#math-and-meta

1 messages Β· Page 35 of 1

vapid gorge
#

I had a tower of Oil -> HOR

#

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'

rustic patio
#

so u use a linear layout?

vapid gorge
#

pretty much

#

It took a lot of scribbling on a note pad though to work out the logic and lay out

rustic patio
#

looks great!

vapid gorge
#

It's deleted now xD I hated it

rustic patio
#

so ur feeding the resin into the recycling?

rustic patio
vapid gorge
rustic patio
#

whats the new setup?

vapid gorge
#

this was the combined 9k plastic rubber and 10k Alum ingot plant

rustic patio
#

:O

vapid gorge
# rustic patio whats the new setup?

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

rustic patio
#

so you have an oil pipe to everywhere u need oil products and manufacture on site?

cinder silo
#

My bauxite refinery is only half of my aluminium production, it only produces 4320 ingots so quite behind cobalts.

vapid gorge
vapid gorge
#

Twas yeeted with prejudice

rustic patio
#

and some oil is far awazy from other resources

vapid gorge
cinder silo
vapid gorge
rustic patio
#

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

vapid gorge
vapid gorge
#

depends how much you care about that though

rustic patio
#

yes but i personally prefer building osmething once and using it throughout the game over having to do it all over again everywhere

vapid gorge
#

I get that πŸ˜„

rustic patio
#

plus its the spire coast, not much nearby to directly use it for

cinder silo
vapid gorge
#

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

rustic patio
#

NOOOO, it emptied out again 😭

#

@cinder silo can you take a look?

cinder silo
rustic patio
cinder silo
#

Oh ow I see the yellow lights 😦

rustic patio
#

ill try to draw it

opaque oak
#

Not enought headlift in some section bringing the crude up?

rustic patio
#

isnt headlift binary?

cinder silo
#

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.

rustic patio
#

okay ill check my pumps

#

or

#

i have a suspicion

#

LMAO

#

😭

cinder silo
#

Found the fault?

rustic patio
cinder silo
#

That might explain the lack of oil.

rustic patio
#

yes

#

yes i think thats it. i guess i ripped apart my beautiful bottom feeding setup for nothig

opaque oak
#

Reload earlier save?

rustic patio
#

oldest save is like 30 minutes old, too late

cinder silo
#

Ow damn!

rustic patio
#

can i change how many autosaves to keep?

cinder silo
#

Only the frequency iirc, it always keeps a max of 3 then overwrites.

opaque oak
#

If you use manual saves and overwrite them instead of always creating a new one, you will have more backups.

cinder silo
#

I keep two manual saves, when I feel the project is good at that point I bring them both to parity.

opaque oak
#

%LOCALAPPDATA%\FactoryGame\Saved\SaveGames_backup

cinder silo
#

Then copy paste the whole save directory every so often.

cinder silo
opaque oak
#

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.

last saddle
# rustic patio

omg is your factory on The Transition Between Rocky Desert And Northern Forest πŸ₯Ί

cinder silo
vapid gorge
# rustic patio

it's so common that a small mistake screws up the whole thing xD

cinder silo
opaque oak
cinder silo
vapid gorge
#

Then discovered Refined Power had an update which meant Re piping parts of it xD

cinder silo
cinder silo
last saddle
cinder silo
rustic patio
#

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....

cinder silo
#

Added shards then didn't clock πŸ€¦β€β™‚οΈ

rustic patio
#

yep..

cinder silo
#

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 ..

rustic patio
#

the pain

cinder silo
#

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.

rustic patio
#

i hope we get the ability to remote control valves

#

and belts

cinder silo
#

I took most valves out because of the grief they caused me.

rustic patio
#

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

cinder silo
rustic patio
#

ye something like that

#

i just want more control

cinder silo
#

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.

tropic hawk
tropic hawk
rustic patio
#

how?

#

ah nvm

#

smart!

tropic hawk
#

Cables. Lots of cables and circuit breakers

#

It's how I set up my Re.T.M.I.N.Wa.F.N. facility

cinder silo
tropic hawk
cinder silo
#

The killing power sources thing I stumbled across when I managed to blow a grid that had only 18 geothermal generators on it.

tropic hawk
tropic hawk
cinder silo
# tropic hawk Fair enough, I haven't looked at your power facility, but from what it seems lik...

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 ...

β–Ά Play video
cinder silo
cinder silo
#

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.

quiet knoll
#

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?

vapid gorge
#

depends if you're providing enough right?

Like, can your belts keep up with the throughput? are your machines asking for more?

manic fjord
#

Need help here, I need to split a 105 units/min input to 1x 45 units/min- and 1x 60 units/min output.

vapid gorge
#

Or have 2 sets of machines. 1 set that makes 105 and 1 set that makes 45

manic fjord
vapid gorge
#

!wikisearch manifold

shadow prairieBOT
#
Satisfactory Wiki

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...

manic fjord
#

Oh, I already have manifold used

vapid gorge
#

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

vapid gorge
#

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

frosty owl
#

@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

vapid gorge
#

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

frosty owl
#

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

last saddle
#

should i build a plate+rotor and frame+motor floor, or a plate+frame and rotor+motor floor

deft lichen
#

uh, rotor+motor I guess

#

since those are related

last saddle
#

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

deft lichen
#

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

last saddle
#

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

tropic hawk
#

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

last saddle
#

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

wind spade
last saddle
#

true
i like primary products being localized though

frosty owl
#

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

last saddle
#

yea
i’m producing copper and basic copper products at the source as well as steel
and then i’ll be taking them to the iron facility for things that are not exclusively iron, copper, or steel

fierce ruin
#

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

cinder silo
fierce ruin
#

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

wind spade
#

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

fierce ruin
#

all computers built inside of games are extremely slow 🀷

#

i think some in minecraft can take like 2 hours to do a single clock cycle

wind spade
#

what in minecraft takes one tick can in satisfactory take a few seconds or even minutes

vague pawn
#

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.

wind spade
#

I personally prefer "one factory that makes X from scratch"

vague pawn
last saddle
#

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

wind spade
vague pawn
vague pawn
wind spade
#

anything can work if you try hard enough πŸ™‚

vapid gorge
rustic patio
#

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?

cinder silo
#

Up to you, how potent is your pc?

rustic patio
#

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

tropic hawk
cinder silo
#

My save is ever so slightly over the object limit and I still have so many resources to tap, just build and have fun.

rustic patio
#

i dont have any issues right now

cinder silo
#

How much ram btw?

rustic patio
#

16gb

cinder silo
#

Ow yeah you won't be exploiting everything with that,

tropic hawk
#

You are gonna need more

#

are you on PC or Laptop?

rustic patio
#

cant : )

#

laptop

wary pebble
#

Check my first aluminum setup that is very organised and clean

cinder silo
#

My save does this,

wary pebble
rustic patio
wary pebble
#

it works

tropic hawk
#

fair enough

tropic hawk
cinder silo
#

No slot to toss in another SoDimm in the laptop?

wary pebble
tropic hawk
rustic patio
bronze silo
#

guys, when riding a train whats the clearance height so my view is not going through walls please?

rustic patio
#

so i could double to 32 or if i remvoe the old ones maybe go to 64

wary pebble
#

per minuite

tropic hawk
cinder silo
bronze silo
#

8m, good to know, thanks

tropic hawk
wary pebble
#

ill check

rustic patio
#

okay so it has two spaces for ram

wary pebble
tropic hawk
#

Not bad

wary pebble
#

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

tropic hawk
wary pebble
#

no

tropic hawk
#

and how much alumina does it take per cycle?

wary pebble
tropic hawk
wary pebble
#

i see

#

well even with that its still efficient

cinder silo
#

To be honest we'd need to see the setup before being able to diagnose the flaw, kind of like watching this place.

tropic hawk
wary pebble
#

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

vapid gorge
#

@remote lance this is probably an easier place to talk pipes

bronze silo
#

is this cannon optimal?

vapid gorge
#

test it and find out xD

bronze silo
#

I did

#

and learned that it was sooooo hard to slow down, lol

cinder silo
bronze silo
#

I way over shot, lol

cinder silo
rustic patio
#

if u have a jetpack u can reliably go anywhere with them

#

but i prefer using them as boosters in a normal tube

sand epoch
#

Cannon flight rocks.

cinder silo
#

I just don't trust the yeet so I stay with regular supersonic travel.

sand epoch
#

Jetpack for unknown landings.. and a nice wall. Hoverpack for auto-stoping in known factories
πŸ™‚

cinder silo
#

Trouble with going supersonic is walls are often insubstantial.

sand epoch
#

Also why i save before traveling πŸ˜›

cinder silo
#

Glad I just built a cannonway that innervates the map.

rustic patio
#

can someone that knows trains tell me if this owuld work?

fierce cypress
#

seems fine

opaque oak
#

Should.
And the dual rails can be foundation width closer without any issues.
And even closer if you take care at turns.

rustic patio
#

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

opaque oak
#

Check.

vast jungle
#

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?

oblique notch
#

One part at a time.

vast jungle
#

Hmm

frank plover
#

carefully

oblique notch
vapid estuary
#

@vast jungle have you taken care of modular engines?

vast jungle
#

I never built permanent factories for the space elevator parts in phase 1-3... Not enough to produce πŸ˜‰

#

But modular engines should not be difficult

#

Turbomotor were a pain to automate πŸ˜‚

cinder silo
#

Urgh don't remind me I need to automate more turbomotors when the space elevator is rebult.

vapid estuary
#

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...

cinder silo
#

At least they took this bit out a while back after phase4 was done 🀣

vapid estuary
#

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

cinder silo
#

I'll just keep a very small number of the motors aside and drone the rest, I really cba automating that twice.

merry yacht
#

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

tropic hawk
merry yacht
#

i got all of the alternate recipes ^^

cinder silo
tropic hawk
merry yacht
#

HOR? o.O

#

am i dumb

cinder silo
merry yacht
#

ah heavy oil residue

tropic hawk
cinder silo
#

The old way was really bad before sushi!

merry yacht
#

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

tropic hawk
#

all you need for what I mentioned is oil and water

merry yacht
tropic hawk
#

only 100? not that bad

merry yacht
#

XDDD

tropic hawk
#

in one of my bases, I'm gonna have over 200 refineries just for purification alone, and thats only tapping half of one biome

barren elm
#

Moments like this I really have to wonder why people are so opposed to mk2 buildings

merry yacht
tropic hawk
tropic hawk
tropic hawk
barren elm
#

I'm sorry but the idea that setting up 200 refineries is "challenging" is embarrassing, it's just laggy and annoying

barren elm
tropic hawk
cinder silo
#

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.

mystic moon
#

If we had mk2s, mk1s would need a nerf imho

cinder silo
#

Talk about choice being an illusion, no thx on nerfs ..

mystic moon
#

Yeah exactly, and then mk3s would vmbe the next thing people wanted

cinder silo
#

Which is why I stated "thing is where does the inflation stop, not worth it in the end imho"

barren elm
#

3, it stops at 3, 3 is a great number

#

People love game design concepts that come in 3s

opaque oak
#

Radical idea: Mk2:s that double everything, including the building size?

#

And Mk3 then doubles again to four times the original?

barren elm
#

And then by mk15 we can fulfil my dream of turning the whole game map into a refinery

tropic hawk
mystic moon
boreal edge
#

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

oblique hollow
#

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

wind spade
#

underclocking can give you nice ratios

oblique hollow
#

with pure vanilla recipes heavy frames are always a bit ugly in the low production numbers

oblique notch
# tropic hawk Balance namely. For high end processes there needs to be a challenge

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.

tropic hawk
oblique notch
#

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.

oblique notch
# cinder silo Which is why I stated "thing is where does the inflation stop, not worth it in t...

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.

oblique hollow
#

people really love "number go up"

#

thats their inner capitalist / hoarder at work

proven ember
#

how do i perfectly balance Crystal computer??

tropic hawk
tropic hawk
proven ember
#

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

sand epoch
#

Exact numbers on splitters? Stop chasing cars, embrace the manifold

proven ember
#

manifold is boring, splitter in front of every machine, idk I just dont like that

cinder silo
#

There are cars to chase?

vapid estuary
oblique notch
#

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.

vapid estuary
#

"crystal computer" recipe or just the two you mentioned?

cinder silo
#

Load balancing can work but if you're after exacting numbers then you need to increase production until the math works.

proven ember
# vapid estuary how many do you hope to make?

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

vapid estuary
#

since that makes 3/min may i suggest a multiple of 3? say, 9?

proven ember
#

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

vapid estuary
#

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?

tropic hawk
proven ember
#

^^doing that right now, or something similar

proven ember
vapid estuary
#

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

proven ember
#

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

vapid estuary
#

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

snow dove
vapid estuary
snow dove
#

a. not enough input
b. too much output

vapid estuary
#

we'll just have to differ on that

proven ember
snow dove
#

other than not connecting it right, not powering it, not configuring the recipes

vapid estuary
#

with pipes there is a whole other class of problems, that I'd describe as flawed construction technique

proven ember
#

oversupplying is nice but kinda too easy, just plop down the machines, connect them with belts and voila

snow dove
vapid estuary
#

well, i have a limited amount of time to play the game, so my playstyle is oriented to saving my time

#

speaking of....

vapid estuary
snow dove
proven ember
#

true, all youtubers play like that as well

vapid estuary
#

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

proven ember
#

Stin is nuts, I love his design, we all do probably

proven ember
#

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

rustic patio
cinder viper
#

oh splitters

agile pier
#

Oh splitters. Both a boon and curse upon my mental well-being

cinder viper
#

this is correct

wind spade
cinder viper
#

but efficiency 😦

wind spade
#

Manifolds are efficient

cinder viper
#

dont they waste some resources tho

wind spade
#

No

#

The resources are still there

cinder viper
#

but if I have a manifold wont the constructors at the end of it not get enough resources

wind spade
#

No

agile pier
#

Manifold works yes

#

But. I have a strong hatred for it because I want everything working at peak efficiency immediately.

wind spade
#

Machines at the front fill, so rest of the resources overflow to the last machines

agile pier
#

I don’t want to wait for it to fill

cinder viper
#

it just takes some time for it to work efficiently, goooooootcha

wind spade
cinder viper
#

yeha or that

#

well i guess im scrapping this bogus splitter setup or something

agile pier
#

Depends on what that splitter setup was for

cinder viper
#

quartz

wind spade
#

I mean it's just another way to play, I was just recommending manifolds to save you headache from building balancers

agile pier
#

This is true. Manifold does save headache

vapid gorge
fierce ruin
#

Specifically, 1680

opaque oak
wind spade
#

that still means "it's equal to two machines or one overclocked"

#

for no additional gain, that seems like a waste of CSS resources

opaque oak
#

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

wind spade
#

if they want to reduce uobject count this way, why not buff mk1s instead

vast jungle
#

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...

wind spade
#

I mean reducing everything is basically the same as "buff machines"

#

machines suddenly do more in relation to how much they did before

vast jungle
#

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 πŸ˜‰

wind spade
#

aren't belt problems already fixed and pipe problems are more of a people problems?

rustic patio
vast jungle
#

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...

wind spade
#

that seems like that person's problem again. there's enough resources on the map

vast jungle
#

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

opaque oak
#

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.

merry yacht
#

@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!

wind spade
vast jungle
#

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

vast jungle
#

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 πŸ˜‰

wind spade
#

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)

vast jungle
#

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!

wind spade
#

screws are fine and oil items are basically free given how much you can get out of single node

vast jungle
#

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

wind spade
#

that's why you don't manifold them

vast jungle
#

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 πŸ˜„

#

painful lesson ^^

#

Quickwire production (and even Copper Alloy) can surprise new players too because of their high output... but thats also a valuable lesson

merry yacht
#

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?

wind spade
#

build factory where ore is

#

also, trains, drones belts, trucks, ...

cinder silo
#

Depends on the Ore and proximity to manufacture.

merry yacht
#

lol wtf how did you got it to the udnerground

vast jungle
#

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...

cinder silo
#

I'm not known as the tunnel rat for nothing πŸ˜›

rustic patio
cinder silo
rustic patio
#

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

cinder silo
#

It is easy to get totally lost in those tunnels.

opaque oak
#

Needs more signs?

cinder silo
#

The whole reason for the ongoing retrofit to move all the power cables off the ceiling.

frosty owl
oblique hollow
#

HFF?

#

heat fused frame?

frosty owl
#

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)

oblique hollow
#

oh flexible frame

oblique hollow
#

that one does 360/min

frosty owl
#

Math checks out, so yes

vast jungle
#

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 πŸ˜‰

snow dove
fierce cypress
#

πŸ‘†

#

although it is similar to what they plan to do with pipes afaik

vast jungle
#

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

opaque oak
#

We will see once they are ready to roll the next tiers into the game.

snow dove
fierce cypress
snow dove
#

ah

#

then it’s a fair idea

#

people would still transport massive amounts of items and still encounter those errors though

fierce cypress
#

not per belt

hazy dune
#

would this work as a 2/5 left and 3/5 right splitter?

#

it would but the numbers were wrong anyway

primal flicker
#

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?

hazy dune
#

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

primal flicker
#

Just use underclocking to balance demand instead of balancing supply.

hazy dune
#

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

primal flicker
#

Just set it up so overflow goes to a container without starving the mod frames.

#

Easiest with a smart splitter, but doable without.

hazy dune
#

im not manifolding it

opaque oak
#

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.

wind spade
merry yacht
#

@tropic hawk it makes tickets, computers and energy what do you want more XD

merry yacht
frosty owl
hazy dune
#

Thought I was right

hazy dune
#

120 belt, how could I split it 45, 45, 30?

oblique hollow
#

split in 3

hazy dune
#

I’m thinking to use splitting 30 belts into 15 and merging them

oblique hollow
#

no wait...

fluid yacht
#

yo

#

im new here

oblique hollow
#

split in 2, then split one of themin 2 again

fluid yacht
#

what dis game about

oblique hollow
#

building funny factories and having headaches

hazy dune
fluid yacht
#

fair

hazy dune
#

And please your ficsit bosses

oblique hollow
#

and pet doggos (unless they bring you nuclear waste)

wind spade
simple pawn
#

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

primal flicker
hazy dune
hazy dune
primal flicker
oblique notch
#

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

oblique notch
# hazy dune if i split 3 ways i get 3 90 legs

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.

hazy dune
#

No

oblique notch
#

I say ~60 because as the 30 line needs some it will pull some

hazy dune
#

90x2=180

oblique notch
#

... yes

#

And you said split 3 ways

hazy dune
#

You said *3

oblique notch
hazy dune
#

You said 90*3=180

oblique notch
#

Oops lol.

#

OK 270, still more than the 120

hazy dune
#

Yeah

#

40 belt then

primal flicker
#

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.

oblique notch
#

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

rocky glacier
#

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

oblique notch
#

No

wind spade
#

it makes manifolds fill slower

#

but it's not a big difference

rocky glacier
#

alr thanks

wind spade
#

and after it's filled it will work the same anyway

oblique notch
#

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

cinder silo
rocky glacier
#

makes sense

oblique notch
#

Unless your Sushi belting

#

Heh. What taro said

cinder silo
#

I was slow at responding because well, Vodka!

elder cypress
#

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.

cinder silo
shadow cave
#

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?

wispy tiger
#

Turbofuel is like 4.5 units per minute?

shadow cave
#

Thank you, i either missed it on the wiki or its not there

vapid gorge
#

On the fuel gen page

hybrid star
#

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?

hybrid star
#

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

snow dove
#

that’s kinda however you want to do it

#

just make sure you don’t surpass the cap on pipes

oblique notch
#

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

hybrid star
#

yeah, recycling is the issue. unless they revamped fluids a lot things are tricky

oblique notch
#

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

hybrid star
#

its easy on a 600 line with default recipes because the math is easy but on 780 line with sloppy not so much

oblique notch
#

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.

hybrid star
#

yeah I know, the issue is the ratios but I can't figure out what amount of underclocking will work

oblique notch
#

You're overthinking it πŸ™‚

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.

hybrid star
#

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

hybrid star
#

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

pulsar drift
rustic patio
#

BLOCKS

#

is this too much?

pulsar drift
#

Do you plan to have lots of short trains trying to follow each other closely? If not, then this is probably overkill

oblique notch
#

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

rustic patio
pulsar drift
#

You'll have to build it and tell me the results! I plan to have a short-train network with minimal belts myself.

rustic patio
#

are bidirectional hypertube boosters possible?

cinder silo
pulsar drift
rustic patio
#

i couldnt really get a good look at the design, is it possible to place them any closer than this?

cinder silo
rustic patio
#

oof

cinder silo
#

The opposing entrances spill all your speed.

rustic patio
#

how did the person in the video do it then?

#

yep doesnt work

#

hm, this here supposedly works

opaque oak
#

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.

cinder silo
#

Not quite as flawed as my attempt but not great.

rustic patio
#

would u just do two lines then? or is there a way to make bidirectional work

cinder silo
#

I use two tubes, also evades that stupid against the grain bob you get.

opaque oak
#

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

toxic solar
#

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?

opaque oak
#

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.

left fractal
#

hi guys i need help

oblique hollow
#

just state your problem

left fractal
#

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

opaque oak
#

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.

left fractal
#

is this good way ?

#

the mk.1 pump pumps the water that come from the outage refinery

left fractal
opaque oak
#

It is generic ratios, you need to calculate your own implementation.

left fractal
#

idk how and what to calculate

opaque oak
#

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.

last saddle
#

is there a list of every essential part that requires some form of iron

left fractal
#

why not pumping

left fractal
#

now pumping water

opaque oak
#

How would I be able to say anything based on just a pump UI screen shot?

fierce cypress
left fractal
fierce cypress
opaque oak
#

So you didn't split the water into separate systems

left fractal
fierce cypress
#

ah i didn't see more info above

opaque oak
#

and it is now clogged, so the pump won't pump because everything is full.

left fractal
#

like i get 360 from the outwater

#

and 360 can run 1.8

thick plank
#

@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

fierce cypress
#

also don't try to load balance pipes

opaque oak
#

So you run 1 @ 100% and 1 @ 80%

#

from fresh water.

fierce cypress
#

checkpins for piping manual

opaque oak
#

Without mixing the recycled and fresh water.

#

Because you would need a VIP for that.

fierce cypress
#

segregated systems are the best

left fractal
fierce cypress
# left fractal

no valves/pumps needed, remove them as they will only cause issues

left fractal
#

and it will like get 360 buxaite

#

but i have 780 buxaite

fierce cypress
#

so build more

#

are you doing sloppy alu + default scrap?

opaque oak
#

You keep the total scrap production the same

opaque oak
#

You just have 1.8 alumina refineries with fresh water input and 2.2 refineries with recycled water input.

thick plank
#

Ok this is a vip junction

#

Not my design, just making this clear

fierce cypress
#

mcgalleon's simon_smile

thick plank
fierce cypress
#

need, have as an option

opaque oak
#

But again, the separate water loops would be better in this case.

fierce cypress
#

separate loops ftw

left fractal
#

for whiche one should i use that VIP

thick plank
fierce cypress
thick plank
thick plank
#

You should overproduce your fresh water

left fractal
#

the mk .2 pip got a 2 water extractor 600 ml

opaque oak
#

And again you have some completely weird screenshot that you cut half off.

#

And no idea why you posted it.

left fractal
#

as each s creen shot have like 5MB

#

and mu internet is s*

thick plank
fierce cypress
#

120 iirc

thick plank
#

Found the numbers

left fractal
#

so i got 3.9 refinery fo aluminum
780/200 = 3.9

fierce cypress
#

you need 60% of sloppy refs to run on recycled by-product water, and 40% to run on fresh water

fierce cypress
left fractal
#

im trying just to use all 780 Buxaite

thick plank
#

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

fierce cypress
fierce cypress
opaque oak
#

Check which aluminum recipes he is using.
He hasn't told.

thick plank
#

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

opaque oak
#

Might be default ones.

fierce cypress
opaque oak
#

Check.

fierce cypress
#

as always

fierce cypress
left fractal
fierce cypress
#

told ya simon_smile

fierce cypress
left fractal
left fractal
thick plank
fierce cypress
thick plank
fierce cypress
left fractal
opaque oak
#

I personally use VIP:s, but I cannot recommend them for a person who cannot design one themselves.

opaque oak
#

Trying to cram everything into a megafactory with too small footprint, and not using height?

left fractal
#

and not enough space

opaque oak
#

one overclocked

#

1x 100% fresh, 1x 56% fresh, 1x 100% recycled, 1x 134% recycled.

fierce cypress
#

and in your ss's you have a 1 tile gap - you have plenty of space

thick plank
#

@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

fierce cypress
left fractal
#

i can add here

thick plank
fierce cypress
#

those are all kind of nothing points

opaque oak
thick plank
thick plank
opaque oak
#

No valves. Pipes self-balance.

thick plank
opaque oak
#

Ah, he just said the wrong place to cut the pipe

fierce cypress
opaque oak
#

Would need to be the middle one that is removed to get the separated & clockspeed adjustment.

thick plank
thick plank
fierce cypress
#

1 ref is nothing

thick plank
# fierce cypress you have next to infinite resources

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

fierce cypress
#

@left fractal

thick plank
fierce cypress
opaque oak
#

I would think that split in the opposite direction would be more power efficient?

thick plank
# fierce cypress exactly - literally nothing

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

fierce cypress
#

probably slightly, but thats just the concept

thick plank
#

Especially when he gets to the nuclear stuff

opaque oak
#

Only basic difference is the single slug used (with the opposite split)

fierce cypress
left fractal
#

STILL GOT water not move

fierce cypress
opaque oak
#

Or single extra refinery.

fierce cypress
#

that also works if you have the space and slugs

opaque oak
left fractal
fierce cypress
#

then 2 should be fine to use

left fractal
fierce cypress
opaque oak
left fractal
opaque oak
#

you need the split system, or the VIP on the fresh water pipe.

fierce cypress
left fractal
#

and valve

fierce cypress
#

that won't change bad pipework

opaque oak
#

It just removed some completely useless parts.
It didn't fix the actual problem.

left fractal
opaque oak
#

Then you need to empty the clogged output buffers.
Open each scrap refinery and drag the water to trash.

fierce cypress
#

just flushing the recycled pipe loop should be enough

#

you might have to do it twice

opaque oak
#

Yes, that is just another way to get the output buffers to empty state.

fierce cypress
#

but its less tedious

left fractal
#

2 ref on full and one on 34%

thick plank
opaque oak
fierce cypress
#

always 2 in this case i think

thick plank
opaque oak
#

And because the single slug gives 50%, it should probably be always doable with same refinery amount and single slug.

thick plank
#

Your method works, im not questioning that. Im just proposing another option that also works and costs less

fierce cypress
fierce cypress
opaque oak
#

Ok, sorry, meant shards in all cases.

thick plank
opaque oak
fierce cypress
opaque oak
#

Yes, but you could still put the OC and UC aluminas with balancing connection to two 100% clock scrap refineries.

fierce cypress
opaque oak
#

And leave the other two with direct connections 1-1

fierce cypress
opaque oak
#

And save the power and shard on the scrap refineries.

left fractal
#

guys

fierce cypress
#

i gather the two weird clockspeeds and combine to a 100% ref

thick plank
#

id say that one is less then the other

left fractal
#

i really lost in that imma dismintall everything and tell me what to do step by step

fierce cypress
#

and the extra 'costs' are insignificant

opaque oak
#

And haven't told if you emptied the recycled water side to get it to unclog.

thick plank
opaque oak
fierce cypress
thick plank
opaque oak
#

The simplified ones seem to work fine, but need more variety.

thick plank
opaque oak
#

They don't, but I don't remember if the "original" complete one used valves.

fierce cypress
#

the original used pumps - no valves

#

assumedly to reset headlift and force flow direction

opaque oak
#

Yes.

fierce cypress
thick plank
opaque oak
fierce cypress
#

of machines?

opaque oak
#

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.

fierce cypress
# thick plank 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

thick plank
#

basically how much downtime do you have more due to VIP junctions in comparison to without VIP junctions

fierce cypress
#

usually 100% downtime since the VIP breaks and the system gridlocks

#

which is almost impossible in a separated system

thick plank
fierce cypress
opaque oak
#

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.

fierce cypress
#

i agree with baldur on this ^

#

apart from the using them simon_smile

#

but that is personal preference

opaque oak
#

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.

thick plank
#

basically: if it works it works, if not use something else

fierce cypress
#

even if it works ive had VIPs fail after hours of functioning properly

opaque oak
#

That usually shows up quickly if you monitor the output buffers.
Even when the full clog would take long time to form.

fierce cypress
fierce cypress
thick plank
#

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

fierce cypress
#

but this was in a more volatile pipe era with fluid void bug and all that

opaque oak
fierce cypress
left fractal
fierce cypress
#

what do you mean by small deviations from the mathematically base?

thick plank
fierce cypress
#

buffers generally will not help

#

they fall into the same area as valves - do more damage than good

opaque oak
thick plank
opaque oak
#

Flow problems.

fierce cypress
thick plank
#

just a long pipe

fierce cypress
#

mk2 w/ 600/min?

left fractal
#

so guys 780 Buxaite

thick plank
left fractal
#

what best way for sloopy aluminum

opaque oak
#

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.

thick plank
fierce cypress
#

@left fractal

#

here, updated version

#

manifold the baux along the front 4

heavy gust
#

the numbers, what do they mean

fierce cypress
#

100%|134%|56%|100%

heavy gust
#

oh thats a % sign, looks like a 1

thick plank
fierce cypress
heavy gust
#

was reading 1001, 1341, 561, 1001

fierce cypress
#

sloppy alumina is the bottom row, default scrap is the top row

opaque oak
#

And this is also possible.

heavy gust
#

cant wait to get the aluminum alts so i can make a simpler production chain

fierce cypress
#

the diagram is for the fluid only

thick plank
opaque oak
#

Hmm... wrong percentages on that somewhere.

fierce cypress
fierce cypress
opaque oak
#

Yes, was just checking.

fierce cypress
opaque oak
#

So fixed

heavy gust
thick plank
#

Tomato. Im really confused. Are there two of you or why do i have two seperate pictures?

opaque oak
heavy gust
#

for now i value efficiency in setup time over maximum output

fierce cypress
thick plank
left fractal
fierce cypress
#

what about them?

thick plank
#

This confuses me

fierce cypress
# thick plank

discord glitch - top is my main pfp, bottom is my one for sf disc, it should only display the bottom one on this server

thick plank
#

Ok. I love disc. I switched devices and now i was wondering if there are actually two users in this chat

fierce cypress
opaque oak
#

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.

fierce cypress
#

i actually don't have an overflow sink anymore

#

i got rid of it, it should be fine hopefully

opaque oak
#

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.

left fractal
#

aluminum Casing

fierce cypress
left fractal
#

Encased Plutonium Cell then sink it

opaque oak
#

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.

left fractal
#

yeah im doing this cuz i got like big place full of waste

opaque oak
#

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.

left fractal
#

only 5 of them

fierce cypress
#

nuclear at 12.5GW? simon_smile wow

#

im double that and nowhere near nuke

left fractal
#

oh yeah lol i dont have mga factory like i did 80% of this save hand craft

left fractal
fierce cypress
#

12.5GW = 12500MW

left fractal
#

oh yes lol

heavy gust
#

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.

fierce cypress
#

im going for another fuel plant

#

why not

#

and i want to do completely waste free nuclear from the get-go

heavy gust
#

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

opaque oak
#

Just reprocess to Plutonium fuel rods and sink,.

heavy gust
#

i dont like that process

#

dont want to do it

wind spade
#

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

opaque oak
#

And yes, there are some mods that allow other options.

#

More or less cheaty ways.

heavy gust
#

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.

left fractal
wind spade
left fractal
#

any pump needed?

heavy gust
#

or i could just delete the waste with an editor :D

wind spade
#

you can easily just build big turbofuel plant and call it a day

opaque oak
wind spade
opaque oak
#

If the extractors are lower than the refineries.

heavy gust
#

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"

opaque oak
wind spade
#

the process is most likely finished, devs seem to be happy with this

wind spade
#

I don't think that giving use to waste is a good mechanic

#

waste is supposed to be a nuisance, not a benefit

opaque oak
wind spade
#

they already have use tho πŸ€”

#

either burn them for power or sink them for tons of points

opaque oak
#

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 πŸ˜‰

heavy gust
#

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 <--- ?????

opaque oak
#

Nuclear is optional.

fierce cypress
#

all increases in power generation come with an increase in complexity

heavy gust
#

its like you work towards that goal to setup the next solution just to have it be more anoying than the current one

opaque oak
#

And diluted fuel and turbofuel both are much more complex than previous ones.

fierce cypress
#

not to mention having 'the best tech to have no downsides' is just a horrible idea from a game design and balancing standpoint

wind spade
#

every new power is step up in complexity in exchange for more power produced

heavy gust
wind spade
#

(excluding biomass which is the "tutorial" to show you power of automation)

prisma kraken
#

it can save some time on building more power quickly

wind spade
prisma kraken
#

honestly you can 'win' the game on coal power

heavy gust
#

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

prisma kraken
#

its just hard to build enough coal power to cross the 10 gw mark

wind spade
heavy gust
#

whats the downside with trains

#

cheap to build and high throughput

wind spade
#

more power usage, higher complexity and space usage

prisma kraken
#

trains take a lot of time to build

heavy gust
#

belts and trucks take longer

wind spade
#

belt you just drag and you're done, simple enough

prisma kraken
#

and a lot of power and steel

wind spade
#

115 MW per train + 50 MW per station and platform

#

vs 0 MW per belt

prisma kraken
#

i can't say that long distance belt runs are simple, lol

heavy gust
#

try running a 9 belt highway for multiple kilometers

#

trains are simple

wind spade
#

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"

prisma kraken
#

there's tradeoffs to each tech

wind spade
#

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)

heavy gust
#

gues im playing wrong jacesus

#

i just demolish the old solutions and replace them

prisma kraken
#

it also really depends on your starting location

vast jungle
#

Iron Plates never go out of fashion ^^

wind spade
#

yeah (and later you make them from steel and oil)

prisma kraken
#

grass fields & dune desert, you really kinda need some sorta transport infrastructure

vast jungle
#

especially the Dune Desert

prisma kraken
#

likewise nuclear isn't strictly better than fuel or coal