After some thought into midgame power, I found a nice setup with 1x pure crude oil node, 2x plastic refinery, 2x rubber refinery, 1x residual fuel refinery, 2x fuel+polymer refinery, and 10 fuel gens. Everything runs at 100% so this should be possible to overclock to 250%. idk, maybe this was already obvious to everyone else but I liked it and wanted to share.
#math-and-meta
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Simplest oil setup that also makes power is pre-fuel.
But that setup you described does work, yes.
Also 300 oil should be feeding a lot more than what you have outlined.
(600 if you have a mk2)
True, I'm using mk2 at 100% there so 240 oil/min. Max overclocking those extractors, refineries and generators should all play out well enough
300 Oil
5 Rubber Refineries @ 100%
5 Plastic Refineries @ 100%
Byproduct HOR routed to
4 Coke Refineries @ 93.75%
Feeds 18 Coal Gens with no waste.
?
as with all alternate recipes - pick whatever seems useful to you
thx for advice
I’ve never figured out oil and the best way to do it. I restart my save games way too often
best way is the one you have most fun with 😛
i kind of like all of them for different reasons. they definitely have their use cases. I like the idea of Iron Wire because Iron is the most abundant resource after water. and I recently built a fairly big RIP factory with Stitched Iron Plate. for which i am borrowing a tiny amount of copper and caterium from near by pure ingot refineries to make "fused wire" with a high ROI. I could make over 14000 wire if i really wanted to... but thats encrouching on the same rediculousness of tends of thousands of bolts im trying to avoid. lol
i would suggest that restarting the save is the problem.
Eh, not restarting per-se but rather maybe too little commitment to explore the production fully (wirhout restarting/dropping it halfway)
Remaking the oil factory from scratch would probably be more... "educational" 😅
I try and do too many things at once every thing becomes half done so I reset 😂 latest save I’m going real slow
does someone have a graph for a 900 plastic/rubber setup with diluted fuel?
Odd question here, and more of a personal opinion thing than just numbers:
What do you consider to be undesirable/bad alt recipes, and/but what are the specific use-cases that could make them worth using?
I personally dislike all the pure alts because of the space and power requirements, not to mention being limited by water access, but they do shine through if you're strapped for a specific resource.
while I have recipes that I wouldn't use, I don't consider them bad because I wouldn't use them
personal preference has nothing to do with usefulness/quality of a recipe
True
imo pure caterium, concrete and quartz are pretty decent, but I prefer iron and copper alloys over pure
I dislike bolted alts although they might be worth with some screw alts, never looked into that too much
I'm not a fan of bolted either, but I know some people love cast screws/bolted frames combo.
bolted saves power and space but wastes iron with default or cast screws
cast screws are better over default screws when not using steel rod
Im leaning more and more into the idea that "wasting iron" is a bit moot since it is so abundant compared to everything else.
if it wastes iron it likely wastes space
iron is globally abundant but local availability still matters
This may be a dumb question, but when this says its out putting 2m^3 at 50 per minute are we actually talking 50x2 at 100/min?
nope, it is 50/min
it makes 2 units every time the recipe finishes
it's 2 m3 per cycle, the cycle duration is listed too
the recipe takes 2.4 seconds
that means it finishes 25 times in a minute
and that means you get 25 times 2 m³ in a minute
Yeah I see the 50 per minute, just wanted to be sure if it was only 50/min or 50/min of the 2m3
so 50 m³/min
okay so the total no matter the number at the top being 50 was correct and i'm over thinking it lol
thanks guys
"every 8 seconds, 3 quartz is used to make 5 silica"
the /min values are calculated from that
60 seconds / 8 seconds = 7.5 production cycles per minute
7.5 times the items it makes per cycle = items per minute
That's how i've normally thought of it but my brain went derp when it came to liquids apparently
?
Bolted recipes are the exact opposite of this statement.
They waste iron to SAVE space.
how do they save space again
Shorter cycle times.
by needing less machines for the frames and plates ?
Bolted Plate saves space by cutting out 2 Assemblers compared to the base recipe.
bolted RIP: 1501 buildings -> 1000/min
normal RIP: 1400 buildings -> 1000/min
(all other recipes are normal)
they do save power
7800 MW vs 6730 MW (normal vs bolted)
not sure about space (too lazy to calculate), but they don't save buildings
this was what i found out for the other recipes last time
for bolted, you just trade assemblers for constructors
yeah, it cuts assembler amount in half or even quarters, but doubles the other machine count
When you work with Overclocking it is a bit different 🤷♂️
assembler space = 10*15 = 150
constructor space = 8*10 = 80
smelter space = 9*6 = 54
Bolted RIP space = 67*150 + 995*80 + 439*54 = 113,356m2
normal RIP space = 200*150 + 800*80 + 400*54 = 115,600m2
savings: 2% of space
m²
so total is (by using bolted RIP instead of normal RIP)
7% more buildings
2% less space usage
14% less power usage
9.7% more resources
fixed, sorry
See, it takes less space.

overclocking should not change these percentages 🤔
only you need more shards when you need more buildings
I only like bolted in combination with steel screws. Yes it does take steel, but ure getting a lot out of them
It does given if you OC the base to 2.5x you're still behind the Bolted which does 3x base without any clocking.
I meant when you OC both
I'm not taking single recipe out of context and comparing it's output per minute, I'm taking the entire production line
(also it doesn't include miners 🤔 )
I know.
I'm saying because of how far behind base is, when you bring in OC Bolted does even better in that department.
I still don't use the recipe because Adhered is better 🤷♂️
Main Bolted recipe I use is Frame.
For the space-saving it brings 🙂
When scanning for coal, does it show you every single coal mine-able area on the entire map?
because the next closest coal node to me is like 1.8km away from me
Coal should be much closer than 1.8km
i have 2 coal
Do you mind if I send you a map screenshot?
i have 2 already but the 3rd closest is 1800 awa
nope, send away
Use the 2 yellows for Steel.
Build your power plant UP BY THE RED and just run a power line back.
ok ty
Also you have Tractors now, so things that are 2km away should not bother you as you can automate delivery.
What would i use the tractors for though ?
as you can automate delivery.
delivery of what though?
Unless you really feel like building a 2km belt 🤷♂️
Anything?
but if i make the power plant where the red is surely i will only have to transport power back
You're tunnel-visioning.
yeah probably
ahhhhh
If it pings 1.8km away from you that shouldn't be a concern.
Because just drive a route once and automate delivery.
Also what did u use for this map ?
Are you wanting to spoil the entire game for yourself?
I’ve rarely used the map most things are easy enough to find, object scanner and radio tower
its a spoiler but wont spoil the game for me as i am sure i will still enjoy the game
hi hi
guys, silly question but i want to make sure ^^u
if I put a mk3 belt(270/m) on a miner, and then split using 3 mk2 belts (120/m) I guess the splitter splits in a 3 exact way of what it goes in (90+90+90) and NOT trying to fill the belt that it comes out (120+120+30)
if you use a normal splitter yes 🙂
just use 1 splitter, it’ll back up and work itself out
but 120 + 120 + 30 is possible with a smart splitter
it’s possible with a normal splitter
if one of the output requires 30 yes ^^
What's an smart splitter? something fro ma higher tier?
it's coming from the mam, caterium part
if it doesn’t, why would you be trying to get 30?
then produce less
can still be used on another factory 😄
so you do need that 30, then it’ll work itself out just fine
anyway, that's a good exemple to show there's many option depends on the situation
and depending your own will
if you are using that 30, 1 splitter works
if you aren’t using that 30, why are you making that 30?
that 30 has to get used by something, or there’s no point in making it
tells who ?
Says me.
i mean yeah, ultimately your choice
if you want to make 30 of whatever it is and not doing anything with it, causing inefficiencies in everything leading up to it, that’s your choice
Also, is there an app/website o help me calcuate the spliter layaout for best nuumbers? (like...I0ve 5000 smelters, and I need 5 lines of ingots, one with 200 ingots, one with 333, another with 1234...etc)
two splitters is all it takes
?
load balancing is entirely useless outside of radioactive stuff
guys i have a train with 10 freight car. So i have 10 freight platforms.
i have a storage facility with 4 belts.
so i need a system when the first belt fills up materials goes to the next one belt. (from train to storage facility)
i need help only for this (my facility can handle it after that)
it is possible?
what you meanÇ?
load balancing, its where you take an input, and use splitters and mergers to produce exact outputs
Yes
it’s useless unless you’re working with radioactive material
again, that's only HIS opinion ^^
if i have an input of 400, and want outputs of 130, 170, and 100, one splitter works
It's called a belt compressor.
so its better to use manifold set ups?
Yes
why it works? I don'0t fully get it
It's simpler and the end result is identical.
Up to you if that equates to "better"
It works because nodes are infinite.
because machines only use as much as they need
i have to unlock that?
it will backup and work itself out
No, you have to build it.
Oh, si if a machine only needs 120, the smelter will send only 120 to it's way?
can you sent me guide pls? 🙂
Google is going to be your friend on this one for designs/configurations.
But if I need MORe, then it's necesary?
Smelters cannot make 120 of anything.
then that machine will use 120, then it’s input buffer will fill, then the belts will fill, and it’ll eventually only send 120 that way, because it physically can’t send more
Sorry then, if I understand that correctly
I have a merger that recieves 190 ingots, and I have to divide it in 5 machines
and I really don't want to do the maths/thingy to have 38 exact inputs
So if I just split those 190 in 5 ways
they will sort themselves?
!wikisearch manifold
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...
ok
"Yes" is the answer to your question.
Just shove all of it onto 1 belt and have 1 splitter per machine.
It will sort itself out.
But wuth the convelt speeds
oog...My head starts to fume
What are those big rectanlges on that draw?
Any machine?
Yes.
If your head is fuming due to basic math idk what to say other than "this was an odd choice of game for you." 🤷♂️
...
That is not me being insulting. It's just a factual observation because the basic math is only going to increase as you progress through the game 🤷♂️
I don't have any problem with basic math. I've some issues trying to understand some concepts of the games, like "injected manifold"
If you want a long line of smelters, eventually you will stop feeding them at effective speeds, so you need to "inject" more resource via merger
idk why but i lold
If you need 900 but the belt can handle only 270:
Smelters take 30 each. Inject every 120 because that's easy to control with a mk2.
So 270 - 30 - 30 - 30 - 30 + 120 - 30 - 30 and so on.
Math 🤷♂️
gj ^^
It's a very useful mechanic in both belts and pipes.
Ah yes, Greeny - champion of Balancers.
what?
There is no compromise.
You either support manifolds in all forms or we throw you over to the balancer category 🙂
Coffee: poured
chair: reclined
manifold: injected
okay its gaming time
there’s a certain form of manifolds you don’t support
How to make 4 manifolds with one belt though
4 belts
Clipped manifolds
each belt goes to one manifold
each manifold uses 270/min
total is 900 (with one belt having less)
I fully support clipped manifolds.
I just will never personally use them because I don't do clipping.
fair enough
Is there anywhere in game or online to see all items that are derived from another? i.e. if i wanted to see all items that use steel beams or items derived from steel beams?
the wiki
ah awesome thank you
@fierce ruin Green Zone is target area.
All other lines are just showing ease of access to natural major pathways for trains/trucks.
ok thank you, i was actually looking at that area earlier as a possible storage facility type thing for the future
Can build it by the lake/river next to the canyon or can actually build it over the canyon to use the space to run trains underneath it too.
Also note the very precise train routing in the Dune Desert 😉
Can anyone show me their spreadsheets for production?
Specifically the type where you know your inputs and are trying to define your outputs
people usually use online tools
Is there an online tool you could recommend for doing it that way?
If I may recommend:
You're doing this backwards.
Pick your target output and solve retroactively from there.
*Tools
I also prefer this method
if you do it this way you need to know what you are optimizing for, such as points per minute, or maxing a certain item
What should i do with this coal? use it for steel or make a coal power plant here?
In all seriousness. One option is to use the 2 nearby sulfur nodes to make a Steel Mill with the compacted steel alt. Then make power with all the remaining coal.
Coal Lake East is the best Steel spot on the map.
*for now.
SAM implementation may alter that.
is that the one i sended in the picture?
And SAM implementation?
No.
Ahh think i found it haha, here then right?
Still no.
Don't worry about it.
So u wont say where it is?
SAM is multiple places on the map. It just has no purpose at the moment.
I mean you can also leave it there and whenever you need it, use it 🙂
u should use the coal for power or for making steel (i am trying to learn how to be a discord mod please be patient)
Can we use the satisfactory calculator to calculate how many coal burners we need for the amount of coal, compact coal, or any other fuel we bring in?
Can just use an actual calculator for that.. :/
How many compact coal do i need then per coal burner then?
@prisma kraken
This might not be the place to ask this, please excuse if not. I'm pretty new to this game but to say that I have an addiction problem now would be an understatement lol I just unlocked nitrogen stuff and I found a node, I want to move the nitrogen and it needs to go over a long distance so I can get it back to my main base/area. I'd like to have someone take a look at my world, through discord call screen share or something like that, and tell me the best way to set it up so that I can efficiently get the nitrogen back to my base. Much appreciated in advance!
i thought you said 48 constructors
it did, and i never caught the mistake.
i'm in agreement that coke steel is situationally very good
No one wants to say they're pro coke through.
i'll go on record as saying that

all the steel alts are situationally very good
flow chart i follow is: use up coke for steel, use up sulfur for compacted steel, solid steel for the rest
its funny how that ramps you nicely into the mid game hmf prod
its like the 150-160 hor you get from intro petro gives you around 600 steel which is enough to run a single hmf line with some decent by-product
boy, i'm happy i set this up a few days ago
nothing special about it, just 8 constructors making concrete... the placement of it has just been right where i've needed it to avoid all sorts of resupply runs
Just from the description:
Use a Drone.
really one of the major uses of drones in the game is to move nitrogen, as Sev said
when you package it, it compresses in a 4:1 ratio
which means one stack of nitrogen canisters = 400 gas
both drones and trains are great ways to move the gas in packaged form
just have a packager on both sides and seed the loop with some cannisters
(iirc their actually called fluid tanks)
Better option then drone cause of easier:
Use a pipeline track or package the nitrogen and use a conveyor. Id personally do the first option
Either way, packaged Nitrogen gas is the best way to transport it
since its 4 m3 per bottle
That should show up on the coal generator of you feed it or you can check the wiki page on the coal gen
that info really needs to be added to the codex 😦
300 fluid/min through a single direction 16 junction manifold should work right?
Yes.
maybe it just has a very long stabilisation time
because the last 4 machines just arent happy
80, 25, 10, 5
%
Definitely shut the first 2 off and let everything fill all the way to the end.
i had it prefilled but there was a pipe bug so it didnt really end up working well
Like, let the first 2 fill, then turn them off.
Then let everything else fill, then turn them back on 🤷♂️
🐛
even with first 3 off its taking its time
still barely 1 cycle ahead of demand
maybe its input?
yea the input pipe is fluctuating wildly 
Oooh thank u. seems compacted coal is 7.142, thats almost 17 on 120 compact coal ;o
like 60-280/min
Compacted Coal is 50 to 7 Generators.
That's the "clean number"
hmmm, im slightly confused
the pipe is not delivering enough oil, yet the extractor is backing up due to excess
any ideas?
nope @median heath even after prefilling, the end machines drop again
mb
, gn sev, preliminary testing with upgrading to mk2 seems to have improved it, even though that shouldnt make a difference
Stuttering and back flow is a likely culprit w/o knowing more
i can get you any screenshots or recordings of anything if you want, im still ingame
Loop it
i had the pipe as mk1 but it wasnt working, upgrading the manifold section (not feed from extractor) seems to have eased it
other angle
and the feed pipe comes from over there
Yeah before the manifold starts split it and loop a pipe to the end
And apparently really short pipe segments, maybe as short from your junction to machine, might have janky flow if the loop doesn’t solve it
from its own junction to split but into the last one as a merge?
those small sections are all mk2, in both tests
I like making an independent junction prior to the manifold junctions but using the first manifold junction for the loop should be fine
so that should work fine?
I’d make it a mk2 as well but should be fine as is? Flood all the machines and see how it goes
It shouldn’t.
But yeah I design all pipe systems with a loop by default now. Technically mk1s shouldn’t need it? Apparently?? But I think there’s more to the physics. It might accidentally simulate turbulence of a sort with back flow depending on number of machines and how much fluid they suck up in a go
i have no idea if this is a UI glitch, but this pipe is stuck at 0 flowrate but it seems to be letting oil through
It might be filling from the other end
i deleted it and rebuilt it and it filled with oil and drained, and it stayed at 0
so i have no idea
anyhow mk2 + loop seems to work 
indeed, now i can make the already bad fog worse 
Pollution FTW!
i only have to do that uhhh 7.5 more times 
but that can wait for another day, because i want to sleep 
👋
Sleep is for the weak. And sleepy.
adds Tomato to my "Certified would-build-100-fuel-gens lunatic list"
100? That’s a big list
I think my first fuel station was 380~
one im not on. I have 18 fuel gens at the moment, with plans to add another 9 shortly
Oh good I'm in the clear at 67
Last night I tried doing the math on whether petroleum coke or residual fuel gives you more bang for your buck (i.e. power output per heavy oil residue consumption). At first i thought Coke was better, which surprised me, but now that I’ve factored in power losses from refining and water extractors, I think fuel comes out on top. Here’s my math, if anyone’s interested:
coke is a slight bit below residual fuel. but once you have different recipes for fuel, coke gets absolutely outclassed
like diluted fuel for example
the bonus of coke is the ability to regain power before you have fuel generators
Sloppy instant coke when?
coked coal 
Coaled coke even
Yeah, we made a coke setup for power when we first started oil extraction, but after unlocking fuel I was wondering if it was worth converting everything to using fuel, even before unlocking alt recipes. Turns out it is, but not by much.
the thing with fuel is its more convenient too
Yes
since its just one pipe and no water needed either
(normal and residual fuel at least)
oh yeah. Turbo fuel wasn’t in the game last time I played. Haven’t messed with it yet.
Turbo is a but tricky, but compared to residual fuel you usually get like 3 x or 2.66666 x the power
at the cost of sulfur and usually also coal
honestly? Unless you need the resources back that y oure using for that, just leave it
Yeah, we’ve definitely got bigger problems right now lol. And we don’t have diluted fuel unlocked yet.
heh. And the additional power isnt going to hurt. Until you cant find an open node for what you need I generally just leave old infrastructure behind
Diluted power is optional when you start out
Since when Epic counts gameplay in hours+minutes instead of Days+hours?
Been that way for over a year (at least that is when I noticed it)
Pretty sure it wasn't around december when I last checked it. But maybe my client managed to self update itself. Nice to be able to read the hours now.
Aye.
which of the basic recipes for plastic/rubber are better? (with or without resin)
?
unless you have a really good way to make resin, use the ones that turn oil to rubber / plastic
and considering you likely dont have a good resin recipe (because it doesnt exist), there is only one option
so with resin
no
I'm confused
Just do Oil > Product.
No Resin involved.
there are no recipes that make resin efficient enough
thanks
recycled
not a basic recipe
btw thanks for later use, when I get the alternative
is there a page somewhere that catalogs the different petroleum configurations you can do?
to my count, there's really only i think 4 viable configurations with a few choices as to how to deal with the hor/resin byproduct
Check the wiki for available recipes
i have some info on fuel recipes at least
Fuel recipe: 3oil/2fuel 3oil=25MW
Residual Fuel
Plastic: 3oil/1HOR 6oil/2fuel 6oil=25MW
Rubber: 3oil/2HOR 3oil/2fuel 3oil=25MW
Polymer Resin: 3 oil/2 HOR 3oil/2fuel 3oil=25MW
Heavy Oil Residue: 3oil/4HOR 6oil/8fuel 6oil=100MW
Diluted fuel
Plastic: 3oil/1HOR 3oil/2fuel 3oil=25MW
Rubber: 3oil/2HOR 3oil/4fuel 3oil=50MW
Polymer Resin: 3 oil/2 HOR 3oil/4fuel 3oil=50MW
Heavy Oil Residue: 3oil/4HOR 3oil/8fuel 3oil=100MW
There's 3 ways to make plastic and rubber (default, recycled loop, resin)
yeah, to my count, there's 'intro' plastic & rubber, polyester resin -> plastic/rubber + hor byproduct, the 300->900 recycled build, and then the max-out diluted fuel for power one
polymer resin alt isnt viable
with a slight nod on the side to the turbofuel alts
only real combo you can do is polymer resin > rubber > HOR to diluted fuel
same thing as HOR alt but more focus on rubber
and worse efficiency
yeah, that's part of the 300->900 recycled
because the Polymer resin alt is godawful with efficiency
in this case its not 300 > 900 because you are using Polymer Resin alt, not HOR alt
there is a configuration for poly resin where it kicks off something like 300 plastic/200 rubber/600 coke
that one doesnt have nearly as much yield
its not very good
you mean the poly resin from the HOR alt or the Poly resin alt recipe itself
the poly resin alt
i'd use it if the situation was right, but you're looking at about the same refinery count for 1/3rd of the product
its easier to use the resin you get from the HOR alt
the residual recipes are either too weak or Resin Alt is too weak
i agree
i once used the polymer resin alt for a factory cuz i didnt have HOR alt and not all recycling recipes either
the only time i'd think of using it were if the coke were really important and i needed just a few 100 more plastic and rubber
but if you have all the alts, your better off doing recycled and then HOR alt into coke
i really am trying to find a situation where i'd value that recipe
anyway, i was just wondering if there's a list of configurations for petro
so i went with the second best thing:
at least its a conversion ratio above 1...
but the amount of water and residual rubber refineries is absurd
those are some ugly numbers, lol
average Polymer Resin alt L
its not a very useful recipe
it makes Fabric, thats about it
which i can sorta live without
when i set up a weapons plant i have an autosorter that makes mycelia into fabric which is enough for filters
i still don't understand why it isn't the 5:9 rule
produces less decimals
ehh, i'm not going to get into that convo again
Is there like a go-to place for a coal plant?
near water and coal 😄
Depends on which alt you want to use 🤷♂️
obviously biocoal
Compacted BioSteel
It is a wonderful rule 😁
But will have to be redrawn when the recipe balance patch hits. 😩
Yea i know haha but like what nodes do ppl generaly go for
what 'clump' of nodes
that also depends on where you are, which nodes you've already used, how much power do you want, what are your future plans, etc. etc.
Where i am i dont mind, i wanna go modular build so all over the place 😄 for now i am using temp nodes for steel, so no permanent coal are in use so far 😄
I'd basically just look around for decent amount of coal I want to use for power and go for that 🤷♂️
Yeah I just go for the first pure node of coal I can find. That's usually the only coal plant I make, as I rush for fuel or strategically turn parts of my factory off
All of them?
im trying to get the math right on turbo fuel gens. do fuel gens work at 100% even if theres no load on them (i.e. if you have a bio gen on a loop where a coal gen is the bio gen stops working even if it still says its running)
i just have the gens hooked up to poles but theyre only hooked to each other no outside load
all gens work on full load always
(except biomass)
odd then
because my turbofuel refineries are making 275ppm while the gens are consuming 288ppm and im not running out of fuel
are all the gens running at 100%?
yep
and ive been running it for a while now
the pipes are filled
and the refineries are emptied as soon as the gas is collected
are the numbers right then? 😄
ill give you my numbers
i'd reckon, no
64 fuel gens 14.66665 turbofuel refineries
and thats an underclocked refinery
not an OC'd one
what recipe for turbofuel
so you're math is wrong
you're producing 234.6667 turbofuel
but you are consuming 288 turbofuel
which makes no sense
14.666 refineries make 275 tho
then why are the gens running at full speed without sputtering
ive never understand fuel in this game
turbofuel recipe produces 5 turbofuel every 18.75 seconds, 60/18.75 is 3.2, that's 3.2 cycles a minute, 3.2*5 for five units produced per cycle means 16 per minute per refinery, 16*14.6... is 234.6...
forgot "*" was a discord function character for a sec
😛
If i made an error in my math please do correct me
thats what im saying
it's 18.75 per minute per refinery tho
and cycle time is 16s
ill also say i was using the build suggestion from the wiki
can you show us a picture of your setup?
is it 100% isolated system with no other input/output? all gens are connected to the same power network?
the gens themselves are isolated
theres no load on them specifically
the refineries are on the main grid
yay batteries and coal
lemme load it in to the map
i dont have flight yet
Do you have Buffers, or is it a significantly large pipe system?
Pipes have Volume, something that belts do not - so even if you are making slightly less, if the pipes were full when you started it up it can run at full speed for a while before showing wear.
alos... make sure all your generators are actually hooked up. One or two may not be.
the last pipe isnt completely full but its filling fast enough to keep the last gen full
all green
its also been running for a couple hours now
infact i added 8 generators after it started just to see if i was wrong
and those emptied out the overflow sitting in the refineries
where is this pipe going? what does it have in it?
regular fuel from my diluted system
ive never tried... but pretty sure pipes just fail to mix straight up, so... unlikely that its a crossed connection ...
yea you cant mix
isolate it it from teh rest of the grid and see how much power those 64 are producing? that will tell us if one of them is bugged and showing green when its not
how much Max Production power does a graph there say? sure
yeah thats 64 gens...
i guess ... double check your Under clocked one that it isnt actually over clocked to 166% instead of uc to 66%?
thats crazy.
weeeeiiirrd.
and i dont have any mods that affect pipe volume or anything
very very curious.
Ive seen some bugged buildings since U7 dropped that work like they are powered but arent actually powered - like Pumps properly pumping without being connected (and showing a green status bar) and lights turning on when not connected to an active power grid, so maybe... but no idea.
fuel is the part that always confounds me
if you restart what happens?
lemme restart
ive had this issue for awhile
im rebuilding my fuel plant because the last one that i followed to a T and i kept running out of fuel
looks fine ill do another round in a couple minutes to see if they drop below 50
still running
my magical generators are still being magic
@wind spade i finally lost 4 of the 8 extras
large pipe networks, esp for fuel just slosh around a lot; its better to split it into smaller networks
it has been a very long time since i've built a really large fuel power plant, but knowing what i know now, i would prefill it until the flow rate of the pipes goes to zero, then turn on the generators
also, really do consider OC'ing the generators to reduce the network's size
eh, OCing is not needed at all, just flood it and leave a 1 off until it gets completely full
no, its linear; less generators, same power same resources consumed
like a coal gen at 200% will burn 30 coal/min and make 150mw
OC'ing the water extractors to keep up with that, you do use more power there, but shrug
i swear i read somewhere on the wiki that over 200% was wasting the OC
the math goes weird on the equation
atleast on generators
things changed with it all in U7 to make it more straightforward
you may have been dealing with some outdated and incomplete info
you couldn't push nukes to 250% because it would have taken more than 600 h2o/min
in u7 they reduced the water demand of a nuke to support oc'ing them to 250
that may be what you're thinking of
no cause i almost never get to nukes
i get bogged in fuel
and usually end up quiting
the math on the OC was different too
you had to enter some goofy value that was like 204.xxx% to get them oc'ed
i can't recall the math off-hand, but now they just work so 200% means 2x the power and 2x the consumption
and they cap at 250 like other machines
OCing power generators only saves you space - you burn the equivalent amount of fuel per mW.
been that way for ages
the output/consumption though has been simplified but same efficiency
did the old math on OC'ing allow you to push them all to 250%?
i really didn't value OC'ing generators until U7
yes but with nuclear generators yo ucouldn't supply enough water for it at 250
right
and 250% on power gens weren't 250% output or consumption
i'd look it up, but don't know where to find the old math
it was still as efficient on fuel/power though
yeah, i never bothered because the math was pretty obtuse
i have to say though, i really like the change
i have effectively 6 16-gen cpp's running at 125% atm and when mk3 miners happen, that'll be another 7.5 gw w/o building
that's still a bit off in the future though, i'm still running trains to get copper and bauxite into the same place 😛
Ok guys, so I just need some help confirming the math for me; a second proofreading if you may... according to my calcs, I have 2 pure oil running at max 600/min, each has 20 refineries running the heavy oil residue producing 800/min being then directed to 16 blenders making me a total of 1600 fuel/min; so far math checks out... now, confirm with me, how many total fuel gens do I need if all of them are gonna be OC'd to 250%? My old self left me a note saying 65.86 Fuel Gens, current calculations give me 106.66; so which one is right? or do you guys have another number
600 Oil = 20 GW with Diluted.
2.5 * 150 = 375
20,000 / 375 = 53.3333...
Other way to do it:
2.5 * 12 = 30
1600 / 30 = 53.3333...
@stray pagoda
so I do need 106.66 awesome thanks haha guess I still need to build the second half of the gennies
250% was effectively ~200%
Max water consumption was ~601/min or something
so it was setting to ~204 (iirc) that gave you 250?
i never did wrap my head around that math
generators in general
nukes had a different exponent and scaling
asking about the old math
The old math meant that clocking them to 250% caused them to have a "production speed" of just a bit over 2x their normal one (100%)
there we are
246.2288% 😛
nukes reached 200% at 250%
close enough
i've been with the game since u4, and do remember reading all of it in detail, but the details & numbers just never stuck in my head
really my reason for asking was simply phrased, to verify that in U7 you can get more power out of a single generator
That is part of the reason why Nucgens need less water as they couldn't really go over 200% prior
nod
im still for 500/min water maximum for nukes
nothing should ever need a full mk 2
would mean 200/min water at 100%
which is already quite a lot
would make it a ratio of 5 extractors per 3 Nukes
I enjoy my 1:1 ratio, thank you 😉
?
OC Extractor to 2.5
then reactors to 1.25?
i've not seen issue in doing a full 600 into a 250% OC'd nuke
overclocking water extractors to feed NPP is reasonable given the negligible loss in net power gain
i don't mind paying the OC tax for water extractors
a little net power loss is preferable to me than fussing with extractor placement
but that's my personal pref
overclocking the NPP is also a good idea given their ginormous size
and cost of building materials
their only really "expensive" ingredient are 5 supercomputers, the rest you should already have automated at that point
i mean you should automate all of it
yeah, its just that chicken and egg thing with mk3 miners, supercomputers/turbomotors and power
you can have nuclear immediately after the milestone unlocking aluminum, and I personally won't automate SC large-scale before I get some of the T8 alts
no reprocessing though
i don’t really recommend doing nuclear without the reprocessing
i'm really wondering as i approach that game stage if i should use the alts or not... i'm probably going to be building in this world for a long time and the promise of beacon removal is ominous
imo nuclear alts are good when going large scale, but not for small scale
because they all work around "less uranium, more of everything else"
but you don't really need to conserve uranium when not maxing all nodes
yeah, eyeballing my power requirements, i think i'm probably looking at 2 full uranium nodes worth of power
yeah at that point it might be worth considering which way works better for you
i dunno, i may go u2100 and say screw it, ALL the power
1.19 TW 
i need to sit down for a day and do the math
my tentative goal with this save is to flip the switch on p4 elevator delivery and do it in 25 minutes
what i can already see as a problem is caterium
well, not a problem per-say, but it has me worried
out of curiosity, what's the max number of PFR's that can be made/min
odd, satisfactorytools won't give me an answer, lol
Satisfactory Wiki
Plutonium Fuel Rods are a very late-game fuel produced by reprocessing Uranium Waste. They give off extremely strong radiation. Burning Plutonium Fuel Rods in Nuclear Power Plants produces Plutonium Waste, which, unlike Uranium Waste, cannot be reprocessed and has to be stored indefinitely. By sinking the rods in an AWESOME Sink instead, no Pl...
the numbers are in trivia 👆
it cant make waste itself, it needs manual waste input
its a limit of the way the calculator receives new data
all automated from a document in the game folder. and waste has no recipe
ahh
greeny does fill in some stuff manually regardless, as I've been told (by himself)
but he would prefer if he didnt have to
Hi people ^^ Is there a planner where I can enter my input, ask what I want, and then calculate the max outputs?
All the planners i find ask me the or the items per minute, or max inpur priority that then ignores the rest
satisfactory tools
Let me check
uhm, I got to the part where I can maximize what I want
But then I've everything at the same speed
Modular frames at 9.6, screws at 9.6
yes. is that a problem?
Kinda low on screws?
well, it has no reason to prioritize screws
I guess I don't know how to ask the correct question on this
You want a calculator that spits out numbers based on "whats likely to be needed in the next step" then?
like "hey i have iron parts but i dont know what i need them for, can you output me numbers based on future parts"?
screws aren’t using for building stuff, so produce the amount you need
It was just an example, sorry
No no, im genuinely interested. I was just trying to guess
no need to apologize
unless that was for Iroh
Like, I've 460 iron ores, and I want screws, iron rods, iron plates, rotors and reinforced iron plates
well, then you need to tell it all those parts
What the max of those things you can give me
and it will try to make as much if those as it can
but naturally, things like modular frames need more iron for bigger outout per minute
so if you need more "complex" parts, you get less "simple" parts
I do, but it asks me how many pèr minute I want, and the answer would be "all you can make"
then maximize
I did
well then it solves that for you
And it just equals everything, it gives me 9.6 modlar and 9.6 screws
yes.
mdoular frames need more iron, and both items you selected get equal treatment
Yup
the calculator tries to raise all item numbers equally
So what I ask can't be done as for rn?
if you want it to output more screws, no
ok
because it doesnt give one item more priority than the others for final numbers
what you can do is only maximize one part with only a part of the iron you have
and then do that for all parts
so every part gets the same input, but different output
Example: you have 480/min iron
you want 5 parts made from iron
divide 480 by 5 and then let the calculator maximize one part each with 480/5 input
that way you get the most of each, equally based on input
@tired viper if you enter multiple parts into one tab and maximize them all, it maximizes them all equally
if you want to dedicate a certain portion of your input, make a new tab, select that one item and maximize it there
after you know how much you can make, you can go back to your initial tab and insert items/min rather than maximize
they dont want equally maximized
because it makes equal output numbers
but they want equal input for all parts it seems
yeah, that would be (total input)/(part count) as input and (part count) tabs
hence what i just wrote above
ah 😄
xd
is there any "priority" on what should I build more?
not really
what you decide you want more of
complex parts are usually needed more later on
sooo focus on complex parts and then figure out what simple parts are needed for them
Can someone help me understand what I'm doing wrong? I have 16 fuel generators, I have pumps on the two lines that are feeding them. From what I understand, they should be consuming 192 fuel/minute. I'm producing 204 at the moment (4 packagers unpacking fuel running at 85%) to have some overshoot, yet still I have generators cutting out because they're not getting fuel...
Hmm, seems like giving it some more time fixed it and they're slowly filling up with the overshoot. is producing the exact amount of fuel you need generally a bad idea?
No, you just want to fill pipes before running the thing
you can speed up the process by shutting off some of the generators and letting the fuel overproduce for a while
oh, I did not do that, I hooked up the power and pipes at the same time
Is this simply due to pipes not being full? could this also explain why I have a couple coal gens acting wonky?
When I restarted my turbo fuel facility after a rebuild I shut all the generators off and let the whole fuel feed max out before restarting.
about 500 hours into this game, first time I heard that 😂
tbf, a lot of those hours were in early game faffing about with decoratives 😅
I'm just as guilty of spending time on looks, this is the fuel plant I reworked, I don't recommend turning off 800+ generators though, it sucks : 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 ...
For your setup, you really only need to turn off the first generator in line and the rest would fill eventually. I would personally turn off the first in each row to speed it up without cutting all the power.
Would adding a fluid buffer help?
Buffers for the vast majority of cases don't really help, in fact they can often mask issues.
They usually do the opposite. Can cause sloshing in the pipes.
gotcha
What often helps is looping the pipe
If you prefill everything, it should work fine with dead-end supply headers as long as you aren't relying on max flow through your pipes.
yeah, far from
Max flow through pipes is deffinitely doable tho
Looping really makes a difference when you approach 300/300 or 600/600. I use it for anything over 75% capacity.
just noticed some packagers lack some cannisters too, so that probably wasn't helping either 😅
The thing woth looping the pipe is that it can't hurt
Yeah gotta have enough of those. I load 100 each into every DPF loop.
That's true. I was just noting that it helps the most, the closer you are to pipe capacity.
I had a package loop from ages back, I had an inline container for it and kept it at least a quarter full while the system was running, that way it didn't wedge, nor run short.
had everything on a big loop at first, on a manifold. switched that to just looping them back below.
DPF loop is great in that you can make it 1:1:1
I'm guessing if the first pipe in the system is full, all are?
My last fuel setup, I ran a single dead end supply header to 10 gens from each DPF loop. Works great.
yeah, currently doing 16 generators, which results in everything running at 80%
love it when those ratios work out 😛
More like the LAST pipe.
for packaging loops, doing one loop per refinery is preferable
Since I moved the colossal fuel station I swapped from DPF to Dilute Blend.
Yup. This.
no tier 7 yet here
i just put a refinery for diluted packaged fuel and 2 packagers plus canisters into BPs now when i do that recipe
DPF only consumes a bit more power than blended diluted fuel. Not big enough gains to refit existing setups but worth for new.
I do this. It's 18m wide, and I can fit the fuel generators to line up perfectly with the fuel output lines.
I wouldn't have tore out the old installation as a modernisation thing, I only swapped due to moving the entire thing before the spire coast changes, it did cut the refinery block to about two thirds the size of the old one though 🙂
yeah, one benefit of the blender one
BP as in blueprint? I haven't played much since update 7 (this is a new save in there), do refineries fit in blue prints?
a lot smaller
yes to all of those questions
Nice. I'm currently planning a turbo fuel refit, which will expand existing refineries by 36 and generators by 81.
I built my fuel generators on the West coast... Getting sulphur and coal here is a PITA... Trains it is I guess, from somewhere...
Please say you're not building on a colossal scale though 😄 , that was laborious.
Ahh sulphur, the whole reason I have a network of tunnels.
I literally gave you the numbers 😂
the whole reason i dont do turbofuel
Expanding by 81 doesn't tell me how many were there before 😛
i just use the sulfur and coal for instant scrap instead
You can belt it from the western dune forest 😈
Truck it 
Belts. Through Doggo Heaven Cave.
Tunnels for long distance transit if you have the patience https://www.youtube.com/watch?v=Z08ziPYDOto
A brief tour of a part of my logistics tunnel network built under the map in Satisfactory.
This place was originally built just to move sulphur & coal to my old turbofuel power station, since then it expanded to cover everything being moved between biomes, it is large enough to get completely lost in.
Due to the nature of the void sometimes the ...
OMFG. For the first time in forever, I have a flat power production graph. Thanks so much for pointing that out.
@primal flicker saw the screenshot, yeah, that's an option but god does it sound like a pain to go that distance... It doesn't help that I've used up most of the coal there for steel/coal power.
There's a sulphur spot in a cave in the rocky desert, I was considering clipping elevators through the roof and training it in from there 😅
or was that quartz 🤔
See, this is why a lot of people just skip turbo fuel altogether.
The other answer is just, more diluted fuel.
I'll skip turbofuel in all subsequent saves, I only moved my monster out of sheer inertia, and I didn't feel like demolishing 24km of tunnels that fed the old one.
Sunk cost fallacy at its worst in my case 🤣
I'm only doing it this time, because I haven't done it yet. And it's only 148 gens total, 67 of which are already built.
I'm also sinking gas filters out of it for 💩 and giggles.
Now you've given me the numbers 😛 , I built 888 because I'm a nutter!
It does if you do the DPF->Turbo fuel math.
2.2222 ratio.
My numbers ended up as 1800 oil to 4000 turbo.
Personally I either cut losses or make 9 machines and underclock
0.0033/8.0033 doesn't bother me much.
That's like 0.04%
click on the box to see if it really is 8.0033 or something more precise
Well I was smart enough to start with only 300 oil.
This will go from a 10GW facility to 22.2 GW.
Ok ^^
Or 12 at 85% if you like more symmetry.
Whats the meta for making a lot of plastic? Should I recycle rubber or
Yes. Heavy oil residue and recycling loop.
Wym recycling loop?
So I go all in on rubber then make fuel from the byproduct oil which I then use to recycle rubber into plastic?
something like this
ah so I should use alternate recipe for heavy oil residue too?
The heavy oil residue alt is a force multiplier for every oil product.
Ah sweet
good thing I checked here first then
bummer I need to build another huge factory though
Just enable all recipes on Tools and set production to max. Instead of items/minute.
How much plastic do you want to make?
for just my battery factory about 950/min
then I have a few small factories that maybe use 200 in total
(and obviously you can use diluted packaged fuel if you don't have/don't want to build blenders)
I don't think I've unlocked that anyways
I wouldn't attempt without at least one diluted fuel recipe available
HOR plus diluted fuel means fuel*4
I would see it here if i had it right?
Yes. Looks like a good time to hunt hard drives.
Any ideas how I could fix this? Seems like an oil patch has gotten bugged through game updates
(can't place an oil extractor since its 'occupied')
Might have to load your save in SCIM and see if there's something there you can manually delete.
Already done, even installed a mod to noclip and see if I could see extractor under the map but didn't :|
although when I looked in SCIM I couldn't see some of my existing oil extractors there either
That node might just be lost on your save then.
I do have atleast one extractor in a place which no longer has an oil node, maybe that's what bugs it
It could be the node was moved and your extractor is still linked to it. That would explain.
Yeah that's my theory
This is exactly the reason, and was explained in detail during the U6 release.
i tried making an early 100% efficient concrete factory. anyone know why this doesn't work? it always ends up with the LHS constructor going at ~83%. tier 1 belts only
What is "the LHS constructor"?
I would not stress about this given you fix the problem entirely with the mk2 🤷♂️
i know, i'm just wondering why it doesn't work
i thought the middle belt would back up and force the 60 to split 45-15
That's a lot of typing but I will do it if you want me to.
go ahead
Are you letting them saturate first before enabling the output conveyors?
no, i thought it would just overflow if you let it go long enough, like a manifold
by overflow i mean even itself out
I'm curious about this too since your math seems to check out, let's see what Sevrahn has to say 😋
mergers accept equally, so 22.5 /30
Fix by splitting the 30 so the merger accepts 15/15/15?
i fixed it by splitting the 30 and merging that with half the 60's split
the one going into the constructor
The 60 from the left is being split into 30 and 30.
The first 30 is going to a Constructor. The second is moved on and merged with another 30 from a different source.
This sends 60 in total to the second Constructor, which needs only 45.
When the second Constructor backs up, you're now at a stage where things are happening in sequence between the MERGER. Which is getting x2 30s.
This is too much and since the merger is trying to prioritize both inputs in sequence it is effectively backing up both lines, but also letting both lines through.
It can't just take half and half, because that would be 30 total and it is outputting 45.
So it has to take more than half from each to meet the 45 it is outputting.
The math then leads to it taking 45 evenly between the x2 inputs of 30
45/2 = 22.5
30-22.5 = 7.5
Add that remainder to the first input.
37.5/45 = 83.333....
And this is why I didn't want to waste my time typing...
You already fucking fixed it...
wasn't a waste, i wanted to know why it didn't work in the first place
so it basically comes down to the merger cant tell which 30 to back up so it backs up both. alright that makes sense, thank you
I appreciate the under the hood explanation. Thanks Sev.
It's not enough to try things until you find out what works. Understanding WHY it works is critical.
Break down problems into parts.
Solve parts.
Simple 🙂
A single Lego brick is simple. Have you seen some of the technical Lego builds people make tho? You still need to know where to look for the improperly placed/missing brick (and why) when a complex system fails.
Ive seen all the memes but is this really what I need for 1 HMF/min w/o overclocking or am i doing smth wrong
Looks about the right amount of machines
This is crazy, im regretting going for one ACU/min
You can save some space/time with Steel Screws alternate
(space only, in this example)
I dont have oops
I would suggest making a blueprint for screw production without using alternative recipes, if you want to save yourself building dozens of manifolds.
whats a blueprint lol
TIL fuel generators lose no efficiency when overclocked
An abomination that never should have been added 😉
Where were you expecting them to lose it?
yeah
like how production machines are less energy efficient when overclocked, right?
Cost per output was always linear on production though.
So the output of a generator being power, would mean the cost per output on that would still be linear, no?
I was out there building like 50 fuel generators this whole time
Prior to U7, the generator being overclocked was linear, just not at 1:1 scale.
So if you OCd to 250% you got only like 200%ish out.
But efficiency wasn't effected.
Now they are 1:1 with their clock scale, so it's still linear cost per output as always, just that 250% = 250% now.
laughs in attempting 45 HMF/minute
FMF eats HFM, so why talk scale in the smaller one?
Send a pic please that sounds insane
It's still in the early construction phase. Lots of planning went into this. About to lay out 72 foundries for compacted steel.
Make it 540.
Anyone do a "smallest effective factory" sort of challenge? Is it worthwhile or too inefficient?
Define effective...
SatisFactory piping?
No wait, that's electrical conduit.
laughs in 200 hmf/min
the entire factory is just steel pipes and a tad bit of oil
If someone was crazy they could produce almost 2000 HMF per minute if they used essentially 100% of the recourses on the map
me vibing with 2.1
I've done 24/min ACU. 180min AW/ASW was painful but we got there in the end
were you using the alt or regular AW recipe?
Stop it. I’m already having to refrain from starting my 315
ASW alt.
i figured
sure.
the math on that recipe is kinda compelling, but the HSC's for it tricky
not really. 1 vanilla HSC to 2 x ASW.
its the caterium that's the tricky part imho
not that making quickwire is tricky, making enough of it is though
sure. depends on if you're trying to produce the entirety of the game in 25 minutes or if you're trying to build 8k ACU in 5.5hrs
yeah
the trap a lot of people fall into is assuming their way is the only way.
i'm not sure it can be done w/o caching AW
if you're caching parts then it's not really end to end in a fixed time frame, is it?
no it isn't, we'll see what I find when i find it 😉
just making you laugh a bit, it clocks in at needing a rate of 960 AW/min to do ADS's in 25
i think its 960... that may be 100% clock rate vs 250
i need to spend a good full day doing some spreadsheet math to get the numbers straight and in my head the right way
you'll need 300 ADS assembler to complete it in 25 minutes, which means 325 ACU manufacturers.
and 76 supercomputer manufacturers.
i count 53.333 supercomputer assemblers; 128 acu manf's
ok.
but the numbers art still really crazy big, no idea if i'll ever get there tbh
the numbers are just bonkers for the ADS's
it should be there on your speedrun maths sheet though.
some of it is 🙂
Hi people ^^
I've a question about manifold. If the origin is an storage, and you put the splitters how you suposed to, whatt convey belt you use?
Like I guess that the ones that go from the splitter to the machine is just the needed to feed the machine, bout from the origin and betwen them?
you take the sum of all the machines conected and then you sustract each split?
Or how so?
the mk of the conveyor does not matter as long as it can support the total items/min, generally higher mk is better due to faster belt speeds and faster fill time but it doesn't matter too much
and that total is the sum of all the machines?
each machine will need x items/min, and you will have y machines, so the total demand is x * y
so yes, sum the demand from all the machines
eg if i have an array of 5 constructors that each need 20 rods/min, then it would be 20 *5 = 100/min, so anything mk2 (120/m) + is fine
So for right now at where I'm, only mk3, if the sum of my machines item/min is higher than 270, manifold is a bad idea, it's just takes longer, or it's fine?
no, if you can't supply the required amount it will not work, you either need to do multiple manifolds or an injected manifold
Sorry Tomato, then what conveyour you should have between thefirst and saecond splitter?
A mk2 (I guess you recive 120, then send 20 tto the first splitter, so you've 100) Or i'm just overthinking?
Usually just max possible conveyor, no reason to use lower mk
well...somettimes i'm short on mk2 or mk3 component
same again, as long as it is enough to allow the items/min you need then its fine, going higher is slightly better but not necessary
Automate more of them then 😛
well yeah
in my example you'd have 100 in on a mk2, 20 would go to the first and 80 would continue, 20 would go to the second and 60 would continue, etc
no, since mk1 is 60/min
so theoretically you could change to a mk1 between machine 2 and 3 in my example
since only 60 continues
Perfect, that's what i was doing already, but wasn't sure i was right ^^
but once you get to mid/late game where resources are more plentiful its usually simplest to just do max tier for the whole thing
in theory for some manifold designs using mk1s for the actual splitter-to-machine belts can make them more, if not completely, equivalent to a direct split in terms of time before 100% efficiency
steel beams come to mind here
direct split?
balancers
if the machines need exaclty one belt of input, then a manifold with slower mk belts into machines is a lot easier and faster than a balancer
Doesn't this also apply to sushi smart splitters?
i guess? depends
I've been setting up with a Mk4 bus speed and Mk1 feeding each input. Mk2 for overflow to sink, to ensure no back pressure on the conveyors.
belt is not a bus 😛
belt bus is multiple belts going in same direction with splitters splitting material and mergers merging back products
single belt with splitters is not a bus 🙂
(it's a manifold)
Sometimes. A single high capacity belt feeding multiple offshoots is a single line bus, in my book.
Synonymous with manifold and easier to type
well I'd keep the terminology in the way that is used by majority of players (taken from Factorio), not invent own 😛
Do those offshoots feed back onto that same belt?
There's an idea. Single line sushi. Whole factory supplied by and outputting to one continuous belt.
THAT is a bus. 🙂
I'd usually consider a single or double decker transport used as mass transit to be a bus.
has someone made a sheet with the math for the most sink points possible from vanilla ores, all things like overclocks and residuals considdered?
gib 
maxed sink points + 100 GW of extra power
math doesn't lie 🤷♂️
nono, wheres the rest of the flowchart 
not really needed as this is impossible to reach in a game anyway
why?
your pc will burn
pff
Thousands of machines
the age of FPS is over. The age of SPF has come.
Requires using that power for full plutonium production
no, that one is included in the calculations
be sure to send us pics of the burning wreckage of your pc
I think youll find it more appropiate to send me some bread and butter
because it'll be toast? No handouts 😛
Exactly
I have a hypertube that goes up and has tight turns. How do I maintain a decent speed in it?
It currently looks like this.
hyertube cannon
Will that keep the speed even when there are tight turns and when I go up?
no, but initial speed will be faster
I seem to lose most of it after the first or second tight turn
I guess I'll have to figure that out then. Luckily there are plenty of tutorials on the Wiki and on YT
you can use several boosters
Do entrances inside the tube give boosts or do I create new entrances along the way?
New entrances. Its the act of leaving and entering again. You can also enter at a run for better initial speed
That + a belt into the entrance to ride
https://docs.google.com/document/d/1vXLuiN3FdPwJ07BFdK6ymz8Uw5nLY_paDW0NhljO3nw/edit?usp=sharing
My calculations for a 100% effecient Modular Frame factory without using any complicated percentages, most complicated is halves lol