#math-and-meta
1 messages Β· Page 37 of 1
@austere wadi example:
all the red signals need to be of same type, as they point into same block (the green one)
I feel like thats what Im doing
I have that without the extra line going up and down
Still saying conflicting entry signal types
On the exit block
The entry blocks are good though
maybe the next block on the right has such issue?
also heavily recommend to not put signals on two-way rail
Isn't signaling needed to avoid collisions?
Yes it all loops
then don't put signals in there
otherwise you can get what's called "kissing trains"
two trains going each from one direction, stopping on a signal because the other one blocks their path
that's why you don't put signals on two-way rails
How do you stop collisions then?
ideally - make one-way tracks only (dual track setup)
if you don't want to do that - put the signals on the place where it becomes two way track, e.g. like this
Okay, just tried that picture and it failed. Lol
failed how?
Path cannot contain stations
Because you aren't supposed to use path signals on that.
And you need a block before the station.
If previous junction has a path for some reason.
Okay its partially fixed now.
Now just the two blue blocks in the picture say block had no exit signal
I need to watch that youtube video again...
Seems all counter intuitive. I'll try again tomorrow.
Blocks say that if there isn't any further signals along the route because it is still under construction.
So that one can be just ignored until the system is done.
So having opens in the track screws with the signalling?
Just past the last signal in that direction.
So not really.
The last signal will show that error of no exit, but that is correct, because there is no exit yet and no train will ever try to head there.
So it doesn't matter.
You cannot have a block of rails between signals when you only have single signal and stub of rail π
I am trying to downsize my "Standard" Rubber/Plastic factory to make it easier to scale... anyone interested to see if I made a major mistake?
Standard Rubber/Plastic Factory recipe
- Produce 120 HOR (and 60 Polymer Resin)
3 Refineries (HOR 300%) - Produce 240 Fuel from 120 HOR
4 DPF-Loops (400%) or 2/3 Blenders (240%) - Produce 30 Rubber from 60 Polymer Resin
1-2 Refineries (Residual Rubber 150%) - Produce 30 Rubber and 30 Plastic from 30 Rubber (see below)
Keep the desired output, feed the other output into step 5 - Increase Number of Rubber (or Plastic) by 8
1+2+4 Refineries (Recycling, each 100%)
Result: 270 Rubber or 270 Plastic
30 Rubber (and 30 Fuel) into 30 Rubber and 30 Plastic
20 Rubber => 40 Plastic (Recycled Plastic 66%)
10 Plastic => 20 Rubber (Recycled Rubber 33%)
assuming 90 oil input?
you should be able to get 3x the amount of rubber OR plastic, of the oil input, but not both
its not that this factory produces both... it produces one or the other, with the same layout... just need to switch the belts between step 4 and 5 and change the recipe order in step 5
so its 90 Oil to 270 Rubber... or 90 Oil to 270 Plastic
I am also looking into blueprinting the more complicated parts of it, to make it easier to setup in later playthroughs. just have to remember to downscale the BP belts to MK3 and the pipes to MK1 π
Hello, I have made this script which calculates the number of water extractors and coal generators in relation to the number of veins used and the rarity of each third of miners.
I would like to know why it doesn't care about the tier of the miners?
Edit: Removed bunch of nonsense.
Ah, you forget to save the miner level calculation back into the variable.
"coal_input * 2" -> "coal_input = coal_input * 2"
Same for overclock
thank'''s bro you are insane
Why have the quickwire travel around when you can have the ECRs themselves do some crazy tour 
||BTW, ECR can make for some neat sushi if you design the setup so it outputs ECR inputting ingots (Steel, Iron, Copper, Caterium) π||
https://youtu.be/OWglNWMigIQ
This video shows the long journey ECRs make inside my SFR factory. Cuts and speed changes are applied to keep the beltwork in focus and try having ECRs passing by on the belts.
From production, 2 of the ECRs Assemblers feed the Uranium Fuel Rods Manufacturers while 1 of them sends their output to Floor 3 to be merged with the items needed by th...
Moon, do you know if there's a way to see all doggo locations?
since U7, i've gotten much less imaginative though and prefer the express train...
front
back
U5 map (i can't find higher res
)
Thanks!!!
btw, they never updated the desert plateau to show all the water pools there
Thank you. I just realized I had all the belts "already laid out", so I went a little extra with where I sent them. It was just a matter of adding more rules to prog splitters rather than modifying beltwork
But if you look behind the ECR assemblers you can see the entirety of the "sushi production" I mentioned earlier. Input a single MK4 (iirc, can't recall all the throughout exactly atm) of ingots and get your ECRs out
i use sushi belts all over the place, but yours are something else
I did try to push it to the limits for... Showoff purposes there 
hey, if you're going to do something go all the way π
lol
not the right channel
So close but so far with the text...
light oil is T9 content
@broken stream but ai stuff goes in #off-topic-media as per rules
If it's not me it's someone else
@final jetty What prompts are you using to get these results? Are you feeding it recipe information?
I've got an independent project going which is working on a similar concept on a larger scale
(i.e. AI-driven recipe analysis for every fully automatable recipe in the game)
If you'd like to discuss I've got a thread going in
It's hit or miss, like with asking for programing code you need to do a little debugging. But basically try to ask it component questions or direct it to be more specific or simplify.
Every factory has some divergent any efficiencies or overefficiencies and it seems to understand that so it's sometimes struggles to give you very precise numbers or examples.
Well this much I understand which is why I launched the project, but my question is what game data information are you feeding it in order for it to make any analysis for your questions
I think it's just a text prompt, no data
The less data you provide it, the more imagining it will do
also, hardly an analysis
Simple stuff, like in the sample you referenced my exact question was "How many tier two iron miners do I need to be able to produce ten reinforced plates per minute?"
Yes but it's interesting nonetheless, I am unaware of anyone else using ChatGPT for doing calculations for the game
You were expecting it to know what the production rates are without telling it what game you're playing or something?
it's not a calculation tho
it's just "how to make" and like 50% of it is wrong anyway
That's because there was hardly any data given to it specific to the game, it's just imagining a response
No, I first asked it if it knows what the game Satisfactory is. It can interpret conversation context.
Yes I know, but it has limited knowledge about game data
and if it did, it would be outdated
Basically the data it has is from 2021 IIRC newest.
This is true, and it tells you that it's data is limited to mostly up to 2021
Yes but it is unlikely that it can answer game specific questions as it's unknown whether the Satisfactory wiki was part of its training data
The project I'm working on would involve training ChatGPT by giving it the relevant information ahead of asking it questions
Again it understands conversation context, so if you give it the information it needs, it should be able to extrapolate.
Worth a shot anyway.
Yes I am aware of how it works, but it would be unlikely to be very useful with casual conversational questions before feeding it accurate game data
you're relying on it understanding how the game works, and it can lie very convincingly
We could assume that. Or you could just try it and see.
I am not sure what you're trying to convince me of. I've already experimented, there's nothing further I can learn by attempting to ask it to explain how Satisfactory works without me feeding game data to it
That was the first thing I tried before I started this project
I'm not trying to convince you of anything. And I am now quite lost as to what you're getting at.
Well this is embarrassing, I apologize for misinterpreting you
πΏ
You can put the popcorn away
no, I like popcorn
No worries.
I am still fascinated by your use of AI and the faith you have in its effectiveness, I like that and it's exactly the kind of thing that got me interested in pushing AI to its limits
Unfortunately ChatGPT is not very good at reliably doing math
Considering GPT's build date I wouldn't assume it would be able to handle most of the more recent formula.
As for my faith in it, well I did post it in memes Still it's been an interesting tool to explore.
Yes indeed, and true it was meant as a joke, but still, thinking about trying was more than most have done
It was honestly on a whim. I was chatting with it about artic ice breakers and had the thought of hey do you know satisfactory? Just kinda went from there.
Thanks ^-^
I've always liked fussing with AI and chat programs. Seeing how they handle existential dread or socal problems and just watching the program error out.
But also it's helpful to use as a sounding board to kinda, talk to myself but not in my own head? Helps me analyze issues sometimes. But it's good to know the program's limits.
Yes I often use it as a personal assistant, psychologist, Google search, confident, legal counsel, linguist etc
Each to varying degrees of success π
But I believe it will reshape the way people live as it continues to evolve, and eventually having AI models which are internet enabled combined with the GPT language models, such as with WebGPT, we will see huge shifts in the way people use the internet
What's also interesting is just how much these technologies have polarized society, with people hating it through and through, and others embracing as a tool and vessel into the future
i guess it goes back to "damn robots taking our jobs away" vs "ah, finally, an easier (?) method"
π€£π€£yeah
A good tool when interacting with AI (because it likes looooong explanations) is whenever it gives you too much, just say "too long, simplify" or "summarize that"
yes, it was a known "feature" of ChatGPT that it would generate verbose output
they said this was as a result of the training process where volunteers preferred long-form outputs which appeared more human, informative and professional as opposed to simpler and shorter responses
Long data is good to have, but it's good to also have the short version. Nice that it does both.
yes indeed
Robot surpremacy. Never wondered why human engeneers go to other planets and get commands from ai? Instead of sending a robot? Wake up sheeple, the ai has taken over our home and is using slaves to gather resources from nearby planets. Its all in the lore!
Reject automation, become monke. Dont feed the ai your precious resources!
π€£π€£
Not enough AI limiters!
that's another example of some ambiguous names of game items
AI Limiter
AI-Driven Limiter
Limiter of AIs, Destroyer of Worlds
So I have around 10k Iron ingots/minute and 4.4k Copper ingots per minute that i still need to use up in my system and little to no other resources, does anyone have any ideas where i could put it?
well, you're going from the wrong end. You should first decide on your production goals and then figure out how much of each resource you need for that
or alternatively sink what you don't know what you need something for yet
c o u p o n s
@supple eagle
here you can see that if you want to transport 1150 items/minute you need your round trip time to be between 103.036 and 333.913 seconds
so you would have 130 seconds room for your rtt
the numbers depend on the stacksize, the example i sent is with a stack size of 200
S is the stack size
this is throughput per carriage right?
yes, per carriage with isc buffer
got it
and for more trains you can just multiply by the number of trains?
to get the new RTT range
well, its not technicall the rtt, its how often a train stops at the station
my only "production goal" is processing the entire desert in a self sufficient system (not counting power)
so if you have two trains and they stop there every 2 minutes then the rtt would be 1 minute i guess
but then idk if it still works if they arrive shortly after one another?
could screw stuff up
it shouldn't
but often you dont need more than two trains on one line
yea only on big lines
thats what your graph tells me should be the time for said line
i didn't think it was 5mins
but it must be more
i haven't actually timed it
but one train wasn't enough to keep up
but anyway cool tool that i'll probably use in the future
whats the stacksize?
100
thanks! i was inspired by the reddit post
alu ingots
small
i didnt know alu ingots were so smol
or rather, so large, since u cant put many in one space
585/min over 3 carriages
all ingots are 100?
i think so
wow, didnt know that, thats annoying
yup just checked, all ingots are 100
although SAM ingots are supposedly 50
no idea how accurate that info is though
correct... pain to store if you've collected a bunch
they're not actually implemented in the game i don't think
no purpose for them, but you can't sink or toss em
how do you obtain them?
there's random ore deposits of them around that yield 25 or 50 same ore
as well as a few sam mining nodes
speaking of, does anyone have any ideas for a compact design for 120 manufactures?
the number kinda scares me, lol
well, it is accurate in the sense of matching the data from the last build where the item existed
as with other unreleased content it's almost certainly subject to change
when did news on that drop? or is it speculation?
there are no news on that
it was datamined from an ancient release of the game and is pretty much placeholder stuff
they talked about the current state of unreleased content in this video https://www.youtube.com/watch?v=VBGakEZilwk
β¬ Links and Info β¬
Website + FAQ β£ https://satisfactorygame.com
Community Wiki β£ https://satisfactory.fandom.com/wiki/Satisfactory_Wiki
β¬ Where to buy Satisfactory β¬
Steam β£ https://store.steampowered.com/app/526870/Satisfactory/
Epic β£ https://www.epicgames.com/store/p/satisfactory
Humble Store β£ https://www.humblebundle.com/store/satisfact...
can one of you help me diagnose why my coal gens arent being fed correctly?
is it not getting enough coal or water?
oops, meant fuel gens
4 of the 40 blenders that feed the fuel gens are at 98% instead of 100%
means itβs either not receiving enough resources, or itβs backing up
are you relying on getting full 600 pipes?
yes, in some places
that may be it
mk2 pipes have some issues reaching max throughput
ill send ss wait
okay then. are they running out of resources or backing up?
well, the 60 blenders that feed my rubber/plastic production are at 100, so it mkust be the fuel gens not eating fast enough
is the fuel gens at the end of the line running out of fuel?
for starters, remove the buffer
already done :)
okay thatβs a start
pretty sure i added them to make things work better though
are you using those pipeline floor holes or are you clipping through them?
using the floor holes
they have some weird headlift things
i know, but it only goes down from them
headlift varies with fill state, but nothing goes above them
if you want the same look i recommend just clipping through them, they also can have some throughput issues
what, since when?
since they were added iirc
ive never heard of that
you can get the same look by just clipping through them
644 of the 1073 floor holes are not used in the gens and they all work fine
i hope it was the buffers
i dont want to replace 429 floor holes
they're still stopping?????
wtf
"Placing pumps, valves or junctions directly on pipes can cause a transient throughput throttling, somewhere around 1 m^3 per minute. additionally, occasionally, even when the junction is placed, then re-connected after deconstructing the original pipe, a small segment of pipe can get stuck inside the junction, this will also cause throughput throttling. this issue affects both mkI and mkII pipes. "
Pipelines are used to transport fluids between structures. The Mk.1 Pipeline can transfer up to 300 m3 of fluid per minute, the Mk.2 twice as much. Head lift has to be applied to transport fluids vertically, which can be increased using Pipeline Pumps.
The volume of each Pipeline segment is set by its length. Default Pipelines have Flow Indicat...
I feel like this was the issue I was having with through put
ill try adding pumps to every line
Seems like pipes have serious bugs.
suspecting floor holes is like suspecting supports. old wives' tale
I thought I was going crazy with my plant since I had to rebuild every connection multiple times before it started working.
thanks
also im pushing 460 through a mk2, i dont have 140 junctions per line
my other suspicioun would be the pumps
but, there too, i have conflicting info
its the one difference between the plastic plant and the fuel plant
does operating within the limit of headlift cause a reduction in throughput?
aand i found the issue
fuck, i really didnt want it to be this. dont trust pump holograms
i placed the pumps always on the pump holograms but they say "exceeding maximum headlift"
its exactly at 55m
that's a first, and mega annoying. even, i'd say, a bug
I've heard of it before but thought it wouldn't happen to me
I placed them so that they snapped into the holograms...
Time to redo all my pumpd
if you save a copy of the savefile while it's wrong, it might make a good bug report on the QA site. CSS says they often have a hard time reproducing bugs
or did you rebuild the pump and now it's fine
Haven't done anything yet, eating dinner rn
Will make a save when I'm.back at my laptop
they have some weird mechanics
no, not really. They have systems that are not intuitive and can lead to design problems that make full throughput difficult... but they do not have any issues as a game mechanic reaching it.
maybe pedantic, but in terms of bugs and such I prefer to be correct - especially if it turns out CSS is happy with the complexity of fluids and never tweaks it. Then its a system, not a bug.
directed at @austere wadi too. βοΈ . Not bugs. Non intuitive mechanics that are hard to grasp when coming from belts.
(not that this is fine mind you. it could very well be improved, and I hope they do, but... not a bug)
i still dont believe that transient throughput thing but apparently evil tim does
whats this?
thats bullshit
if that were true, many of my systems would not run at 600m3
and... they do.
It's so sexy when a complex system runs at 600m3/100%
Best thing ever, better than drugs
i find it ridiculous
it is
i hate running things at max
i usually dont either, but i have a couple I pushed to the max
Like, pipes? I don't usually do it either, but I couldn't be bothered to run 10 oil pipes to my refineries
im currently doing a playthrough of my own mod and i specifically made it so not a single machine can do 600 at 250%
Everywhere else I'm sub 600
The 600 pipes get split the instant they reach my first machines, from there on its 460
Bottom fed of course
augh bottom feeding
ok, i amend my statement somewhat. I think the valves/pumps causing anything like that is BS. Junctions? not so sure. with each of the 3 other ports for a pipe to pull from being considered equally, round robin could very well happen
It's prettyyyyyyy
but also messy
How?
and makes it much more difficult to get to work smoothly π not impossible mind you! just more difficult
If I can get it to work then the legendary McGalleon can too
Look at all the beautiful bottomfeeding going on here
(my oil factory)
gravity. Pipes fill from the bottom up. So when a machine takes liquid, it leaves a gap... at the top. where the machine is connected. The rate at which machines pull is a) faster than the max flow of a mk2 and b) comes in bursts. The time between the bursts of pulling fluid may not be enough time for the pipe to refil back up to where the input line is. The more machines you have like this, the greater chance of stalls
Never considered encasing refineries in glass.
bad refineries get put in the refinery box for punishment
okay, and? it still runs at 100% efficiency
Ahhh!
if you can get it to work, go for it. Like i said, its not imposisble
it just is more difficult and often the cause of most peoples woes.
thats why Mcgalleon doesnt like it :p
theres no difference between it and my topfeeding setup besides one is above and one is below...
i always go for the piping that will likely cause the least trouble
I bottom feed a colossal turbofuel power station, had a few wrinkles initially but the entire thing is purring like a kitten now.
at least the refineries arent alone, my blenders are in solitary confinement
and bottom feeding has a bad rep for causing trouble
especially if floor holes are involved
I actually use a buffer on a slightly over production input system to stabilize and maintain bottom fed machines
buuut i recently tried a small bottom feeding test rig
I used 888 floor holes to test that π€£
aaaand it needed just one pipeline pump to get it all to work
the buffer tank is above the inputs, and is most likely to absorb the gaps quickly, given some of the odd priority things buffer tanks have. And slightly higher production that consumption helps keep the pressure up.
im using over 1k floor holes in my setup
why lucky?
i just checked each one to see if it worked before moving on to the nxet
of straight up killing head lift
theres about a 50% chance they dont connect
never heard of that
the only thing i noticed i.s that sometimes theres no connection
you mean "looks connected but isnt"?
similar outcome
yes
eh, just as bad tbh
easy fix, just delete and place again
not really, one can be easily fo;und and fixed
but then again pipes always had connection issues
i have thousands of pipe holes... and simultaneously 0. π€£
(i use them only for deco and pass pipes stright through them)
if it just makes headlift go away... how would u fix that?
remove the hole
ur just fucked, have to not use the holes i guess
true but i want holes
its a bug, it doesnt happen all the time
i put the hole down then just clip pipes through it.
with the indicator less pipes this is perfect :p
can it appear at random after a certain time?
no idea. dont think so
ive never had that happen to me...
lucky exception
btw, reconnecting the pipe to the pump changed absolute,ly nothing about the headlift of the previous pump
0 change
both input and output
i guess some laws of physics just dont apply to me?
well... the 0 headlift and 'not actually connected' will look pretty much the same from the UI
no fluid flowing through the hole.
so... π€· lol
even if its downward?
headlift does not affect downward motion at all
headlift is a point at which fluids will not flow above but they will flow down below that as much as they want
gravity and all π
but the connection one... yeah that would block downward of course.
exactly my point
it wouldnt look the same if the fluid is moving down through the hole π
sure sure. my point was tho that any connection issues you had with liquid going up could have been the headlift bug and it be impossible to tell :p
yes but i only had the connection issue with liquid going down :p
120 refineries for HOR
110 at 100% consuming 30mw
10 at 50% consuming 12mw
100 blenders for DF
90 at 100% consuming 75mw
10 at 60% consuming 38.2mw
144 refineries for recycling
144 at 85.1852% consuming 24.3mw
- 216 at 85.1852% consuming 24.3
60 refineries for resin
50 at 95.8333% consuming 28.4mw
10 at 100% consuming 30mw
20 water extractors for resin
20 at 95.8333% consuming 18.9mw
80 water extractors for diluted fuel
20 at 83.333% consuming 15.7mw
60 at 100% consuming 20mw
pumps 20 + 10 + 10 + 8*3 + 12 + 6
82
13 Oil extractor
13 at 250% consuming 134.31mw
18 awesome sinks
stop going crazy
if i add all the numbers up i get 20065.23
but, look at my power graph!
dw im not going crazy im just procrastinating having to do beltwork π
that is the most satisfying thing I have ever seen...
NOOO ITS HORRIBLE
its the most painful thing ive ever seen
consum and max cons is supposed to be the same
Did you include pumps in your calculations
yes, i counted all the pumps, 82
Is there really 13 oil sites to mine?
in the game theres way more than 13, im just using the ones in one place
Ahhh
its barely more than a third of all the oiil in the game
i plan to use all of it eventually
Ah, but it is. You see it rounds consumption
You have 82 pumps?
Thats 656MW
18 awesome sinks use 540MW
This is what I got with your numbers
Divide that by 0 π€
i know
btw i quickly checked the efficiency of all my production buildings
oh i miscounted
now i get 21814
@steep rivet do you agree that the top loop might be the problem?
i used a side loop everywhere else
well the top loop may "cause" an issue but that depends on the machines - interms of power consumption your hunting for yellow lights..if they are all green...then its that "clocking" thing.
they're all green, but some machines were between 99 and 95% efficiency
i suspect it might be becuase it just took longer to get to 100 after being turned on or it might be because there is an inefficiency somewhere
the eff rating on the machine doens't dictate power.
Yellow = machine is essentially off Green = machine is on and consuming power at rating or what clock you set
i know, i tried using power as a way to measure efficiency because i didnt want to check all 609 machines to figure it out
and that rating is a bit..funny funny..now if you think its turning off? stare at it for 5-10mins
but since power seems to be unreliable i just checkmed the machines
if it goes yellow..you found your problem lol
I tend to judge on light bar colors - so if your green blinks to yellow - you found one potential endpoint to your power problem
i took 20 minutes to look at the eff rating on all machines and didnt see one yellow machine...
ill wait a few hours and check a few more eff raqtings, maybe it was just getting back in motion since last restart
The effeciency meter is basically broken
why?
the eff meter is a histogram type read.....so its easy to fudge.
or rather, how is it broken?
Id say use it as a compaion to the light bar in terms of how your doing...not a single source of truth
if its below 100 that means the machine was off at some point though, right?
techincally...yes....but like fight pointed out...its not entirely accurate.
That is kinda frustrating
yep..its a thing...its why I suggest staring at the light bars....pretty hard to miss a "color change" in terms of efficiency concerns.
it takes 2 hours to build once you have the recipes and the mats. 3 if you only have diluted packaged fuel.
trucks will stop at every truck stop you have path'ed them to stop at. Truckstops will attempt to load any truck that enters it's hitbox. those are two seperate things.
Also be aware the efficiency display is actually uptime and I recall something about it not always being 100% accurate
Oh someone said that already. Yikes I'm doing that a lot today
If all your doing is plopping down machines in a boring ass line, maybe. Some of us have style π π€£
one row of 10 refineries, one row of blenders in 2x4. one row of 9 refineries. one row of 5 refineries, 2 rows of 9 x refineries face to face.
decoration comes after it starts producing
Again. If all you want them in a line, sure.
sounds like this needs to move to design-and-architecture then.
I haven't put machines in a straight line in hundreds and hundreds ofnhours
Probably, but I honestly don't care enough. I'm just being a bit of an ass π
pffftt... you believe straight lines exist?
Just don't use it?
large numbers of refineries are ugly as sin. Putting them in a curve at least does something to make them more interesting
I mean, that's kinda what I want. 100% uptime of all machines all the time, always
i have factories where it all runs at 100% but sometimes the UI says its 95%+, its usually just the UI
yep. but, still some bugs. The lights are surprisingly more accurate π€· no idea why. Maybe because they are only a slice of time, and the percentage is over a time period
I'd imagine it's hard to decide what time frame you want the machine to look at. It's kinda arbitrary
Like.. what if there's a stutter every 10 minutes but it only looks at 5 minute chunks? It'll show it's 100% a lot of the time and be wrong
and that's for each machine. I find it just easier to stare at the lights for a few minutes while half doing something else on the other monitor
How is power unreliable?
Of you can isolate the machines you're interested in onto one grid (and no PAs are involved), the power draw gives you an exact reading of machines' efficiency over a decent amount of time
Imo, observing the power draw and machines' lights is enough to figure out any issue
Why would power be unreliable, how badly did you stuff up construction?
@cinder silo I suspect @rustic patio means the light power/colour is unreliable? as in the lights aren't stable in output
Must be some fucked up lights, last time I used them they didn't change when in use.
nah machine lights like green/yellow ect
oh or maybe just meant power consumption isn't flat.
Just read more
Oh wrong lights I thought you meant actual lights not machines fucking up.
which I'll never try to make power flat xD
All of this just for 2 heavy modular frames a minute... I'm new to the game, is this normal or am I missing something?
Must
Go
Bigger
If you get cast screw and encased pipe alt it gets a lot more compact
There is also an alt for faster modular frane production
2 hmf's/min is a good starting number, you can get by through the game in the 4-5minute range, and like for building BIG, probably somewhere in the range of 15-30 is a stout number and as @heavy gust said, there's some alts that make it a lot simpler, look for the encased pipe recipe, steel screw, and heavy encased frame alts, steel frame is another good one
most people tend to really abandon recipes that involve screws very quickly
the screw recipes always require more screws than you'll be able to fit on belts π
Not true
It's only true if you merge screws for multiple machines together
But you can easily build one screw constructor in front of each machine that needs screws
yeah, i know 780 is divisable by 52, steel screw recipe makes 260, belt beams instead of screws, etc
still better to just avoid screws, imho
There are great recipes that need screws
Getting rid of screws is weird imo, wire and quickwire have the same issue and you don't see people trying to reduce their usage
Cast screws make it easier early
yeah, cast screws as an early unlock is pretty good
early game, i tend to rush research and don't really start basic iron until getting the cast screw
For first few hours maybe
But it's overshadowed by steel alts and I generally consider it waste of a drive
idk im 50 hours into my new save and have not seen the steel alt once
i still have a basic iron plant kicking out a few a few of the basic iron goods/min... its enough for building but not much else
so how is it useless, when its the best option available for a good portion of the game
i turned off the screws though, those were taking valuable space on my main bus
"Good portion of the game" is like 2 hours before you unlock steel
well, its actually ~25 minutes if your talking as fast as it can be done
and besides that, you dont have steel production in every corner of the map, so its not always convenient to use
How many drives you went through?
nor do you need screws at all
50 i tihnk
Just as you unlocked steel?
not 50 after steel, but most of them after
I don't think there's 50 alts available after steel
Most of them are unlocked after oil
btw, if you research a drive before unlocking coal power and basic steel, you have a 50/50 chance of getting the cast screw recipe
bro, you do know that you can also unlock pre steel alts after the first steel
If you keep alt recipe pool clean, you only need a few drives to get the recipes you want
well, coal power and oil really inflate the available recipe list
ok maybe, but thats nothing 99% of the playerbase will know how to do when playing for the first time
so i REALY dont see that as a valid point
At that point I'd rather get stitched plates, same power and machine savings, but also saves resources
Most of the people don't touch alts when playing for the first time anyway. I'm not talking about those people
yeah, the available recipe pool starts at 6 recipes: cast screw, iron & copper alloy, iron wire, stitched plates, and what's the 6th?
wdym they dont touch alts? sure, you dont know wich ones exist, but pretty sure anyone went looking for more drives at some point
is it bolted frame?
They usually do that later in the game, mostly around oil or pre-oil
Which is too late for cast screws imo
idk its working pretty good for me
They don't save any resources anyway
yeah but they save your sanity when setting up
Not really, the advantages are pretty low compared to some other recipes
bolted plate
of those 6 starter recipes, cast screw, copper alloy, stitched plate and iron wire are great recipes
and if you do 4 hd's before coal, you have i think 100% for getting all of them
stitched plate + iron wire is an excellent way to do rip's. copper alloy really is amazing, cast screw reduces power consumption when your slumming it on biofuel
can't say i've ever found a use for iron alloy or bolted plate though
iron alloy: need more iron and have extra copper
bolted plate: need power-cheap reinforced plates
maybe bolted plate can be used in a bp for mf's nicely, i'll revisit that problem shortly
cast screw reduces power consumption when your slumming it on biofuel
if power is your concern, then stitched plates do the same (and also save resources)
yeah, there's just kinda better ways to go
i need to play with some numbers to see if i can do my MF bp better than by using stitched plates... i think so, but need to crunch some numbers on that all
truthfully though i don't really care in DD, there's more iron there than i know what to do with π
That depends how do you define better
i want my consumption and max consumption to be equal, but it seems impossible. all my machines are one but i can never even get close to max consumption. i counted all machines and calculated their real max consumption and it was lower than the max consumption displayed in game
wdym "stuff up"? its perfect
my lights are all green
any idea what the issu could be?
goomba says theres a bug with underclocking machines and the power graph
do you have things like trains, hyper tubes pumps ect?
pumps yes, trains and hyper tubes no
And there is probably some bugs with calculations when it comes to clocking
the pumps are all green
And you're really gonna hate things when yo ustart building trains and particle accelerators
trains don't consume constant amounts of power.
Neither do the accelerators
thats why i isolate them onto the naughty grid
You'll have to have another naughty grid for hte accelerators.
I think with overclocking it can be like 500mw swing per machine or something?
if you're building a big enough factory it'll probably look flat anyway since the numbers are large enough
i want max consumption to be equal to consumption
i dont want flat
i need perfection
It's practically unreachable once you get later in game
just look
(Also pointless to chase, but it's your save so eh π€· )
its always 119.56 under max consumption
but ive never seen a single one of my machines be yellow
Sounds like a forgotten set of machines or just bugs with display in general
all machines are accounted for, i even double checked in scim
396 refineries, 100 blenders, 100 water extractors, 82 pumps and 13 oil extractors
i counted them all by hand and then doublechecked in scim
Under/overclocking bugs it is
better by my definition is more/min in a 32x32x32 bp, using some multiple of 240 to kick out rip's and mf's
I mean you can have more BPs π€·
Have you changed the clock of any machine?
ive changed the clockspeed of hundreds of machines
like probably over 300
120 refineries for HOR
110 at 100% consuming 30mw
10 at 50% consuming 12mw
100 blenders for DF
90 at 100% consuming 75mw
10 at 60% consuming 38.2mw
216 refineries for recycling
216 at 85.1852% consuming 24.3mw
60 refineries for resin
50 at 95.8333% consuming 28.4mw
10 at 100% consuming 30mw
20 water extractors for resin
20 at 95.8333% consuming 18.9mw
80 water extractors for diluted fuel
20 at 83.333% consuming 15.7mw
60 at 100% consuming 20mw
pumps 20 + 10 + 10 + 8*3 + 12 + 6
82
13 Oil extractor
13 at 250% consuming 134.31mw
i accounted for it all
If all machines are working at max efficiency, none turn on and off - > the power draw becomes completely flat
Incidentally, your max consumption is a flat line too, so of you want yourconsumption to match that, the consumption MUST be a flat line too
TLDR: You want flat
i already have flat though :P
i want more than flat
well basically flat, i already know why one refinery sometimes turns off and imu fixing it right now
its the damn top feeding, shouldntve tried it
What you want, is a lower max power draw (to match your actual power draw).
If there are no yellow lights to fix, there is no issue with your power draw.
how would i lower my max power draw?
The simplest way I see to find what is throwing off your calculations would be splitting up the grid in pieces until you find which one has this "ghost max power draw" and analize that block further to nail the issue
Eg: say you have 4 factories or "factory areas". Connect factory 1 to power storages and disconnect it from the rest of the grid to isolate its circuit, check if power draw matches with max power draw; of they do, restore power and move on to the next block
You either find that it's "just a bug" or disconnect machines that "shouldn't" have been in that grid
great idea, thanks
Do stop signals also prevent trains going down a railway? I have RHD train and i have 2 lanes go together for in 1 for a short period, and i dont want the trains to go LHD when going out
signals force direction
if you don't put a signal on both sides of the track to make it bidirectional, they can't pass a signal "backwards"
So like here, if i place a block signal on the left its not going to go left?
Thanks π
Would i be able to do path signals down to the station? There is gonna be a t cross here.
avoid bidirectional tracks if possible
they're a huge pain to set up correctly, unless you know exactly what you're doing
and chaining path signals isn't recommended unless you have a good idea of signal logic
if you want to plan a sensical railway network, I suggest sketching it out with pen and paper (or in ms paint) before constructing anything in-game
use double tracks accordingly
It's more because of this.
yeah, that's exactly why
those intersections are pretty close together - can cause issues
why do you have a pin called slave factory?
thats where you get sent if you're inefficient
My friend who joined for 10 min and left named, it. Its Coal so i havent really been bothered to change itlmao
However, I've seem to gotten the path signals to work. Except 1 thing. every path signal thats pointing out is giving error. Howevver i can imagine thats just because of no railway going the way they are pointing
generally going to a dead end will cause a signal error - said error can be ignored most of the time
Path into intersection block out
I'm getting 1 error that says this.
the signals entering the block are different
that error can't be ignored
send a ss of the whole intersection
I fixed it.
Just changed the location of the path signals to be on the railways themselves.
are you doing chained path signals on a bi-directional rail? 
please tell me you aren't
why?
Testing right now, i'll send a picture when i get back to the station.
its your rail system, not mine
No path signals in my rail network
@fierce cypress
... why?
Complexity
for no reason?
Yes.
That many path signals seems like a bad idea
It works. 3 trains are currently on the network and for now only 2 have met on the intersection and it did its job.
Why do you have a path signal at the exit?
For a path signal to turn green it needs to reserve it's block and the following block
Oh you don't need path signals for exits?
No?
Well just some i can remove
Why would you?
you are way overcomplicating and most likely misunderstanding signals
Probably. But it's working. 1 train stopped momentarily and went again.
working =/= good
It would also work if you only used block signals, it working doesn't mean it's good
I could use block signals.
Question, what do you think path signals do?
But, it would stop trains for time. and i want things to go smoothly as possible.
Before a train enters a path signals it reserves a path.
And it's red by default
Which means it's worse than a block signal by default because traisn look ahead as far as their momentum will carry them for red signals
@manic fjord do you just want 3 double tracks to be able to enter and leave the same station? I can sketch out how simple that can look
And they only start the reservation process once the path signal is in the next block
So if the blcok before the path signal isn't gigantic, every train will slow down every time before the intersection, even if it's empty
A sketch for something more efficient could definetly help if its really THAT inefficient.
Also, chained path signals will result in one big path signal, which is bad because it needs to reserve more and more will be reserved
I'd just add another t intersection further down the track I think
If you want to be super efficient use a non interfering intersection
But your design is fine if you only ever use 3 trains
Yo can someone post this on another server?
The most traffic jammed area is gonna be the main station..
But here im only using block signals on stations
and 1 infront of the staion so if a que was to be made it wouldnt crash
@manic fjord
Orange = block
blue = path
Right?
yes (the symbols also look like B and P)
Yes, it's very simple, path on entrance block on exit
I'll go make it. π
you can chain path signals together, but if you do, you really risk bringing some ugly deadlocks upon yourself
not if you do it right
its more complicated
do you? to my understanding split path junctions still work like non-split path junctions, but allow for higher throughput
that doesn't mean you can't make systems that work with them
anyway, a good rule of thumb i follow is start with block signals only, and add path signals as needed
yeah, it's always block signal, unless it's a junction or uphill slope
uphill slope?
you'll often find trains actually move faster using block signals, because they don't need to slow at the entrance to a pathing block
oh if it would stall out if it stopped on it?
i'd avoid a slope of that steepness full stop
yeah, that's a good piece of wisdom too
but you can avoid needing that if you 1) keep trains at 4 freight cars or less and 2) don't do an incline of more than a 2 meter foundation rise
(or just use more engines)
not that much, it's just horribly time-inefficient to make trains stop on slopes, so I make them stop either before or after
another newbie advice thing... make sure your blocks are bigger than your longest train
it also works if the train is longer than one block
just avoid signal spam, my blocks are 300-400 m long
sometimes, i've accidentally caused some deadlocks with trains too long than a block
i just placed the signals uncarefully, neglecting my advice
my blocks are like 72m long 
80 is the length of a 4 car train
Mine are 88m i think
11 foundations
Trains which are longer than 1 block can produce a deadlock
not necessarily?
you dont want blocks small enough to make other trains think "neat, i can go!" and then they are stuck halfway in an intersection
I have seen "train circles"where two trains managed to deadlock... Which resulted in quite a long traffic jam
i can see how it can happen but if intersections are spaced it shouldn't be a problem right?
never think you can imagine every permutation of possible states
with concurrency problems, anything that can happen eventually will happen

well its run fine for hundreds of hours so it should\β’οΈ go for a few hundred more
roundabouts are worse than a X junction in every possible way
^
its the equivalent to merging all the lines into a single track at then splitting them all
(ish)
but you get the idea
is there any video or post somewhere examining the delta in performance of them?
i'm not saying so to argue, i'm just curious about the numbers
Made the intersection now. Any specific reason you would want to make Block signals going out?
block signals are the default option
path signals prevent trains from stopping, which you don't want on straight tracks
block signals end a path
Example: If you have a blocked block signal 50m after an intersection and a train is longer than 50m, you get issues when that train stops at that block signal after taking the intersection
I don't think it's been examined that thoroughly, simply judging that
- turns slow down trains, a roundabout forces trains on a turn even when going straight or even worse left
- a symmetrical circle is surely more difficult to build than just, well, connecting each way end-to-end with 1 track
it would be interesting to have concrete numbers on this though
yup, shouldn't be a problem in my world since my intersections are usually 100s of meters apart
I've always wondered if a train can stop in path junctions when its front reaches a block signal, but part of it is still in a path block
I just know they can be forced to stop fully within a path block when you drive a manual train past their destination block exit signal
Alright, loving trains so far. Fixed 1 thing now I need to fix the next thing.
Why is the train down left not going until the train out going reaches its station.
you need to place block signals along the track
because you used paths for everything
seeing the issue yet? 
block signals allow 1 train inside, period
path signals allow multiple trains IF their paths don't cross (they do cross on a straight track, because their path overlaps)
There are 0 path signals until steel
Which is way up and should not affect it.
how many signals are there on the track
so the entire thing is one block per rail?
block signals allow 1 train inside, period
yes... I thought signals only travelled a certain distance.
nope
I suggest a 200-400 m distance between each, the minimum should be longer than your longest train
I haven't tried, but the example I described would make that happen if all my assumptions/knowledge are correct
The locomotive just cares about the current block, after all. If the train itself is longer than the block, other blocks get affected
makes sense
Yes they are .. unfortunately my multiplayer partner disagreed
A path signal only gives green light if the block signal after it is free
So a train shouldn't ever stop in a path signal unless the following block is very short
Which is another reason you should avoid them
Am I bad for misreading this as Meth and Matter?
hiya Jinxed
ive given up, this is the best i can do
rate my power graph?
pretty sure the engine itself is the only thing that cares about what signal block it is in, but other trains will be alerted if cars are inside signal blocks. So yes, a train engine could stop inside the block following a path, and if the block is short enough still be inside that path
in what ways am i limited by quartz? i want to use COs for everything but im worried ill regret it later
10/10
thx!
hey, ur good with nuclear, shoud i use uranium fuel rods or uranium fuel units?
the alt is obviously better, but im scared that update 8 will remove beacons and the recipe will be gone
Quartz is used for Crystal Oscillators and Silica, however you dont really need either
What are your constraints for the nuclear plant?
i havent starwted building anything for it yet, i want to use all the uranium in the world
im planning wayyyy ahead, so i have all options available
Alright, and do you want to go for a simple plant, max power, Wasteless, or what?
That would be a 252 Nuclear Plant with waste processing. You will want to use UFU because that is how you get to 50.4 rods/min
fun!
the chain that satisfactory tools recommends if you enable all recipes is very... interesting
Yep!
That amazing moment when your factory is running at 99% efficiency
Amazing! just get that final 1%!
No thats still possible
nevermind it was possible i just needed to overclock something
it usually is a clockspeed adjustment that is needed. bask in the flat power graph
idk how that makes sense that im using 111kw even tho my max is 107.9kw
and also a max capacity of 300
Max consumption is if all your machines were running at 100% efficiency at 100% clockspeed. so if you OC something, your current consumption can go above that. As for your max capacity vs current capacity (pun not intended) Biomass Burners are the only generator that scales with demand, so they can provide up to a limit
oh ok
its just a basic lvl1 factory nothing special
it runs at 100% efficiency
so thats nice
Nice!
dont mind the red things below the lookout thats still a wip
i just need to find a way to make that project 100% efficient
6 hrs to do that
you can press H to remove whatever you are holding from your Field of View
Oh you sweet summer child. π
yeah, I never got the "you need cup to make good screenshot" approach
shhh... they are unscarred for now....
I think the cup is just cause for the longest time it or a nut was thr least obtrusive thing to be holding that would be blocking your screeenshots.
That and the Officespace meme
Time to do some math
Okay, coal has an energy density of 300MJ per unit
Anthracite coal has an energy density of 30MJ per KG
So 1 unit of coal is 10kg
well, we can assume that, but have no way of truly confirming
i assume energy density is not the same across every piece/variant of coal
Duh, I'm trying to calculate the environmental impact of a digital fuel on a digital world
Of course we have to make assumptions
And 1kg of carbon burns to 3.66kg of co2 apparently
Because oxygen is heavier than carbon slightly, so to turn c2 into 2x co2 you need 2x 02
and one coal gen takes 15 coal per minute to make 75mw
you add 7.32 kg of co2 to the atmosphere per minute for every mw of coal power
@rigid loom
ok
2.5 turbo motors and 25 motors/ min will carry me through phase 4 right?
I wish H hid the hover pack remotes when in the air.
Yeah that's plenty. The only reason you might want more TMs would be to make more space elevator parts 
I think 5 or 10 motors/min can suffice
Just a quick question, what would you say would be the best train-to-train-car ratio?
Really depends
Like right now I have a personal train that I use to drive around the map to build stuff, it has 4 trains and 6 train cars
1:3 works well, 1:4 if it's really flat or really long, 1:2 if it's really steep hills
1:4 is my preference
That's definitely past the point of diminishing returns
Alright, I was gonna add two more container cars but I just wanted to know what the best ratio should be
Glad to know itβs fine
If you can keep the rail completely flat you could have it as far as 1-6 or something, its the slopes that drag.
I mean theoretically 1 engine will get it there no matter what
But as your 400 cars show it can be pretty slow
I can testify to that after moving 400 cars with one loco, it takes 45+ minutes to coil up haha.
I was thinking in practical not extreme terms though π
yeah
My 6 car train has two locos because it is a double end build since it is a shuttle type.
Alright, my personal train now has 8 container cars and 4 engines
2 on each side
Thanks for the help!
i mean for the space elevato
Referring to this here
And this
can someone help pls, i need to know what x is
1760 = (11x+12+12x+86)*2
ty
Um
x = 34
Order of operations
do you understand why?
no lol
Eh. I guess it's the same.
- Perimeter is just the sum of the outside line right?
- Its a quare, the fact that top right is stepped doesnt change anything in terms of perimeter
yeah it does
For area
- they always try to give you extra data
Not for square if the lines are all 90 turns
dont confuse him with area
If you invert thr cut out it would be exactly like necroticman posted
so if you look, one side of the square is on the bottom, its 11x +12
*them
then on the other side is 12x +86 for the total height
Yeah I was respond to flight, don't pay attention @eternal vapor to flight or me, Necrotic is right on track
the top and left would be the same lengths as the ones you know
the 7x is there to throw you off
ooooooh
the step where it says 86 is also there to throw you off
it would be more complicated if they asked for area
but perimeter makes it easier
And you can verify this because all the corners have the 90* right angle symbol. (The square in the corner) indicating this is indeed a perfect square
correct
(And my order of operations comment was because i too thought the question was area, not perimeter, and was expecting a multiplication in there.
Pays to read carefully)
can anyone tell me the area?
Are you a teacher? Lol
20468+157488
How is that cheating???
π
f(x)=(7x86)+(12x(11x+12))
split to two rectangles, you know both their sides, calculate area of those rectangles
Good, is there anyther way?
Yes
You can calculate the lengh of the left side and split it into a couple different patterns of rectangles
I would've multiplied that equation out to a polynomial but I'm lazy
ya, just wanted to add for the original guy that you can split it into smaller rectangles like you did, but you can also substract
ie f(x) = (11x +12)(12x+86) - (86(11x+12-7x))
so like full square and substract the top right missing square
how did you just make me feel like i was 13 again in pre-calc/geometry? that was 27 friggin years ago
Yeah that's true
lol
false; four right angles guarantees a rectangle but you also need four equal sides for a square
mmm fair point. Fair point. BUT a square is a rectangle, and the perimeter of the square formula is the same as one for a rectangle. So moot
all squares are rectangles but not all rectangles are squares π
been a long time since ive done basic geometry lol.
im in the middle of BigO notations as usually the most complex math thing I do, and even that is... rare. Its not usually important for me to worry about an individual algorithms performance like that
im sure there is several people going to wonder why we are talking about algebra when its a satisfactory channel
it is #math-and-meta so its not tooo bad :p
did i do this right that 14 refinerys makeing 18.75 turbo full can supply 58 genarators at base clock
14*18.75 = 262.5 m3 turbofuel/min
262.5/4.5 = 58.33 generators
yes, you're overproducing a little, so you can build a 59th generator and clock it to 33.3333%
cool thanks
Can a packager loop get jammed up if you feed excess containers into it? Using them for water for a diluted fuel refinery setup
I have had some lockups as described in a packager setup, however in my case it was way back in update 3.
One way to sort it is have an inline storage container, then keep adding containers to the loop until it flows freely and keeps the machines busy.
Or because sometimes I'm a fucking idiot and not thinking, have a smart splitter that can overflow in to a container to prevent lockups.
Okay, that makes sense
Just want to leave at least one container constructor in so my trucks don't eat my loop out of functionality lol
I apologise for the disjointed comment though, until the last moment I forgot about smart splitter diverting overflow.
can anyone tell why its splitting the Circuid board production up like this? https://www.satisfactorytools.com/production?share=bizND8kqGTwlYlqfn6BG
Wdym? There's just one node making Circuit Boards
Didn't notice the alt, my bad.
That's very much normal. You asked the planner to make the maximum amount of supercomputers from the aviable resources. This was the way the planner found to make the most Circuit Boards possible in order to achieve that
but one of the recipes has to be cheaper, so why doesn't it just make more plastic or more rubber? why does it split it up that wierdly
Because given the resources aviable this is the the only way to make enough CBs for your production.
You could make all the boards using a single recipe, but that obviously wouldn't leave enough resources to turn all those CBs into supercomputers.
In other words: you have a lot of oil, the planner is making use of that to make some CBs and save on copper
but i also have a lot of copper π
the planner uses the most efficient way, if you dont want that tell it to use different recipes
figuring out what alts are good for you is very fun, id recommend doing that instead of blindly following the planner
because it's limited by oil
Hey great! You got it π
You're right. But adding what @wind spade said to the small amount of alt recipes you have active makes it so that that is the best way to make the most supercomputers
eg: having recycled rubber + diluted fuel would allow you to use all the copper for CBs as you'd have much more plastic/rubber to play with. Atm, the planner is simply using a part of the byproduct heavy oil to make some more Circuit Boards
this is the 3rd generation of this question (it changes every time you get it wrong twice) and i need help
fyi this is not a math channel, it's a satisfactory-related-math channel
π¦
(and if you're doing homework or something, maybe you want to learn it yourself instead of asking random people to do it for you?)
also the way to solve these is to simply make two variables with two equations
(x - 9) * 3 = y
x * -3 + 15 = y
and solve that
You just did the work for them, after chastising them about it? π€¨
no I didn't?
I didn't provide a solution and basically just wrote down what is on the screenshot, just used x and y instead of input and output
for what its worth, @NecroticMan walked them through the how last night
well... not of that question doh.
but i am in agreement with you. Learn the how, not just the answer.
because the answer is meaningless without the how.
is it bad tho i looked at that and saw z(x-3)+16=y? because ... i havent used x for multiplication in... decades.
how do i split off 200 items of off 340 items?
(no i cannot mainfoild)
why can't you manifold tho? π€
trains...
wdym by that?
Good luck doing a 10+7 split.
can you explain the whole setup to us?
if there is a wall infront of you, looking for a sledge hammer to break it down is not always the best option
sometimes you should just take the door
factory makes 340 circuit board
other factory/train station needs 200
just send a train there and take out the circuit boards?
in the factory, merge buildings so that you have 200 on one belt
anways i sorta solved it by splitting 218 circuit boards into the staton and adding a smart splitter
it should work
why even split stuff?
much simpler is to just merge 200
if the factory needs 200, just make a belt from the train station to the factory and it will take 200/min from the train
and 140/min will be left in the train
each machine produces 31.25 circuit boards
underclock to match ratio
why wouldnt that work?
cause i will need more stations later for my computer factory
okay?
ok now i just feel dumb
uhh belt speed ig?
if one station takes out 200/min then 140/min will be left inside
the other station can just take the 140/min
right... i sorta need to not use sushi trains just to keep the time on the network low
so 1 train per factory is what i do
im not telling you to do sushi trains
I thought about it though
*input
what
in what world would you need to loadbalance the input of a train?
especially if its 340/min
just put all the circuitboards into on trainstation?
cause i need over 1 train
why?
anyways its fixed now
why do you need more than one train?
that doesnt answer my question
thats just a screenshot of the train user interfac, i already know what it looks like
even if you wait for full load, that still means nothing. Machines only take what they need so eventually it would take 200/min
yes thats what ive been saying
just manifold it
and you dont need more than one train, you will have enough throughput as long as the trains arrives more often than once every 18 minutes
and leuss often than once every 35 seconds
fine....
its fixed anyways
is there any need for a large iron plate factory? im pretty early game, just unlocked advanced steel so i can use mark 2 miners and am currently building a large reinforced iron, rotor and modular frames factory. i have 2 full containers of steel plates at my stater base and dont seem to use them too much. will i need alot in midgame-endgame or not? thanks
There is no special need for them, but you can definetly do things with the excess like... More coupons!
haha ye that was the plan just wanted to be sure i wasnt fucking myself over for later by not building a big factory for it
easiest is to not plan for future and build more in future if you need more π
ye i think im a bit to worried about whats too come. im just gonna make what i need and try not to end up with too much spaghetti
unless you know exactly your plan for whole game, you can't really prepare for future
you can, just build 100 times more than what you need :p
not really...
only like 1 item uses plates in that stage
(and 2 in end game)
there's like 50 buildables that need plates
not production items....
production items are irrelevant
"producing plates" was the question
so I assume it's for storage for personal use
yeah for other stuff i can just make on sight
Any left-over higher than 100/min I wouldn't merge with factory output.
For those below 400/min, I would maybe make a dedicated overflow belt.
But copper and Plastic could use a whole train for their leftover management
plastic gets brought in by trains, so i can just leave the leftover in the train
wait i need to look something up
okay so
i will use all of the iron to make copper alloy
||Don't expect quick answers and do add pings if you wish to sustain convo. I'm traveling and with little internet atm||
What's the preference over pure copper? No need for water?
i need to use up my iron, and it uses way less energy/space than the pure recipe
plus i think theres enough copper on the map that i wont ever run out of it
i plan to use iron wire, so my only use for copper is copper sheet and quickwire
and nuclear pasta
The latter is the thing that can use tons of copper, but it sounds like you got this figured out
Is something bugging you about your factory plan still?
not done yet
holy fuck im doing gigabrain stuff
im squeezing this place so hard
i love this game
@frosty owl
okay, some of it were rounding errors because i didnt use super accurate numbers
in the end it will look like this
only thing left over is 26.6 limestone, everything else is used up
(i dont count rubber and plastic as leftovers because im importing them by train, so i can just leave them inthe train to be used elsewhere later)
@wind spade what do u think?
I've done Coal Power on Crater Lake, Fuel Power off of Gold Coast, what would the thoughts be on 540GW Zero Waste Nuclear next?
sounds great

HoW cOuLd MaTh Be FuN?!? :O
... Mix the leftover with the plastic? π€
I mean, really, I think it's easiest to merge it so that it goes wherever you could use it most (does it make more sense to have limestone with HMFs or with plastic, for you uses...?)
idk, i think ill just sink the 26.6 limestone
or underclocke the miner, sinki;ng 26.6 limestone probably isnt worth the 30mw lol
doing sushi stuff jsut to save a bit of limestone doesnt seem worth it to me yk
im just not quite sure how to sink the quickwire
computers or circuit boards?

