivly costs nothing cause its small. Others will cost more
probably slightly, but thats just the concept
Especially when he gets to the nuclear stuff
Only basic difference is the single slug used (with the opposite split)
no, it will almost always be a difference of 1 ref in this case
STILL GOT water not move
yea, i realised that after
Or single extra refinery.
that also works if you have the space and slugs
We don't know what you currently have.
110 power shards
then 2 should be fine to use
nothing just a pipe
use this setup but change the order to 100%|134%|56%|100%
And that will not work as combined system. Because the fresh water will overproduce and prevent the waste water from leaving refineries.
like here but removed the pumps
you need the split system, or the VIP on the fresh water pipe.
and shift the input pipe connections to the left
and valve
that won't change bad pipework
It just removed some completely useless parts.
It didn't fix the actual problem.
i did split it
Then you need to empty the clogged output buffers.
Open each scrap refinery and drag the water to trash.
just flushing the recycled pipe loop should be enough
you might have to do it twice
Yes, that is just another way to get the output buffers to empty state.
but its less tedious
2 ref on full and one on 34%
with any recepie that produces water? On any scale? Its one refinery and one to two extra snails per unit, and depending on the recepie your using you can reach the max size for a unit rather fast (limited by pipes, conveyors etc)
It is either single extra refinery, or 1-2 slugs. Not both.
always 2 in this case i think
in this case either 2 snails or 1 refinery
No, with with the overclock on the recycled side this would need just single slug.
And because the single slug gives 50%, it should probably be always doable with same refinery amount and single slug.
Your method works, im not questioning that. Im just proposing another option that also works and costs less
shards not slugs
its doubled on the scrap ref too
Ok, sorry, meant shards in all cases.
yes. I had faith in you understanding that
Alumina could be shared.
the whole point of this system is the 1:1 ratio
Yes, but you could still put the OC and UC aluminas with balancing connection to two 100% clock scrap refineries.
i disagree on the 'costs less' part, and also think that my example works more reliably
And leave the other two with direct connections 1-1
yes that is true actually, i have done that before
And save the power and shard on the scrap refineries.
guys
i gather the two weird clockspeeds and combine to a 100% ref
its one pipe in a wierd shape against either shard or refinery
id say that one is less then the other
i really lost in that imma dismintall everything and tell me what to do step by step
VIPs are unreliable in my experience, even the creator doesn't advice using them
and the extra 'costs' are insignificant
Arguing on pro's and con's of the two alternative solutions.
And you haven't shown the new piping on the input to alumina refineries side.
And haven't told if you emptied the recycled water side to get it to unclog.
there are always minor losses and things working wierdly or a bit worse then what the maths say
That complete one is a horror, and currently any valves cause VIP to not work in my experience.
the point is the separate loops system is a lot more reliable, simple and avoids these issues
as is the difference in reliability. Wich is wy I already stated both work
The simplified ones seem to work fine, but need more variety.
mine doesnt nees valves
wait a sec, have to switch trains
They don't, but I don't remember if the "original" complete one used valves.
the original used pumps - no valves
assumedly to reset headlift and force flow direction
Yes.
both can work yes, but VIPs are significantly less reliable, so im not sure what you're saying
I mean what percentage are we talking about? Cause I always loose percentages without junctions or anything. Im unsure if you actually loose even more or if you just take the extraordinary object in your chain as the problem instead of the chain as a whole
So you haven't shown the new piping on the input to alumina refineries side.
And have you emptied scrap refinery water buffers to trash or flushed the recycled water piping to get it to unclog.
are we talking about efficiency percentages?
of machines?
Like we asked for you to.
Because if the system is now correct on the alumina refinery input side, the waste water unclogging should get everything working.
yes
as i said i am not denying that they can work, but they can be very unreliable - just because you have a system that uses them and it works does not change that fact
basically how much downtime do you have more due to VIP junctions in comparison to without VIP junctions
that is very case by case
usually 100% downtime since the VIP breaks and the system gridlocks
which is almost impossible in a separated system
ill be home in 30 minutes. Should I build a test for the two specific builds we are talking about, let it run for an hour and then check it?
as i said it is very case by case - working for you =/= working for everyone
Yes, the problem with VIP:s is to get it to work reliably.
Which is why I personally use them because I like them.
But I don't recommend them to others without also the other option.
i agree with baldur on this ^
apart from the using them 
but that is personal preference
Once you get it right, it keeps working, but getting it to work can be pain.
And if you don't know what you are doing, then just trying to copy is a bad idea.
basically: if it works it works, if not use something else
even if it works ive had VIPs fail after hours of functioning properly
That usually shows up quickly if you monitor the output buffers.
Even when the full clog would take long time to form.
which is why i just avoid them now, if i need 1 more ref so be it, its very far from the end of the world
i monitored it for ~1hr, came back ~6hrs later and it was broken
fluids are wierd. My oil plant has small deviations from the mathematically base wich already twice accumulated strong enough to crash the entire plant. its not an issue with vip junctions but with fluids generally
i did
still same
but this was in a more volatile pipe era with fluid void bug and all that
So pic of the water input piping to the alumina refineries.
well ive never had any issues like that
i dismintal everything
what do you mean by small deviations from the mathematically base?
i just put three buffers on the pipes and its stable now
buffers generally will not help
they fall into the same area as valves - do more damage than good
Then you had non-functioning VIP that you hid with the extra buffers evening the imbalance between cycles.
i mean i produce 25 more fuel then needed, all generators ard full, i turn em on, about 50 hours later a quarter of them had no more fuel inside and it all crashed
Flow problems.
i had no vip used
sounds like user error to me, not an inherent pipe problem
just a long pipe
mk2 w/ 600/min?
so guys 780 Buxaite
dont have the exact numbers, gotta check in game, but a bit unfer 600
what best way for sloopy aluminum
As said previously and still:
Option 1: Split water cycles with under/overclocking or extra alumina refinery with underclocking/underclocking. Easier to get working and then just works.
Option 2: VIP junction with combined water cycle. Harder to do, and might cause problems down the line.
I still personally use VIP:s, but they really need more knowledge about how the fluids behave in this game.
whatever you like more. either this one:
or this one:
the numbers, what do they mean
oh thats a % sign, looks like a 1
why do you have 2 machienes? im a bit confuswd
yea
^^ clarification
was reading 1001, 1341, 561, 1001
one for alumina solution, one for scrap
sloppy alumina is the bottom row, default scrap is the top row
And this is also possible.
cant wait to get the aluminum alts so i can make a simpler production chain
the diagram is for the fluid only
ah. Right, thats not the same machiene. Im a bit stupid sometimes
Hmm... wrong percentages on that somewhere.
π probably better
its 390% total - not 400%
Yes, was just checking.
this is the simple production chain 
So fixed
i dont want to constalty have to ship in silica
Tomato. Im really confused. Are there two of you or why do i have two seperate pictures?
I just copied his picture and did edits.
for now i value efficiency in setup time over maximum output
i made one and baldur changed it to save a power shard
No i mean profile pics
π₯²
what about them?
discord glitch - top is my main pfp, bottom is my one for sf disc, it should only display the bottom one on this server
Ok. I love disc. I switched devices and now i was wondering if there are actually two users in this chat

So fresh water feed from the bottom right.
And then the waste water system starts as empty and gets filled by the fresh water to alumina to scrap side.
And then the waste water fed side starts to work.
If the scrap ever clogs, the system will usually break and needs flushing of the waste water side to get running again.
So often you put a smart splitter with overflow to sink on some point so that it cannot do that.
I put it after the ingot production, sending extra ingots to sink if they didn't go onwards.
i actually don't have an overflow sink anymore
i got rid of it, it should be fine hopefully
It is fine as long as the scrap doesn't clog. That was just something to make sure of it. Optional extra to make sure downstream stuff doesn't cause issues.
noo all scrab will be
aluminum Casing
it should never clog, but the next overflow sink is like after it has been processed into cooling systems and stuff
Encased Plutonium Cell then sink it
Yes, same here. If the aluminum casings keep getting used and don't clog, then the aluminum ingots will not clog, and then the scrap will not clog.
yeah im doing this cuz i got like big place full of waste
And single input stages are basically completely reliable.
So a overflow for the casings would be good idea in this case.
Between the casing production and encased plutonium cell production.
Or just no overflow at all.
If you trust the non-fissile uranium will be produced at correct rate at all times.
oh yes like i dont have that much nuclear
only 5 of them
oh yeah lol i dont have mga factory like i did 80% of this save hand craft
MW actually lol
12.5GW = 12500MW
oh yes lol
im at 15, next step is nuclear
dont see the point in going through the efford of making another fuel plant when i could make a nuclear one soon for way more power gain.
im going for another fuel plant
why not
and i want to do completely waste free nuclear from the get-go
i dont realy care about waste. Ill probably just end up deleting it with the save editor
or see if a mod exists that has a better solution than the base game
Just reprocess to Plutonium fuel rods and sink,.
what don't you like about the base game solution?
you either process it to plutonium and sink (waste-free but lower power) or you make plutonium and burn it for more power and some waste
you are not forced to do nuclear either
or do plutonium
you can just store uranium waste
it jsut doesnt feel complete to me, realy hoping for a higher tier solution in 1.0.
sinking valuable resources feels shit, and so does having waste.
about the pipe for water
again, you are not forced to do nuclear. If you do nuclear though, you'll get tons of power, so there's the balancing factor of having to deal with waste
any pump needed?
or i could just delete the waste with an editor :D
you can easily just build big turbofuel plant and call it a day
Just for height differences, like any water pipe.
well there's always a cheat solution, but I'm not talking about that
If the extractors are lower than the refineries.
doesnt feel like a cheat to me, as i said the process does feel unfinished.
more of a "ill delete it untill a better way comes up"
If Phase 5 does bring some further use, then you already have the process up and can just remove the sink.
the process is most likely finished, devs seem to be happy with this
that would be ideal
I don't think that giving use to waste is a good mechanic
waste is supposed to be a nuisance, not a benefit
Meant for the plutonium fuel rods.
they already have use tho π€
either burn them for power or sink them for tons of points
And again, I didn't say if it would be good or bad idea, or ever happening.
Just that if Umbranocturna did set up the reprocessing and sinking, then if later update brough additional step, he would be ready.
Tried to trick him into setting up reprocessing π
Nuclear is in the highest tech tier in the game, and i would want the best tech to have no downsides.
Going from Biomass to coal makes the game easier.
going from coal to fuel makes the game easier
going from fuel to nuclear makes the game harder <--- ?????
Nuclear is optional.
all increases in power generation come with an increase in complexity
its like you work towards that goal to setup the next solution just to have it be more anoying than the current one
And diluted fuel and turbofuel both are much more complex than previous ones.
not to mention having 'the best tech to have no downsides' is just a horrible idea from a game design and balancing standpoint
how is fuel easier than coal?
every new power is step up in complexity in exchange for more power produced
easier as in produces enough power, such that you dont have to worry about consumption
(excluding biomass which is the "tutorial" to show you power of automation)
it can save some time on building more power quickly
nuclear produces WAY more power, so it makes the game easier
honestly you can 'win' the game on coal power
but thats how the rest of the game works, no?
you go from belts to trucks, wich have less of a downside
then you go from trucks to trains, wich dont realy have any downside
its just hard to build enough coal power to cross the 10 gw mark
no. That's not how it works. And both trucks and trains have downsides
more power usage, higher complexity and space usage
trains take a lot of time to build
belts and trucks take longer
belt you just drag and you're done, simple enough
and a lot of power and steel
i can't say that long distance belt runs are simple, lol
they are simpler than trains. you just drag a belt and you're done. Yes, it takes some time, but you don't have to worry about throughput, signalling, platform delays, etc.
simplicity means "less things to think about", not "faster to build"
there's tradeoffs to each tech
indeed
the whole game isn't about "unlock new stuff to replace old stuff", but "unlock new stuff that are useful in different scenarios"
(again, ignoring biomass burners)
it also really depends on your starting location
Iron Plates never go out of fashion ^^
yeah (and later you make them from steel and oil)
grass fields & dune desert, you really kinda need some sorta transport infrastructure
especially the Dune Desert
likewise nuclear isn't strictly better than fuel or coal
