#math-and-meta
1 messages · Page 82 of 1
Distance also becomes somewhat irrelevant after the first couple deliveries.
The simplest decision factor is "which one is easier to build". Also consider if you'll have more use for the track than one train line
depends how far i have to walk to get more alum sheets 😉
If you have a railway from A to B, connecting A to C means you have to only build the track between B and C
With belts, you'd have to run them all the way
i also consider how many belts, usully if i have to build multiple belts, i will upgrade the line into a train, but again its whats easiest and fastest for me.
Yeah that falls into "being easier to build"
setting up a train line could take an hour at the most, where you can throw down a belt in a few mins
i would probably agree you, 90% of my decisions comes down to your statement
Can also just drive a truck in 5 minutes and be done with it.
Fuel isn't a problem 😦
"build 1 km of belt" or "drive a truck + build 1 km of belt for fuel"
No.
If you're doing fuel in shitty ways then sure, fuel is a self-inflicted problem.
how do you recommend doing fuel?
Use drones to deliver fuel, then use the trucks with that fuel to move items ||/s||
How do you get fuel when moving stuff between outposts that don't have coal/oil nodes near then?
That sounds terribly inefficent use of drones /s
nah definitely super efficient
You can see how the decision here changes?
But also most T4+ level locations are going to have one of those nodes close by.
I've had one such case where it worked out and I did use a explorer line to deliver steel
But that's a pretty narrow use case
I admit I'm biased towards building trains though
not a fan of vehicle accidents.
Always gotta start with admitting bias before you start swaying the new people to one side or the other 😉
No
I like trains
You assume that somebody attempting to sway others doesnt have an agenda?
Nah. You have a truck deliver the fuel... which unfortunately means truck depots will often need an extra station just to deliver the fuel.
You guys do trucks in such a weird fashion it's no wonder new people get put off them by listening to how most of you try to set them up 😭
But I am going to nap so please don't ping me for followup on that right now.
I do not tell anyone how to set up trucks. Lol
If somebody who loves trucks could give a nice and thurough guide for them that would be great. I wonder if we know anyone who loves trucks here... 😆
Hm, right. I'll look into how/whether I could implement trucks in my next project
Trucks are very useful. A good transport method for shorter runs.
It's not meta, but I love trucks just because they make the world feel alive
You know what uses no fuel?
What?
Belts
ok well that’ll kill your fps
Have you tested it?
more belts less fps
and not personally no, it’s just a known thing in the community
it’s just how belts work
plus it’s almost always easier to add a new train or truck than run 1-2 new belts at distance
I feel like factoring in game performance opens up the topic of "well are trains more performant than trucks"
never heard that to be true
even if it is true, it can’t be to the same degree as belts vs trucks or belts vs trains
I've been using Explorers for short runs across the desert. They're much smaller than trucks but still have good cargo capacity, so you can just set one up easily and then have a few using the same path
I find trucks much harder to drive and thus harder to create paths for
Wish we could just place beacons to create a path manually, and move them as desired. That would make them useful again too.
trains do pathfinding and segment locking, definitely need more resources than trucks
Aren't trains far away faked like trucks?
They don't have to ever repath unless the railway changes too
even if they are faked, they still reserve segments
Hm, still, it could be faked without any physics involved
Likely not easy to implement though
trucks just follow spline
trains follow spline and reserve segments
just this comparison makes trains more demanding
ignoring whether or not they are faked or anything
Trucks also do pathfinding, and the train pathfinding is obscenely simple
Also trucks are simulated physics objects, while trains aren't (unless they crash)
And 1 train can do the job of, well, infinite trucks if you planned accordingly, tho realistically it's doing the job of at least 2-4
trains are as well
drones are bugged in display i can say
but itll be fixed but be creful
and it normaly fix itself on reload thats what i experienced

Does anyone have access to, or knows how i could create a height map of the satisfactory world? Please and thank you!
the in-game map is topographic
It depends how precise you need it to be but yeah, the in-game map already is color coded
The image can be dumped from the game's PAK and is 16K
I think we can only get data on resource-hungryness of transport by profiling the game.
what
the thing is, it isnot monochromatic, and also isn't acurate enought to be used in the program i need it for
neither is the SCIM map
you can extract the 3D model for the world and mess with that if you're willing to go the extra steps
you'd have a better time asking the modding discord if you were to try that
Ty
does anybody have an idea how i should split a 400 line into 300/100
i might just be being dumb here
nevermind
Every ratio in the game can be split perfectly using a manifold
yeah i just dont have the patience to figure it out
There's no patience needed
It's quite possibly the most thoughtless way of building in satisfactory
yeah no thinking involved. If 1 section uses 100 and the other uses 300, just have its split on 2 belts and it'll self balance
except it wont because one line is going to an awesome sink which i do realize i shouldve specified
i've never actually used a smart splitter i dont think i didnt think of that
thanks
no prob 🙂 jsut have the splitter somewhere before the machines consuming the products and it'll work great
you'll want the main path set to Any and the sink path to Overflow
I figured you might ask 😉
Smart splitters are also fun for sushi belts. Like if you are feeding a set of machines a bunch of items and you have belts fast enough to move more than 1 item type? you can feed the machines with fewer belts
A number of Manufacturer recipes can done with with 1 mk5 belt feeding all 4 items
oh and another method of doing what you were talkign about - selective merging. Merge the number of items you want onto a belt from the start that way there's no splitting needed. Sometimes it's convenient sometimes it's not, like if you're sending the items far away. For that you just clock the machines to spit out the number you want
yeah I have done that before
great! it's a powerful method a lot of people don't think of
for the way i had my machines organized it was easier to do it this way, oil :\
oh yeah, all sorts of dif situations. Nothing is perfect for all of them
look at my 60 to 41.1/18.9 balancer its not that i need him i just can do it so i did! first floor splits in 15 scnd splits in 3 and the 3rd into 0.9 the overflow is 41.1 its possible to be more compact idk was just bored so not that optimized... question does the destribution look right
🤡 ?
Hey everyone, just found out something today that might be helpful to someone else
I was making a coal generator center around a lake and had some logistics issues with the inputs
How to build an EFFICIENT Satisfactory Coal Generator Setup!
Satisfactory Update 7 Coal Power Guide!
Join my newly created discord and help me build and grow a community for all things factory games! https://discord.gg/6QWHddKntu
In this Satisfactory Beginners Guide, I'm covering how to build an efficient Coal Generator Setup. I'll go over so...
I was using this video as a reference and found 2 things
If your water flow even slightly has to elevate, the water levels in adjacent pipes will fluctuate too much and eventually half the generators will run out of water
i see insane clickbait here
In my case i was running 16 gens, so I needed 240 coal/min input
at first i was overclocking one MKII to 240 and splitting it, but bc the miner itself can only hold max 100 coal at a time, it was causing slight bumps in the coal flow so the gens eventually crashed too
it works by using two separate MKIIs instead and just merging them
dont click it its just a rnd coal gen video but i know what he means
its honestly nothign insane in the design itself
i clicked and some stuff said is just straight wrong
just something i had to figure out about overclocking =/= having 2 individual sources
it doesn't matter that hte miner can 'only hold 100', if your belt can move it it won't back up
at least the thing with the pipes its basically inputs on diff elevation work like an overflow
see thats the thing though, I had all the right belts
the coal was still getting backed up
I figured the miner only holding 100 was the issue
then the numbers weren't right or there was a build error
after I switched to using 2 miners though it was perfectly fine
without changing anything else with the build
so im not sure i guess
its just
the time it took you to hook up the scnd miner
the build was flooded with water
after that all the gens where filled with water and didnt choke
but the issue this time wasnt the water flow
its not the coal it you fixed
water was fine, it was the coal that wasnt feeding in fast enough
its the gens you did by accident
something else got changed as you were doing the differences. Maybe water wasn't getting to the gens at first fully so it wasn't burnning the coal? if there wasn't a math or build error you didn't let it run long enough to stabaliise
I could see some gens at the end didnt have coal at all
so it was a distirbution thing, they were all filled with water so i didnt think that was an issue
manifolds take time to spin up
so you say your one gen filled with coal
yeah so I let it fill with water + coal all the way
and he did not restart befor he was down the 100 stack coal?
that's what I was sayign about 'waiting until it stabalised'
then after connecting it to main line, it eventually crashed
and you put in 2 gens
im very worried about how he explains splitting one water extractor in two pipes in the video, like as it works like a belt
thats straight wrong and very misleading
It def doesnt work like a belt, I figured that much out
just by looking at the numbers. but it does work now at least
try to connect the one overclocked miner now
instead of the two and see if it still runs smoothly
oh good idea
what i mean. fluid in connected pipes build one uniform entity
there is no i split it here and there
connected = its one thing and tries to always fills everything equally based on gravity
@earnest patio this also seems like an example of confusing Correlation and Causation. From what you described the system should have been working and what you see as the 'solution' shouldn't have changed anything. Chances are either something else got tweaked as you were rebuilding or you just needed to wait and let Time make it stable
video probably forgot to say, that you prerun water extractors to fill everything before starting next stage
100% yeah. maybe the way i worded my initial comment was off
i def didnt like establish anything factual
just something I observed
did u try
it actually is working fine now with just the 1 overclocked miner
the miner
yeah you were right, but now i have no idea what was wrong before lol
maybe yeah
yeah, even though its scuffed ,prerunning water would fix it
or maybe you had the wrong belt in on one piece and the belt was just slower
and you deleted it by changing miners
it couldve been any of these things haha
idk
Probably time 🙂 but couldn't tell you w/o having seen it
but thanks for the discussion, good things to keep in mind later on
yeah i guess I needed more time for pipes to fill than I thought
yeah, next time ask before. i need to propagate the 2:5 layout
a good habit with pipe systems is to flood a production line entirely by running one of the machines at like 50% of expected capacity and wait till everything is flooded. Helps stop back flow too
first stage can just start before and run to yellow
when powering the other machines it takes some in inventory and everything stable instantly
ohhh okay got it, thanks for the tip
i rebuild my batteries because i was drunk when i build it and it choked ... the new one is running now in a self filling semi closed loop at 100% for the last 12 hours im pretty proud i must say
just connected the inputs filled iteself and stays there
without waste
so what's with the 2 ungettable slugs?
ask hannah she did this to you
I've never done fuel generators before so is this a good recipe for 30000MW of power?
It looks right.
I built the same sort of set up for 20,000MW off of a single 250% Extractor on a pure node.
My next set up will be using the blenders tho.
And to state the obvious. Make sure your polyresin/plastic/rubber branch has overflow protection so your Crude to HOR stage doesnt shut down.
I will, thank you!
Personally. My overflow protection for fuel and coke refinery operations is to send my polymer resin into a polyesther fabric line, and that overflows into the sink. Fabric is just worth a lot more in the sink. Same goes for all plastic and rubber plants for me. I catch the overflow with the PR to Fabric to sink.
@flint shard see #math-and-meta message for alt recipe choices
Alright
@mighty shell may or may not be working on that 60 pasta
Doubt I'll get there but it's fun working on the infrastructure - idk if the game will die before it gets there (or if recipe rebalance will happen since it'll take years) but it'll take well over 1k hours
yeah, the efficient way to make fuel is to go hor->dilluted; its the best you can do without breaking into using turbofuel
ps: the same setup is the efficient way of making plastic & rubber, but you feed the fuel and rubber made from the resin into more refineries, it ends up essentially turning fuel into plastic or rubber
Yep. Max fuel, max rubber, max plastic, all require HOR➡️Diluted fuel.
Also, i think Max Turbo Fuel also benefits from HOR➡️Diluted fuel.
So basically any time you want the most out of oil, it will involve HOR and Diluted fuel.
sure
Unless you want to maximize Fabric... for whatever reason, i cannot imagine... lol
Speaking of math and meta.... i want a 3d version of excell now... hahah
if i have a pipe stretch along an x axis without changing its y value do I need to put pumpjacks on it or will pressure stay good
Pumps are solely for vertical changes.
you can actually run 3d calcs in excel if you really do want that..
I was thinking more about the arrangement of cells. Kind of got carried away with it the more i thought about it. Just ended up with the idea becoming an Excell Tensor, isntead of an excell sheet... Lmfao.
It's worth a relatively huge amount to sink for the amount of effort
Have a fabric production line but that's moreso bc I couldn't be assed to set up enough fuel gens for max fuel and there wasn't a water source nearby
All my fuel processing has the byproduct overflow protection ultimately running the polymer resin ➡️ Polyester fabric ➡️ sink for that exact reason.
is there any benefit to making fabric with it instead of plastic/rubber?
i personally always convert it to rubber for use in other lines (can never have enough)
Its the overflow protection.
Priority split is to send the Polymer Resin to making plastics and/or rubber.
Overflow is to send the polymer to make fabric which goes to sink.
interesting, i do fabric as first priority with resin where i make weapons, it'll steal some resin until a bin fills up & then stop
For every PR you get 1 fabric, or 1/3 plastic, or 1/2 rubber.
Sink values per item are
Resin = 12
Rubber = 60
Plastic = 75
Fabric = 140
So with the production rates you either turn 12pts into 30pts, 25pts, or 140pts.
Its just the most valuable way to process overflow resin.
I do this as the OFP for all HOR➡️Diluted Fuel. Im mostly interested in making plastic and rubber, but i set the OFP first just to get the power going. Then i work on the productive use of the resin. And i would rather the entire plastic and rubber manufacturing line shut down once they fill their output storage etc, so the fabric to sink line turns on.
gotcha, for me, i don't really start making resin until phase4 due to the power demand, so most of the fabric i need actually comes from mycelia, and by the point i'm desposing of excess plastic/rubber, its in a recycled loop
Idk. Convert my Steel Pipe and Steel beam factory into a versatile framework or nah. Decisions decisions
Make VF on the side out of the output from the pipe and beam factory. Then shut down the VF factory when you have what you need. Demand for Space Elevator parts are temporary... but pipes and beams are eternally useful elsewhere.
Indeed. I could have a conveyor connected to a splitter that I only attach when I need the VFs Im sure that could work?
Hey guys. I'm kind of new to the game and up until now I've always just done manifolds, but I want to start load balancing to be efficient and I've come across a problem that might be very obvious but I'm having some trouble with it. I'm sorry if it's a dumb question.
So I have 160 wire/min going into 3 constructors to make cable (needs 60/min) and I'm struggling with how to do the beltwork to get 60 into two of them and 40 into one, so that I can run one on 66.667%. My best guess is merger at the start, split twice and let the forth output go back to the merger?
donno why u just manifold the 3 things but here put 160 in on one side left and middle is 60 right is 40
@thorny cedar I just really wanted to know how it was done 🙂 So thank you very much!
Not sure if this is the right channel, when you put your save into satisfactory calculator and go to statistics you get how many steel pipes you are producing and it says (green number) 1140 and then (red number) 1041 is that what the factory is doing right at the point of the save or is the amount the factory produces and consumes when everything is turned on?
when everything is running at the point of the save
and if u build stuff thats not powered yet its darker green or red and you get a scnd number on both sides
so if it says 1140/1400 green that's it making 1140 of a possible 1400. There is no darker red number so I guess I have 260 pipes spare. Feel like I make a lot of steel foundries right now
thats not what i just said but ok
What did I get wrong?
Or a smart splitter and just chsnge the settings on the output when not needed.
Or a power switch for the VF factory and turn it off when not needed.
Yeah I don’t have smart splitters yet so I’ll brute force it for now
Seems for this area I’ll only be able to have 5 produced per minute while my smart plating is at 10 per
na its close enough for now
It's not always a good idea to have a merger first. If the input feed rate is the maximum of the belt type available, then any other merged input will result in an output value higher than that. Best to use a splitter. In this case, split the 160 to 2 x 80, split one of these to 2 x 40. Merge one of the 40 with the remaining 80 to give 120 which is split to 2 x 60.
esp in this case its impossible if you use wrong belt you only feed 120... other then that yea it depends on your input ratio how to split it
thats why i decided for merger first and a more compact design
and yea he said he is just feeding 160 and not a 780 belt that would create a different problem
Fair enough, thanks for the help guys! Really appreciate it
I'm not sure what you mean by 'efficient', manifolds can fully feed a section of machines
Manifolds have same efficiency as balancers
and if you doin't like the time it takes for them to spin up to full speed just pre fill them
What I meant was resource efficient, so trying my best to never ''clog'' up the machines
(Also if you still insist on balancers, one solution to your problem would be to clock all constructors equally)
manifolds are resource efficient? if they clog up you built or mathed it wrong
the point is if you send X parts pm down a balancer or manifold to a system that uses X parts pm both will be 100% efficient
Then I must be misunderstanding something lol, I'm new to the game and English isn't my first language so I don't catch everything right away
I have to look it up again
Can be even simplified to "if you send X items/min to a balancer or manifold, both will have same efficiency"
that's ok, Manifolds just take time for all the machines to work at 100% unless you put some stacks of parts in the machines at teh start up
So for smaller manifolds it might take 2 minutes for everything to run at 100%>
Bigger or more complex manifolds, or ones that use items with big stack sizes (screws, wire) take longer. I've seen some take 30minutes. But you can put stacks of materials in to remove that time
Or, personally, I just walk away and build more things
Manifolds will "clog" most machines, but those will still work at 100% efficiency and the manifold as a whole will not clog
Aah, I understood it like it would end up filling up the machines and 'clog' the whole line
nope! 😄 when the first machines fill up the rest of the parts 'overflow' further along filling the rest of the machines
If it's a dead end line tho
We're all new to the game though
if you're feeding the right number of parts then the last split should never clog
No, the last one or two machines in a manifold never fill (but still work at 100% efficiency, after rest of the machines fill)
Yeah ofc. it makes sense that if you build enough machines for the resources taken, they would never fill completely
@thorn moss and load balancing is also fine - I just wanted to make sure you knew manifolds were also 100% efficient. Load balancing can be a lot of work especially later on and I didn't want you to think you HAD to do that to be efficient.
if you like load balancing or like the look of slower belts that are always moving on every part? do it
That's exactly what I have been doing for 50 hours
If you like it , do it 😄 but you have options
I think I've only ever load balanced small setups
Small spoiler alert - no matter what is your belting, as long as the belts are fast enough for the amounts they need, every system will be 100% efficient (may just take some time to reach that)
1 : 1 load balance. Perfection
I like trying to figure out the math but sometimes man it's just a chore, so thank you very much, I'll have to look more into it
At least with manifolds the only math you need to know is makign the right amounts to feed a production line and if your belt can move it 😄
Easy to scale up
Yeah, that will simplify everything a lot lol.
I'm only working on phase 2 of the space elevator and sometimes the math was already quite heavy with decimals
there are some very, very rare exceptions
Just wait till you get past oil
Such as?
Gonna pull your hair out
The game devs. did do an amazing job though, because yes the math and figuring everything out can be frustrating but it's extremely rewarding and if you get fed up there are a million other things to take your mind of it for a while
i once built a bp for oscillators that made use of stitch+iron wire and used a smart splitter in the bp to direct the wire to making cable first, it through the timing of everything off just enough to cause the machines to never reach 100%
i.e. wire was always going to the wrong machine
i changed the belting of the thing to use a dumb manifold instead, and it ran fine
that's pathological though
iron wire+stitched plate is one of those combos that always causes fp rounding weirdness
well I obviously mean "one item type"
once you start dealing with mixed/sushi belts, it's a different story
oh, it was just a belt of wire
then it must have been an error in your math
If this is a continuance from you saying the thing about belts earlier, sushi makes no difference.
Still reaches 100%.
just the way the thing was belted just hit every machine on the wrong side of a cycle
yeah but need some other conditions (like items in correct ratio and such)
or you haven't waited long enough
that sort of combo just takes ages to get going properly.
i let it run for 8 hrs, lol
yeah maybe days. I prefill wire/cable combos
some manifolds can take longer than that 🤷♂️
Once I prefilled my wire cable combo it was fine
Aye.
But your original point was sound.
So if moon is saying that the premise is incorrect, it merely reinforces why I blocked them to begin with regarding false information 🤷♂️
look I had a very similar set up for beacons. Pre filled them and they kept working at 100%
manifolds don't always converge if you start a factory in an empty state
mathematically it just doesn't make sense
if the whole system is filled (every machine has items), it works at 100%
if the system doesn't work at 100%, it's filling up (receives more resources than consumes)
its not a big deal usually, you just stuff a stack of stuff in some machines and it works, but they don't always converge to 100%
it's not possible for manifolds to get stuck in filling phase
that's the thing, if you're at belt capacity, there's no way to transmit more down the line to burst the excess to them
i've seen it a number of times with coal gens using mk2 belts w/o a pre-fill
if the belt is exactly as the machines further down the line need, then it'll work at 100%
if the belt is higher, then it ofc will work
if the belt is lower, it won't work (but that's against the original premise of "having fast enough belts")
case #1 is where you're incorrect
again, reffering to this
it is impossible for it to not reach "filled" state
last two machines/gens never fill, but will work at 100% efficiency after some time
i've seen coal manifolds where they never stop blinking, pretty sure i could build one to demo it
manifolds always reach "stabilised" state, just may take longer to do so
what you say makes sense, and i'm not arguing with what you're asserting the math to be, i'm just saying i've witnessed the contrary
might have to do with my framerate or some such outside variable like that, i just know i've seen in practice things sometimes not converge on 100%
obviously in ideal conditions (no mods, no dedi server, being host, pc not lagging)
it could also be that there's some situations where the belt length causes an undue pause in splitting that makes for a weird timing
belt length can be basically ignored and counted as "extra buffer" in machine
i believe you're correct, but when you're changing the cycle times to be inrepresentable numbers, all bets are off
if you're using numbers that can't be represented in 4 decimal clock speeds, then ofc your manifold will be off 🙂
but all the "manifold works at 100%" means "works at 100% of what it can do", if it's off because of wrong clock speed, then it still doesn't matter if it's a balancer or a manifold, both will be off
agreed
i think that really only hits you with things that revolve around the primes 11 and 13 though
well 45/81 rule is there for a reason I guess 😄
very few recipes use those large primes
silicon circuit board iirc is the only one that's 11
there's a few involving screws and pure iron as well
there is a third option the middle way
Hello so im working on a iron factory and made this calculations for how many smelters are needed but I wanted to make sure that I didn't get something wrong so i came here to ask
Total: 48 rod constructors
22 for screw
26 for rod
2,220 screw = 22 constructor
660 plates = 33 constructor
24 smelters for rod
33 smelters for plates
57 smelters used
TLDR:
2,220 screws + 660 plates = 57 smelters
man, that's a lot of constructors that alts can trim
but i alsy don't think your math is quite right
default screw recipe makes 40 screw/min; 2220/40 = 55.5 screw constructors
that in turn would require 5550 rods/min, which would be 5550/15 = 370 rod constructors, and 5550/30 = 185 iron smelters. the math for the plates looks correct
errr, i had an extra 0 creep in there somewhere
555 rods/min; 37; 18.5
one smelter can feed 2 rod constructors, which will feed 3 screw constructors
pretty strange numbers 😛
idk why they want them, but 🤷♂️
Thanks!
Just had a train crash at these crossroads - am I misunderstanding something with signals?
Collisions shouldn't ever occur with signals, but that's major signal spam
I like the sound they make 😦
What, collisions? 
don’t have a block shorter than a train
Hmm - I'm wondering if that 8-carriage train going East was considered "in the next block" at the station, so the North path block opened up
Would replacing the station entrance signals with path signals work?
Taking up all the space I have
if it was me, i’d just elevate that bit of track to go over the other
Valid
Probs the easiest solution, no roof yet
Semi-relatedly, is there any advantage to splitting up blocks within a junction with path signals (as well as at entrances/exits)? or is it just pointless bar funny ding noise
"Path block cannot contain signals"
There is, but not at this scale
Rather than "chaining" path signals, you're really splitting a larger path block
In the case on the right, trains will clear the red block sooner due to entering the pink/blue block
So if one train goes left and the other goes right, the junction will have increased throughput
Putting a billion path signals after each other doesn't really help anything
Cool, Factorio intuition still working for me then
The signals are similar but NOT the same!!
Path signals do subsectioning on their own
Yea ik they're slightly different
So e.g. if you have a double track T or X junction, you only place path signals on entrances, not in the middle of the junction
General rule of "path signals are for when you don't want a train to wait in the next block" still works unless you want head hurty though
That's correct, I'm talking more about signal spam
Signals in the middle of the junction don't pose an issue though right (as long as no looping)?
It's just they don't really serve much purpose bc it's calcs the entire path to the next block signal
Whereas in Factorio it designates an available path
In certain cases they might marginally improve throughput but are painful to build
So path signal chaining is used where there is a meaningful difference
looped track with tangential lines forever
I also like that trains aren't an instakill because I just jumped on one 😅
Guys I'm gonna make a starter oil processing setup with an input of 360 m3/m
what do you reccomend I make?
produce the stuff you need
probalby oil and plastic as a 'starter'
wait until you know what you need and make that
also, what's "m3/l"?
cubic meters per liter
... that's very weird unit lol...
highly compressed
if it's anything else than 0.001, then something weird is happening
what did I even type 💀
I wanted to type minute
I was just asking if you guys probably needed more plastic than rubber, or 50/50
I dont know what requires what after unlocking plastic and rubber
thats why I ask
if you are starting you need some plastik for the base computer rec and later on some more rubber
and a bit plastik to make some cans for fuel
are there oil extractors Mk.2?
that depends on tons of things
just make what you need
for fuel plastik and rubber production
make what you need 🙂
and change some rubber for fuel
if you don't have a planned goal yo ucan't really plan how much of each right?
all good
stupid question what is this rule?
@median heath knows
The 45/81 rule is a guideline for reducing the occurrence of infinitely repeating decimals in the clock speed of machines in Satisfactory. It states that if a recipe’s production rate is a multiple or fraction of 45/min or 81/min, its clock speed likely won’t have repeating decimals. 81 applies to most Oil recipes, 45 to most other recipes
but you could belt balance 4/7 or stuff like that
there are prob some cases but yea most of the time you can use math
i mean in ratio not even in belt
even with 50 belts
it's not about belt balancing, it's about clock speed
and not having infinite decimals on clock speeds
correct math is correct math, cant argue with it, it just is what it is, and we design around it
so balancing the electricity curve?
not having infinte decimals
yea thats right but a splitter still splits 1 2 3 1 2 3 1 2 3
electricity is effected yb it, but it has to do more with keeping your machines running at 100%
you can create and make your factory do just a tiny bit more
that's irrelevant for that
doesn't matter about load balancing as you can use smart splitters and manifolds to ensure a constant supply of resources
i know the cap is 1%
point is to have 100% efficiency on machines and for that you can't have infinite decimals
and i honestly dont even know about the rounds for other "caps"
but 66.6 is adjusted to 66.667 or smth
i do alot of underclocking in the mid to later game, so this is a huge rule in making sure your machines cloock speeds are balanced
it’s actually just truncated to 66.6666 iirc
yea
if you enter the values in thew correct fields you can get it to display 6.6666
exactly
so if you need 66.66666 repeating, but have machine on 66.6666% or 66.6667%, it won't have 100% efficiency
no but ill have a smart splitter on the input and the energie curve would be "almost" flat
basically what it means is that no ,matter how many machines you add or remove to the manifold your always goingto have one machine in the lot whch is running ay 99% or higher which means that every so often it will blink on and off
or some low balance chenanigan
it's NOT about energy curve
It's about 100% efficiency on machines
yea and if the last machine produces .01 more itl stutter when it reaches the maximum and will keep on stuttering for 0.01 on the long run
honestly i wouldn't worry about it unless your experienced with making complex sushi manifolds etc.
if not belt balanced i dont see a problem :c
which is exactly what the 45/81 rule wants to avoid
and isnt it just to maximise the energy curve
the way i fix that is change the clock speed of all my machines in the manifold, and that will balance it out over time, and will keep your machines closer to 100% then 99% and it will round up
bcs the machine does not need more items
no its to maximize the efficiency of the items you produce
no
it's about NEVER having yellow lights on any machine
thats the same for me lets dance around the fire 🙂
grug no like yellow, smart grug like green, green light good light. smart grug like green
it's not
trust, greeny knows what they are talking about.
i know aswell his point is never have a single yellow light on a machine my point is to maximise energy consumtions
sorry
if you solve the efficency of your machines, your electricity will just be balanced. balanced electricity is a symptom of balanced clock speeds
yea on avg
no always
its not about producing more, its about having your machines running at 100%, when they arent your wasting energy
even if i produce 1000 and theroretical need 10000 mw and i only use 259 itl even out on avg to 2590 mw
thats the basic so i dont understand and if i need pi number of items i need pi multiply number of energy on avg
the only spikes i have in my power is from trains and gysers
hey guys, how can I understand this? How can I make these specific number ouput? How do I make 2.25 constructors?
cross multiple and divide
whatever but basic math
easiest is to double your total constructors then divide 2.25 / 4
underclock one of 3 to 25%
that will give you your clock speed to set each of the 4 machines
you can also underclock just one, but it uses less energy if you underclock them all.
ok, 0.25 I can understand now, but what is this random number?
which random number?
😦
1.44, 3.72. 4.56
I can't do the math for these number. Maybe underclock?
it's the same
1.44 = 144% in total
so either one machine at 144% or two machines at 100+44% or two machines as 72% or whatever
so I just have to match the performent of the machine, and then divive the output evenly for later stage. Then I'll be good to go, won't I?
basically yes.
right the amount produced is the same, but a machine running at 59% will use half the electricity, so running two machines at 59% should produce more output then 1 machine at 100% using the same electricity.
by the time you get to nuclear, you will have able electricity. however underclocking like a 100 machines is a huge pain and more complex then just underclocking one machine with the rest at 100. again its personal preference and play style
Just in case you're not aware, you can look at a machine and hit ctrl+c, then ctrl+v on any other machine to copy that setting
Also having the hover pack equipped increases that interaction range quite a lot
Tho 100 machines is about the time I'd consider just changing it in SCIM
is there a reason they made the power towers just slightly larger than a foundation?
is there a reason to put it on a foundation? 😛
i've seen some people run stuff underneath it, & it looks good like that
it has very nice supports imo
was thinking of maybe doing some single-wide foundation stuff with power/tubes/conveyors, but man those leg overhangs annoy me
if your ground is flat i would use it without a foundation, but if its not...
maybe concrete pillars instead of a foundation though, will have to explore some ideas
uneven ground
don't the supports reach further if on uneven ground, like any other machines do?
sadly, no extending supports
Was getting electrocuted.
You want the short version or the long version of the 45/81 rule?
So the premise of the 45-81 rule is getting production in "clean numbers" with respect to clock speed.
As you may or may not know, the game enforces a 4 decimal limit on clock speeds (it does not care about parts per minute, nor does anything in the game actually operate on parts per minute, EVERYTHING is done in individual cycles with respect to clock speed for cycle time)
Example: if you tell a Smelter to do 20/min instead of 30/min, the clock % changes to 66.6666%.
The UI will say 20 ppm, but this is a lie to make you feel better about yourself. The machine truncates anything after xx.xxxx%, so you do not actually get 20/min, you get 66.6666% of 30 (which is 19.99998).
Now, to MOST people, this doesn't matter. But I am a stickler for precision, so not actually getting 20 bothers me (even though you'd literally see a production difference only after a couple hundred thousand cycles).
So the math was done to find out how to make production lines "behave", and the first thing we solved was the 81 part of the rule. With respect to Rubber/Plastic - always do them in multiples of 81 and all machines in the recycled loop automatically fall within the 4 decimal limit. No repeating numbers, no imprecision.
The 45 part of the rule applies to non-oil products. Do your final product amount in multiples of 45 and everything in the production chain automatically behaves without you needing to think about it.
Exceptions: Caterium Circuit Board, Pure Iron, Fine Concrete
(CtCB and PureFe usually outweigh the rule because you'll be doing them in such large quantities that they fine a common multiple somewhere up the chain.
No one should ever use Fine Concrete.)
Note: 45-81 is the lowest whole number multiple, but you can cut them in halves to achieve closer to your actual goals.
I.E. 45/22.5/11.25/5.625/2.8125, or 81/40.5/20.25/10.125 (going lower than 10.125 on oil causes issues)
So if you needed 100 Plastic, I would instead say to make 81+20.25=101.25
ty
Do trains do anything to increase efficiency?
Define efficiency?
There's nothing that forces you into trains if that's what you're asking
Capacity: more cars
Speed: another engine, or a shorter route
more speed=less max throughput
im makin my first steel factory for my new save and im wondering how i should divide up my steel? imma be making 2430/min hom much should i use for beams and pipe?
My first steel factory is half and half and it’s been sufficient for me, but I tend to use slightly more steel beams than pipes
I mean production rates of both are equal^
not a good idea to setup production like that, produce whatever your factory consumes on-site
You are the only person who can answer "how much" because you are the only person who knows your production goals and needs.
If you have no idea, start at 50/50 and then adjust later as necessary.
certainly is a good ratio
Expecting it to be fucked when recipe rebalance happens.
So math will have to be redone and new ratio/rule established 😁
do not build in advance
wait until you know how much you need and build that much
That’s prob the best response tbh
I was thinkin goin 70% beams but I may just make the factory and just add beam/pipe as I need it
well both are just 'send ingots to constructor' so if you're happy to change the clocking later it's easy to change the ratio - plus there's a great alt Recipe for Encased Pipes rather than Encased Beams that really saves you on steel so you can mostly make pipes after you get that alt if you like
I like the base recipe for EIB better tbh.
the 80 ratio thingo?
"Instructions unclear, built nothing because I dont 'need' to do anything. Have just logged 1000 hours staring out the door of the drop pod"
Lol
This is my building materials factory, not using the pipes and beams for anything other than building
I was talking to the other guy
i have a new question... i have 6 sections each maiking i think it was 405 ingots per second i only have lvl 3 belts meaning i can evenly slpit it all into 9 mk3 belts but how would i do that? smart splitters? im just not sure or would it just be easier to wait till i have mk4 belts
well if you have 18 machines and want it on 9 belts only merge 2 machines per belt
and you could put 405 ingots onto 2 mk3 belts if you wanted
for ease of transport if you wanted the 9 even belts at the end you could put it evenly on 3 belts and then split each belt into 3 at the destination
Since you are overclocking like crazy anyway (right? Basic output of solid steel is 60/m right?) you could set them all to 135/m, then just merge 2 foundries onto one belt and just repeat that for every set of 2
Anyone Wana Play On The Weekend?
Can someone push me in the right direction? I'm trying to pup water to a muuuuuch higher level I would guess 100m how can I increase the presure so that the valves work as expected?
I have multiple level 2 pumps, but the backflow breaks everything
that means that is my understanding
prefill the pipes
and if you’re working near the upper limit of the pipe throughput, loop the manifold
even uncapped valves aren’t all that helpful, it’ll just backflow to the valve
loop any manifolds, and don’t mix fresh and recycled water
yea but capped valves are a whole different hole so i was making sure
yeah you just never use capped valves
i have a lengthy explanation somewhere if anyone wants it
i can explain to you in detail how i use them with my water
bcs i dont care about the loss
bcs 8bit...
well there’s three options,
one you got lucky and you happened to find a value it actually accepts,
two it rounded up, the valve ain’t really doing anything at all,
three, it rounded down, after some period of time a machine on the output side of the valve will starve
you can split pipes as u wish with this and some storage
there is no “splitting pipes”
does my production make sense there? or should I move everything down?
pipes do whatever they need to get themselves worked out
whenever i use valves i just set them higher than what i really need.
The only thing i dont use valves for is trying to merge precise numbers
actual ingame images would help
higher than needed but lower than max pipe combined yea
i only use it for water bcs i can handle the little waste
the sensitivity of them is well known and i simply rather build a new pipe before i approach the max of the current one
but u need some sort of buffer in uneven destribution
or the backflow + valves combination choke your system to death
I made my life painful by using 16 full mk1 pipes in my fuel plant
buffers that aren’t being used with trains either do nothing, or conceal the underlying issue for a time
that doesnt make sense logically because buffers only allow you to move fluid to the side. You HAVE to use that fluid at some point
If you have valves with constant flow, then everything has to move through them anyway
Here we go
i feed from below
you don’t need valves nor buffers to do that
yeah thats unrelated and you just need a shit ton of pumps
Mk 2 pipes simply die when you feed from below and thats unavoidable
the more splits you have, the worse it gets
looping probably helps
yea
just make sure you dont exceed head lift on these pumps.
and make sure the first pipeline pump is placed as low as possible
water extractors dont have that much pressure
most people overestimate Water extractor Head lift
10m
the leway is 10% above headlift
and then their shit doesnt work
the top of the weird smokestack thing is 18m for reference
idk you can go 10% above max headlift for every pump and every building
i usually put my first pump just a tiny bit after the extractor
you shouldn’t tho
why would you go near the limit tho
you shouldn’t ever work with the upper limit of headlift
every hologram pump is 55m
the hologram snaps to 50
not for me
but the pipe splits into 55 m because the splitting code is weird like that
:O?!?
whenever you snap, you get longer pipes
thats why that tolerance exists to begin with i assume
so it doesnt mess up when you snap
mk 2 pumps are longer than mk 1 so theres even longer pipes when you snap
hence they have +5 m
and mk 1 have +2 m
yeah thats the extra 2 m from the pump length
if you rebuild the pipe now, it will be 50
because the snap point was always at 50 to begin with
yea but it varies if the first pump is hori or vertical
because the snapping is for both sides of the pump
if the pipe is longer horizontally, it doesn tmatter
i know was just saying
so u get some space to work does not need to be exactly @ topic
if you have 2 vertical snaps, then you get double the extra length
which would be 54 m total here
does anyone got the math behind the lifetime of iodine infused filter?
12 sec is cap
that what the wiki tells
is it the same as radiation with 12? as ceiling?
I never checked. But with the whole snapping pumps and splitters etc, do you always get the same amount of parts back if you dismantle? 🤔 never bothered to check since nowadays i roll up to a construction site with 32 rail cars of "all materials worth storing" minus stators, plus a car for consumables and power shards...
you do
ficsit ♻️ 100%
thats true 🙂 i was thinking about it last night and im just building it as i would with mk4 belts and just gonna upgrade em when i unlock
Interesting. I was curious because the placing of the attachment does sever the belt or pipe. Figured there might be a rounding error somwhere that would lose an item once in a while. Theremight be, just would have to have a very specific length of pipe or belt being split, or adding a lot of attachments to split up the belt or pipe...
you see the items on a 780 belt overlap at the start and finish visual?
on every segment
If you do certain loops with mergers you can get extra stuff back when dismantling.
Ridiculous how little iron you need compared to all other resources tbh
And how much there is
Yeah but it basically is needed in small quantities for a ton of building and everything
you can always alloy it with copper if you really feel the need to use it
i just use iron without ever considering how much i'm using
wires or cables? iron. copper ingots? iron. beacons for nuclear? all iron.
Can't 😭
Iron wire takes so much space but even then the amount of iron it actually needs is tiny
and now with bps we can slap down 24 constructors pumping out iron wire in a moment
Not that it's even worth it over water anyway unless you're real space constrained
i just try to bake iron wire constructors into blueprints for things that need iron anyways, rather than explicitly produce iron wire to transport
for example, i have a blueprint that takes 120.4 iron ingots and produces 7.5 beacon. I chain 5 of those together and feed it 600 iron ingots, and call it a day
(even though it technically doesn't run at 100% efficiency, 99.6% is good enough)
sevrahn has entered the chat
so much space? it's about the same. Per ingot iron produces only slightly less
Oh huh ig I misremembered
iron wire outputs 22.5, regular copper wire outputs 30, so iron wire takes 1/3 more space, which i feel isn't detrimental
Fused wire supremacy. Lol
hey give a little love to caterium wire too!
Not a fan actually. Lol
its good when you have a little caterium leftover and need to do something with it
really its either use quickwire stator or cat wire in that situation, and cat wire is preferable
I pretty much always plan for and set up for fused wire and fused quickwire now. Fused quickwire gets so much milage from caterium that i have plenty of caterium left over to make fused wire. So it always seams to work out. Iron wire is just the backup plan to this general strategy for me. Only because iron is so plentiful and steel is so easy to mass produce and combine with plastic etc to crank out basic iron parts in extremely large volumes, that the only real use i have left for iron is to make wire. 😆
it generally does, yeah
is this the most efficient way to set up a steel factory? if it is then are the iron/coal miners supposed to be 120 or 240
it works as a starter steel factory, but i wouldn't call it efficient. Solid Steel Ingot alternative is just drastically better than the default recipe
with the diagram as is and assuming no overclocking, it's 180 iron/coal input, so it seems to assume mark 1 belt with 60 for each input line (i didn't not double check the splitter/merger lines carefully)
is the fastest way to get this to just go looking for hard drives around the map?
Its the only way to get it.
yeah, unfortunately no fast way for alternate recipes
assuming full vanilla with no save edit or advanced game mode
(neither of which I would suggest for the first save)
i would still just build that factory if you are just entering steel tech
still useful to have a trickle coming in, especially since there are probably already a lot of available alternates, so it may take a while to specifically get solid steel
okay thank you
(and the steel pipes in that is 80/min, so not exactly a trickle :p)
there's some ways of gaming the recipe selections
really? i wasn't aware of any other than delaying certain milestone unlocks
i always intentionally do so specifically to grab solid steel
if you unlock 9 hard drives before starting phase 2, and don't research anything in the sulfur, caterium or quartz trees in the mam, AND unlock basic steel production before coal power, solid steel will be in the first HD you research in phase 2
good to know, so that means only 11 alternates that are strict phase 1?
the pool starts at 6 recipes (iron & copper alloy, iron wire, bolted plate, stitched plate, cast screw), part assembly adds bolted frame, copper rotor and the first inventory expansion
basic steel production then adds solid steel, steel rod, steel rotor and maybe one more
so if you slumb on biomass for a little bit and hd hunt, you can get most of the useful early game recipes as sort of forced choices
i'll have to keep that in mind if i ever do a new save
it also means 5-6 hard drive would make solid steel pretty likely if all research delayed (though that's an hour of waiting on the MAM while on bio power)
it doesn't really save a whole lot of time, but i find it useful to force specifically the cast screw and solid steel recipes
cast screw is very good for saving power in rip and rotor production when you're still on biomass
i can pretty much do the tutorial + grab all the alt recipes available in phase 1 in about 3 hrs
its highly dependent on where you start, however, too much travel if you start in GF or DD
there's a few other benefits of 'eager' hd hunting as well
If you're epic lazy you could just farm up four hd's then use the split bug to make the rest 🤣
because you are going to be doing a rapid fire unlocking of just the recipes i mentioned, you can avoid really making a rip production line because gathering wire and dumping it into an assembler for stitched plate makes a good amount for early game needs, and the wire and cable can be gathered from crash sites, as will they have a decent number of mod frames
um, yeah, i did that once, lol
Same for shards, I was quite shocked how trivial that glitch is though, I thought the 007 from update 7 was bad enough.
tickets too!
Oh man yeah, duping tickets would allow for a proper fast speed run.
I think i said that i did a phase 1 proof of concept with the dup bug, and my time for it w/o rehearsing was ~25 minutes
really its a matter of hitting the 2 nf crash sites for rips, wire & cable, grabbing 4 limestone, 4 iron and then sitting at the craft terminal until you have 4 rotors and part assembly unlocked, connecting an assembler to the burners and waiting on the smart plates
im having trouble progressing rn, im on tier 5 and i wanna build a motor factory, but all of the coal nodes near me are being used. If i adventure for coal, its really far away and i need a gas mask and better traversal (i can go there manually with platforms and ladders but its a pain). whats the best option for me? is it just to explore more?
actually better question, once i unlock oil can i rid myself of my coal powerplant?
that way i can use the coal for motors instead
Find a place where there is both iron and coal and build the factory there as outpost
you technically can, but i don't think i have ever gotten rid of my coal power plant in any save
in fact, i think i just double my coal power plant once i have mk2 miner and mk3 belt unlocked
fuel generator is pretty far down the line
I took my coal plants down, only to build others to take up wastewater after my famous closed loop failures that caused me to run out of patience in the end.
Is there a website for creating rail lines and placing signals to ensure your system works before building it?
No not really
Damn. That'd be useful
Well sketch up the track layout and post it in #1038092680493801533
I don't think it would be necessary because you need to follow relatively simple rules for it to work
Yeah but maybe it'd help for debugging. Sometimes I put the signals down and it doesn't work as intended and it takes a while to figure out why
- don't attempt bidirectional tracks
- use block signals for straight segments, blocks at least as big as your longest train
- use path signals when entering junctions (any kind of merge/split really)
Yep, I'm following those rules and having trouble still. This part of my rail network is pretty complex. I'll make a post in the questions channel
Wait aren't merges supposed to have block signals?
At the actual merging point
use path signals when you don't want a train to stop in the next section
use block signals otherwise
what's wrong with bidirectional tracks?
low throughput
huh why?
because only one train can go at it at one time?
oh u mean for sharing tracks
see i was thinking a bidirectional track sounds pretty great for a solo train to minimize track needed
obviously, when you have single train on your whole network, it doesn't matter at all what signals or tracks you use 😄
- Read Signal Logic Rules
- Link Signal Logic Rules
- Cry because I wrote that entire guide for nothing it seems 😭
I would debate this but it is 5 a.m...
there's nothing to debate 🤷♂️ single track can never have more throughput than two tracks
Ehhhhhhhhhhhhhhh
Can you link the guide please?
Pinned in #old-questions-and-help
Legend, ty
Didn't realize it's pinned, mb
@hard wind see #math-and-meta message for alt recipe choices
PInned messages?
no, just the message I linked
Thank you!
@wind spade Do I have to unlock all the tiers and milestones to get some recipes? Or the milestone/tier doesn't matter?
yeah, all alt recipes have some milestone requirements to be available to get
wiki has list of all the requirements on "Hard Drive" page
What if I scan an hardrive that needs a specific milestone/tier? Will it waste the hard drive or I'll get the hardrive back?
all harddrives are equal
if you scan any, the game looks at the currently available pool of alt recipes and picks three at random
if none are in the pool, the drive is returned
I see, thank you
#all_hard_drives_are_queens
anyone willing to help me with water logistics questions?
well, ideally ask the question first 🙂
i have a grid o 8 water extractors on a lake all powered w/ mk1 pipes and 2 out puts to a 16 coal generators in lines of 8
yet i cant keep them fed with water
ive read that articas stating that flow is hlafed at each intersection but what about over flow
dose that not aplly
flow isn't halved?
flow is bidirectional and works based on amounts of fluids in pipes
you try to put all the water through a single pipe?
2
what tier?
mk1
that's 300 max per pipe
so 460 through 300 pipe
??
mk1 pipe can do max 300/min
right
you have two mk1s, so 600/min max
where did you get 460
half of 920
half of 920
since you said 2 pipes
Half of 920
if you keep pipes at 300 or below, it will work
Can't remember if I mentioned but wrote up a quick python sim for multiple trains on one route, since the wiki only has maths for a single train, if anyone's interested - example given for 15m (+ ~2-3m extra for interspacing) round trip and input of 3 Mk5 belts of ore
you haven't gotten fancy with your code and figured in stack sizes & selective filtering, have you?
Stack sizes are in, wdym selective filtering
If you mean multiple items per carriage, that's not explicitly there, but you could just use the average stack size ig
you can filter what trains pick up and drop off at various stations
i've never really had occasion to use the feature, but in theory, you could exceed the ~1490 items/min from a train car using it
How?
It's based around p2p but it should work for more stations as long as only one is loading
Or you just do the same simulation twice for the forwards and return trip
by having the train pick up and drop off at multiple stations
i've not really mathed it all out, but i think it would only really work with 500-stack items
It's more efficient to just have multiple p2p trains usually
agreed
like the only time i could see it being of use is in transporting wire & quickwire
If you've got one item type per carriage though it's basically just multiple trains on longer routes anyway
yeah, this would be more like a 4 or 5 carraige train containing mixed loads of wire & quickwire
i don't think i'd ever build something like that, tbh
I should probably finally automate HMFs at 240h and a big train network 😅
All these vehicle transport options and the fastest is still hypertube cannon
Sounds like a good time to mention...
"Have you heard of our lord and savior Fused Wire and Fused Quickwire?" 😆
The math on transporting wire and QW is abysmal compared to just moving Copper and Caterium Ingots. Even more so if you also bring rubber. For cranking that wire into cables. 😆
oh, i know, i do that instead, its just something i thought of in the shower
Oh i know. We were talking about that earlier. (The fused alts. Not your shower thoughts Lol.) Just reminded me is all.
I mean there's the caveat that you need bigger trains for the same raw material throughput
Can only pull two belts per wagon and wire is at least nearly double the number of items -> double the number of trains for throughputs higher than 1 belt of ingots
Less trains bc higher stack, but more wagons so more space at the station
yeah, i think it best in train design to go with a 4 or 5 car standard and just work with that
Using mixed trains personally bc the speed cap is basically always around 120
i use a 4 car standard, but i'm really tempted to go to 5 car specifically for splitting the ingots for fused quick/wire
couldn't you wait until the train is fully loaded for cars full of wire? kinda solves the problem
So have a buffer of wire at the place you drop it off so your train can wait at the other end until everything is full of wire
Got 1-2, 1-3, 2-4, and 2-6 so far, and about to make a 3-8
3-8? are you rails really steep?
I'm using helical rails but the 2-6 manages
I think 1-4 manages the steepest you can reasonably do rail? could be wrong though
Can only (slowly) reach 50 without a running start going uphill but that shouldn't happen much
Wouldn't want to try for 1-4
Unless the stop is right before the climb is should be ok, my trains never suffered on steep hills 1-4
I've got to rebuild it anyway since I want to expand the station to add the 3-8 station in parallel
It's got a run-up rn but I'll need to reverse the station direction so might just have to add a bit of padding for acceleration
Plus I've only just implemented redundancy into my sim which it needs retrofitting for
... Thought I had a pic but unfortunately, hands 🥲
https://media.discordapp.net/attachments/1061438625163792445/1151279471266111620/image.png
oof sky rail. Why not belt the stuff to a station at the level from the ground?
Just going to mention that trucks are still a very good method for logistics and handle mixed item loads very well.
It heads over to spire coast - wouldn't have two helices either but it's to separate the 1-2 North coal trains which'd be slowed by the 2-6 iron and 3-8 limestone in central dunes
by very good, i think he means f***ing awful 😛
slowed?
Keep trying to find places to accommodate them but it's just not lining up for me rn 😔
Will probably make use of grabbing resources from the southeast
All the caterium around that area I'll need that's right next to coal and isn't worth train infrastructure
They're half the speed going uphill
If you're building in the sky you probably won't find places.
but how do the other trains slow the other?
If I only had one helix instead of two and a ground rail instead (skyrail access is needed for later), the faster trains would go up the same slope as the slower ones and get significantly delayed
right but if you lift the material to a station already up there you avoid slow spirals is what I was saying
I've radar'd the world and explored manually already :p
Also my second world so I'm familiar with the south already
Only your second? 😉
Too many belts, easier to use rail blueprints and slap down extra stations as needed than building three dozen belt elevators and a massive ugly floating platform
As opposed to the massive ugly floating platform in your screenshot?
Hey, it has, like, two pillars 🥲
You know I have no restrictions on dropping honesty bombs 😁
Everyone has their perspective on that sort of thing and what is 'too much' floating platform
Fr though the main reason is I started from the highest peak in crater lakes to connect red jungle and spire coast, and bc I started in U7 it was just way easier to use a straight skybridge and helices without blueprint build mode
Everyone has their style and approach
I find train elevators easier than spirals 🤷♂️
spirals are 🤢
Did build a couple of ramps but U7 blueprints were so painful for them I just did manually
I tihnk elevators tend to add more trip time than spirals
either ramp or transfer with elevators
Elevators?
i would like to be able to throw my trains with jump pats
station at the bottom, belt lifts up, station at top
Ah
do that with trucks
Wait you can do that
how can elevator add trip time?
truck jumping or train elevators?
Truck jumping
extra load time?
ofc everything goes onto jump pads
it splits a route in two, so unless the route was super fast, it's most likely saving more than 27 seconds
Yes. It's the one use Jump Pads serve.
hmm I'd be curious what the trip times it becomes an improvement
sure, it makes it longer for item to reach destination, but that doesn't matter for anything past the first item (as after then it's all about throughput)
I mean in fairness they've been pretty useful with my starter base built over the canyon
Pre power tower zipline and before unlocking jetpack, have been useful
Hypetubes do everything better in terms of personal transport.
or just use the good old belt escalator
Not enough good cliff ledges near my base
Had to use mixed belts and ziplines to build the pads
Tunnelrat method and have belt tunnels 😄
If you're building suboptimal for the sake of enjoyment that is fine, but means there is no discussion because we've wandered into "I have fun doing this" land
I've had to deconstruct most of my hypertubes anyway bc of U8 changes so
Jump pads stay winning ig
Just easier to use mk5 belts and biofuel jetpack now
I have not noticed any difference in hypertubes in U8, so what are you referencing?
I was using almost entirely cyclotrons xd
Oh, if you're using those or hypercannon setups, sure.
But baseline hypertubes are still superior to jumppads.
I was using cyclotrons before continuous tubes as well for the speed 😢
But yeah I'm literally only using pads to get up that one cliff that I never have a reason to go down intentionally
One long hypertube, and everywhere else I'm just accessing from an overpowered cannon I cba to expand on until U8 stable bc there's still bugs with cannons rn
Very centralised starter base and a couple of distant outposts (inc steel that I've never fully automated xd) so that's working for me
never discount the pulse nobelisks for fast travel
whacking a pile of 10 of them with the basher will launch you across the map 🙂
is whacking better than detonating
thats the delivery port
your transporting the batterys could you show me the connections
wait autosave :c
theres a port on the back with a battery symbol over thhe port
here is the only outgoing port
you‘re transporting batterys with the drone
sometimes you deliver batteries with batteries
ONLY IN BATTERY PORT
yes but what do you want to transport
just deliver it to the battery thing
ok i start again... i transport batteries to a couple of drone ports via a drone... should be all good but somehow even the ports should consume somewhat around 60 bats per minute they do like... 400?
this port doesnt even have batterys use a splitter
idk im in german lesson
only one port needs batterys
sorry you dont know how drone ports work based on that
i could conclude so far
aber er will batterien transportieren
sorry havent played satis since 1 week
ok thats weird i dont know whats wrong
only one port needs batterys sorry
at first i was thinking maybe they do dump them into the void after some time but they dont they just eat them
and with a avg cons of about 2-3 bats per minute per drone... 240 bats could easily power twice the amount of drone i got
thats weird i use drones the same way and when the port is full drones dont fly
lmao, 'answer me'
i now have brain capicity left
ok
man king of the edits and deletes over here
he got training from our private server where he deletes and edit everything
ok
What computer recipe do you guys use to automate computers? What are some arguments for the different recipes?
I’m currently thinking of going crystal computers, but i’ve seen some people say it’s bad. Not sure why though
crystal computers best computers 
though i just like the simplicity and making oscillators.
also i combine them with caterium boards.
caterium/crystal computers and caterium/silicon boards are both extremely good recipes, actual combination depends on other usage and some personal preference.
i do caterium boards and crystal computers, because that fits the needs the best
when only doing computers with all resources, best would be caterium computers and all boards mixed. but you dont do just computers, so you cant use that as a decision base in terms of resource efficiency
also fastly stitching together some boards and oscillators is fancy
no need for manufacturers is nice
and different from supercomputers, the small assembler recepy is actually good
Im defintely saying to transport caterium and copper ingots instead of wire. Because you effectively transport way more wire that way.
i like caterium computers more 🍿
i like both. crystal just works better with our plans logistically. caterium needs oil, the place we planned has no oil, all gets used for turbofuel and the caterium boards. so crystal computers are easier for us
same...i just like them more i dont use them atm tho bcs of the exact same reason
and doing boards and computers on different sides of the map seems unnecessary complicated
so not both types of the same.
so cat boards + crystal comps or silicon board + cat comp
and first fits better
both caterium is possible, but logistically weird in our situation
its time for bed now 
relocated my drones so this should fix the battery situation ty @opaque oak again i was literaly looking at nothing for almost 2 days :/ and about to do a new battery factory for more batteries 
There's no bad or good recipes, every recipe is a tradeoff of some sort. Pick what you like most and use it 🙂
Factory plans have no spare copper unfortunately, still worth it even for iron wire imo though unless it's ~<1500 wire/m bc train infrastructure is just slightly more effort
Need to look at caterium wire bc I've got a node or two spare but tbh iron is so abundant is probably easier to just slap down an extra 24 constructor blueprint than train in and probably refine caterium
depends on your locations and volume you want to put out. Imo cat comps works well with cat CB to reduce the types of resources you need to make them on location.
I tend to build bigger and I'll pick spots with cat and crystal so I can combo cat cb and cry comps
and you can always do a mix if it works to a location
Yeah. This is part of how the convo a while back went about that.
Fused alts first because it can make the most quickwire, and the excess can make more wire than i usually need anyways. It just makes for simple logistics and planning and is very good at feeding lines that need wire or quickwire because they are so productive. Iron wire is just a supplimental/backup option that works simply because iron is the most abundant resource after water.
is 120 coal per minute in 8 gens or am i doing it wrong
it is correct. if it doesnt work you messed up
i am trying something new this playthouggh
little qol mods no pure node no massive extraction
no fly unless gettting my stuff
and i am not going to build up in the air and ill build on the ground
@oblique hollow 🙂
A few years ago there was a bug where if put 600 of a liquid into a pipe and manifolded it out to however many liquid hungry machines that want exactly 600 liquid it wouldn't work, the last machine would not get enough. Once upon a time the answer was to max out the liquid at less than 600 per pipe. Can we now feed in 600 liquid into 600 pipe and expect the output to make sense?
Yes, if you pipe things well enough. Using pipes at max throughput can be challenging, overall
Yes, with the giant asterisk of "IF YOU BUILD IT PROPERLY"
*
if you build it right and preflood the system, yes
Bigger.
Looking for tips/opinions/suggestions...
Playthrough idea: U8, vanilla, starting from T1 up to Golden Cup, with video (timelapse of sorts, I guess).
Cheats: Alt Recipes aviable; flight (?).
Challenges: Most stuff on a power grid with a perfectly flat power draw; ALL machines must be fed via a single solid input (fluids are free to use). So, single-input-sushi for everything, even early game... Also, no handcrafting of any items I can automate (example of exception: Rotors for the first Assembler).
I think it could make for a fun way to progress through the game and present some interesting challenges and problem-solving along the way... 
nuclear pasta on geogens?
consumption wouldn't be flat
not sure what the combo of geogens and power storage might do if you calced it perfectly. Would the charging of the storage make the line flat as it's all getting used?
so show a picture of your set up, preferably from a bit higher up shot
so im thinking of sulphur+4 coal gens
alr just a moment
alr so
i have the 2 base bio gens and
4 coal gens, 2 are full overclocked and 1 is only 1 energy rod overclocked
did my best to take a quick screenshot
@vapid gorge
ok so building tips? avoid having to pump water up if you can
bring the generators down, especially if you're not used to piping
oh im used to piping i use the thing that uhh
2nd tip - build on foundations, much easier to keep it organised.
holdon whats the thing called
no offense - but I see a couple pumps right before the generator, that suggests you haven't done much piping 🙂
fair enough
OH RIGHT THATS WHAT THEYRE CALLED
i use pumps is that bad like does that use too much MW
well it's more that it shouldn't be nescesarry
and while messy factories are generally 'fine' , you really want to keep anything to do with power neat and tidy
I'd demolish the whole thing and pick a spot closer to water and bring the coal/sulfur to it
alr
but then my entire fuse work will be fucked up since these coal gens are the only things i use for power
Also plan it out so you don't have to overclock your coal generators - keeping it to 100% makes it simpler to organise and all overclocking does is save you space
overclock
yeah you'll need to reboot them with some bio burners
fair enough
so yeah
- demolish
- redesign lower on some foundations close to water
after that we can go through some more details 🙂
THATS IT
IM
ING
[THE ENTIRETY OF COAL GENS]
@vapid gorge removed the thing
now i have 0 clue on how to rebuild lmao
ok well put down enough foundations near your source of water to fit the coal gens
no no you're ok, you'll need to build a couple bio burners next to your coal gens that are only connected to your miners and water extractors
alright thanks lad
and maybe go to sleep and try tomorrow 🙂
dms tmr?
just ping me on here 🙂