#math-and-meta

1 messages · Page 82 of 1

wind spade
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distance isn't the only variable that should be considered when choosing transportation method

median heath
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Distance also becomes somewhat irrelevant after the first couple deliveries.

deft lichen
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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

fierce ruin
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depends how far i have to walk to get more alum sheets 😉

deft lichen
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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

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With belts, you'd have to run them all the way

fierce ruin
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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.

deft lichen
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Yeah that falls into "being easier to build"

fierce ruin
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setting up a train line could take an hour at the most, where you can throw down a belt in a few mins

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i would probably agree you, 90% of my decisions comes down to your statement

median heath
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Can also just drive a truck in 5 minutes and be done with it.

deft lichen
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Getting the fuel is the bigger problem

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Disregarding my poor driving skills

median heath
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Fuel isn't a problem 😦

deft lichen
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"build 1 km of belt" or "drive a truck + build 1 km of belt for fuel"

median heath
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No.

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If you're doing fuel in shitty ways then sure, fuel is a self-inflicted problem.

fierce ruin
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how do you recommend doing fuel?

snow dove
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Use drones to deliver fuel, then use the trucks with that fuel to move items ||/s||

deft lichen
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How do you get fuel when moving stuff between outposts that don't have coal/oil nodes near then?

fierce ruin
snow dove
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nah definitely super efficient

median heath
deft lichen
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I've had one such case where it worked out and I did use a explorer line to deliver steel

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But that's a pretty narrow use case

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I admit I'm biased towards building trains though

fierce ruin
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not a fan of vehicle accidents.

median heath
deft lichen
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No jace_smile I like trains

true junco
true junco
median heath
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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 😭

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But I am going to nap so please don't ping me for followup on that right now.

true junco
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I do not tell anyone how to set up trucks. Lol

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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... 😆

deft lichen
wary tulip
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Trucks are very useful. A good transport method for shorter runs.

barren elm
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It's not meta, but I love trucks just because they make the world feel alive

snow dove
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they are meta tho

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they use less fuel and have a higher max throughput than trains

barren elm
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You know what uses no fuel?

snow dove
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What?

barren elm
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Belts

snow dove
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ok well that’ll kill your fps

barren elm
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Have you tested it?

snow dove
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more belts less fps

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and not personally no, it’s just a known thing in the community

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it’s just how belts work

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plus it’s almost always easier to add a new train or truck than run 1-2 new belts at distance

barren elm
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I feel like factoring in game performance opens up the topic of "well are trains more performant than trucks"

snow dove
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never heard that to be true

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even if it is true, it can’t be to the same degree as belts vs trucks or belts vs trains

tropic cape
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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

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I find trucks much harder to drive and thus harder to create paths for

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Wish we could just place beacons to create a path manually, and move them as desired. That would make them useful again too.

wind spade
deft lichen
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Aren't trains far away faked like trucks?

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They don't have to ever repath unless the railway changes too

wind spade
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even if they are faked, they still reserve segments

deft lichen
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Hm, still, it could be faked without any physics involved

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Likely not easy to implement though

wind spade
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trucks just follow spline
trains follow spline and reserve segments

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just this comparison makes trains more demanding

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ignoring whether or not they are faked or anything

barren elm
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Also trucks are simulated physics objects, while trains aren't (unless they crash)

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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

wind spade
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trains are as well

thorny cedar
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drones are bugged in display i can say

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but itll be fixed but be creful

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and it normaly fix itself on reload thats what i experienced

elder blade
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Does anyone have access to, or knows how i could create a height map of the satisfactory world? Please and thank you!

snow dove
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the in-game map is topographic

deft lichen
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It depends how precise you need it to be but yeah, the in-game map already is color coded

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The image can be dumped from the game's PAK and is 16K

queen slate
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I think we can only get data on resource-hungryness of transport by profiling the game.

snow dove
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what

elder blade
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the thing is, it isnot monochromatic, and also isn't acurate enought to be used in the program i need it for

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neither is the SCIM map

rigid turtle
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you'd have a better time asking the modding discord if you were to try that

elder blade
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Ty

mental rover
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does anybody have an idea how i should split a 400 line into 300/100

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i might just be being dumb here

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nevermind

barren elm
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Every ratio in the game can be split perfectly using a manifold

mental rover
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yeah i just dont have the patience to figure it out

barren elm
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There's no patience needed

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It's quite possibly the most thoughtless way of building in satisfactory

vapid gorge
mental rover
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except it wont because one line is going to an awesome sink which i do realize i shouldve specified

vapid gorge
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Ah, then a smart splitter and 2 belts

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send over flow to the sink

mental rover
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i've never actually used a smart splitter i dont think i didnt think of that

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thanks

vapid gorge
# mental rover thanks

no prob 🙂 jsut have the splitter somewhere before the machines consuming the products and it'll work great

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you'll want the main path set to Any and the sink path to Overflow

mental rover
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okay i was about to ask

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and it'll prioritize the "any" ?

vapid gorge
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I figured you might ask 😉

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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

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A number of Manufacturer recipes can done with with 1 mk5 belt feeding all 4 items

vapid gorge
# mental rover and it'll prioritize the "any" ?

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

mental rover
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yeah I have done that before

vapid gorge
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great! it's a powerful method a lot of people don't think of

mental rover
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for the way i had my machines organized it was easier to do it this way, oil :\

vapid gorge
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oh yeah, all sorts of dif situations. Nothing is perfect for all of them

mental rover
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yeah fs

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ty for the help

vapid gorge
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selective merging is mainly good if it doesn't have to travel far

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and nw! gl

thorny cedar
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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 snuttstach_stare 🤡 ?

earnest patio
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Hey everyone, just found out something today that might be helpful to someone else

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I was making a coal generator center around a lake and had some logistics issues with the inputs

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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...

▶ Play video
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I was using this video as a reference and found 2 things

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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

elfin nebula
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i see insane clickbait here

earnest patio
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In my case i was running 16 gens, so I needed 240 coal/min input

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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

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it works by using two separate MKIIs instead and just merging them

thorny cedar
earnest patio
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its honestly nothign insane in the design itself

elfin nebula
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i clicked and some stuff said is just straight wrong

earnest patio
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just something i had to figure out about overclocking =/= having 2 individual sources

vapid gorge
thorny cedar
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at least the thing with the pipes its basically inputs on diff elevation work like an overflow

earnest patio
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see thats the thing though, I had all the right belts

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the coal was still getting backed up

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I figured the miner only holding 100 was the issue

vapid gorge
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then the numbers weren't right or there was a build error

earnest patio
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after I switched to using 2 miners though it was perfectly fine

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without changing anything else with the build

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so im not sure i guess

thorny cedar
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its just

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the time it took you to hook up the scnd miner

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the build was flooded with water

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after that all the gens where filled with water and didnt choke

earnest patio
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but the issue this time wasnt the water flow

thorny cedar
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its not the coal it you fixed

earnest patio
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water was fine, it was the coal that wasnt feeding in fast enough

thorny cedar
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its the gens you did by accident

vapid gorge
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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

earnest patio
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I could see some gens at the end didnt have coal at all

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so it was a distirbution thing, they were all filled with water so i didnt think that was an issue

vapid gorge
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manifolds take time to spin up

thorny cedar
earnest patio
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yeah so I let it fill with water + coal all the way

thorny cedar
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and he did not restart befor he was down the 100 stack coal?

vapid gorge
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that's what I was sayign about 'waiting until it stabalised'

earnest patio
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then after connecting it to main line, it eventually crashed

thorny cedar
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and you put in 2 gens

elfin nebula
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im very worried about how he explains splitting one water extractor in two pipes in the video, like as it works like a belt

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thats straight wrong and very misleading

earnest patio
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It def doesnt work like a belt, I figured that much out

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just by looking at the numbers. but it does work now at least

thorny cedar
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try to connect the one overclocked miner now

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instead of the two and see if it still runs smoothly

earnest patio
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oh good idea

elfin nebula
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what i mean. fluid in connected pipes build one uniform entity

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there is no i split it here and there

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connected = its one thing and tries to always fills everything equally based on gravity

earnest patio
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yeye

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the water was tricky to figure out at first

vapid gorge
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@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

elfin nebula
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video probably forgot to say, that you prerun water extractors to fill everything before starting next stage

earnest patio
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i def didnt like establish anything factual

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just something I observed

thorny cedar
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did u try

earnest patio
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it actually is working fine now with just the 1 overclocked miner

thorny cedar
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the miner

earnest patio
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yeah you were right, but now i have no idea what was wrong before lol

thorny cedar
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yea yea

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i think the water just saturated while you changed miners idk

earnest patio
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maybe yeah

elfin nebula
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yeah, even though its scuffed ,prerunning water would fix it

thorny cedar
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or maybe you had the wrong belt in on one piece and the belt was just slower

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and you deleted it by changing miners

earnest patio
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it couldve been any of these things haha

thorny cedar
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idk

vapid gorge
earnest patio
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but thanks for the discussion, good things to keep in mind later on

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yeah i guess I needed more time for pipes to fill than I thought

elfin nebula
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yeah, next time ask before. i need to propagate the 2:5 layout

vapid gorge
elfin nebula
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first stage can just start before and run to yellow

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when powering the other machines it takes some in inventory and everything stable instantly

earnest patio
thorny cedar
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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

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just connected the inputs filled iteself and stays there

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without waste

main shuttle
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so what's with the 2 ungettable slugs?

thorny cedar
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ask hannah she did this to you

fair glen
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I've never done fuel generators before so is this a good recipe for 30000MW of power?

true junco
true junco
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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.

wind spade
main dirge
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@mighty shell may or may not be working on that 60 pasta

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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

prisma kraken
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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

true junco
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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.

elfin nebula
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sure

true junco
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Unless you want to maximize Fabric... for whatever reason, i cannot imagine... lol

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Speaking of math and meta.... i want a 3d version of excell now... hahah

tropic crest
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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

median heath
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Pumps are solely for vertical changes.

elder herald
true junco
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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.

main dirge
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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

true junco
prisma kraken
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i personally always convert it to rubber for use in other lines (can never have enough)

true junco
prisma kraken
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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

true junco
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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.

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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.

prisma kraken
river pagoda
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Idk. Convert my Steel Pipe and Steel beam factory into a versatile framework or nah. Decisions decisions

true junco
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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.

river pagoda
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Indeed. I could have a conveyor connected to a splitter that I only attach when I need the VFs Im sure that could work?

thorn moss
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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?

thorny cedar
thorn moss
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@thorny cedar I just really wanted to know how it was done 🙂 So thank you very much!

hybrid star
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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?

thorny cedar
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when everything is running at the point of the save

thorny cedar
hybrid star
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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

thorny cedar
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thats not what i just said but ok

hybrid star
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What did I get wrong?

true junco
river pagoda
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Yeah I don’t have smart splitters yet so I’ll brute force it for now

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Seems for this area I’ll only be able to have 5 produced per minute while my smart plating is at 10 per

thorny cedar
summer flare
thorny cedar
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thats why i decided for merger first and a more compact design

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and yea he said he is just feeding 160 and not a 780 belt that would create a different problem

thorn moss
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Fair enough, thanks for the help guys! Really appreciate it

vapid gorge
wind spade
vapid gorge
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and if you doin't like the time it takes for them to spin up to full speed just pre fill them

thorn moss
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What I meant was resource efficient, so trying my best to never ''clog'' up the machines

wind spade
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(Also if you still insist on balancers, one solution to your problem would be to clock all constructors equally)

vapid gorge
vapid gorge
thorn moss
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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

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I have to look it up again

wind spade
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Can be even simplified to "if you send X items/min to a balancer or manifold, both will have same efficiency"

vapid gorge
# thorn moss Then I must be misunderstanding something lol, I'm new to the game and English i...

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

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Or, personally, I just walk away and build more things

wind spade
thorn moss
vapid gorge
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nope! 😄 when the first machines fill up the rest of the parts 'overflow' further along filling the rest of the machines

coarse steppe
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If it's a dead end line tho

vapid gorge
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We're all new to the game though

vapid gorge
wind spade
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No, the last one or two machines in a manifold never fill (but still work at 100% efficiency, after rest of the machines fill)

thorn moss
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Yeah ofc. it makes sense that if you build enough machines for the resources taken, they would never fill completely

vapid gorge
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@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.

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if you like load balancing or like the look of slower belts that are always moving on every part? do it

thorn moss
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That's exactly what I have been doing for 50 hours

vapid gorge
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If you like it , do it 😄 but you have options

coarse steppe
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I think I've only ever load balanced small setups

wind spade
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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)

vapid gorge
thorn moss
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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

vapid gorge
coarse steppe
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Easy to scale up

thorn moss
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Yeah, that will simplify everything a lot lol.

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I'm only working on phase 2 of the space elevator and sometimes the math was already quite heavy with decimals

prisma kraken
coarse steppe
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Just wait till you get past oil

wind spade
coarse steppe
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Gonna pull your hair out

thorn moss
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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

prisma kraken
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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%

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i.e. wire was always going to the wrong machine

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i changed the belting of the thing to use a dumb manifold instead, and it ran fine

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that's pathological though

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iron wire+stitched plate is one of those combos that always causes fp rounding weirdness

wind spade
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well I obviously mean "one item type"

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once you start dealing with mixed/sushi belts, it's a different story

prisma kraken
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oh, it was just a belt of wire

wind spade
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then it must have been an error in your math

median heath
prisma kraken
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just the way the thing was belted just hit every machine on the wrong side of a cycle

wind spade
wind spade
vapid gorge
prisma kraken
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i let it run for 8 hrs, lol

vapid gorge
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yeah maybe days. I prefill wire/cable combos

wind spade
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some manifolds can take longer than that 🤷‍♂️

vapid gorge
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Once I prefilled my wire cable combo it was fine

median heath
prisma kraken
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it was well past the point where it would fill

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ahh, the troll comes out

vapid gorge
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look I had a very similar set up for beacons. Pre filled them and they kept working at 100%

prisma kraken
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manifolds don't always converge if you start a factory in an empty state

wind spade
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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)

prisma kraken
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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%

wind spade
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it's not possible for manifolds to get stuck in filling phase

prisma kraken
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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

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i've seen it a number of times with coal gens using mk2 belts w/o a pre-fill

wind spade
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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")

prisma kraken
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case #1 is where you're incorrect

wind spade
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it is impossible for it to not reach "filled" state

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last two machines/gens never fill, but will work at 100% efficiency after some time

prisma kraken
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i've seen coal manifolds where they never stop blinking, pretty sure i could build one to demo it

wind spade
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manifolds always reach "stabilised" state, just may take longer to do so

prisma kraken
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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

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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%

wind spade
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obviously in ideal conditions (no mods, no dedi server, being host, pc not lagging)

prisma kraken
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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

wind spade
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belt length can be basically ignored and counted as "extra buffer" in machine

prisma kraken
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i believe you're correct, but when you're changing the cycle times to be inrepresentable numbers, all bets are off

wind spade
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if you're using numbers that can't be represented in 4 decimal clock speeds, then ofc your manifold will be off 🙂

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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

prisma kraken
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agreed

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i think that really only hits you with things that revolve around the primes 11 and 13 though

wind spade
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well 45/81 rule is there for a reason I guess 😄

prisma kraken
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very few recipes use those large primes

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silicon circuit board iirc is the only one that's 11

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there's a few involving screws and pure iron as well

thorny cedar
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there is a third option the middle way

wise sky
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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

prisma kraken
#

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

wind spade
prisma kraken
#

pretty strange numbers 😛

wind spade
#

idk why they want them, but 🤷‍♂️

wise sky
#

Thanks!

main dirge
#

Just had a train crash at these crossroads - am I misunderstanding something with signals?

deft lichen
#

Collisions shouldn't ever occur with signals, but that's major signal spam

main dirge
#

I like the sound they make 😦

deft lichen
#

What, collisions? hehe

snow dove
#

don’t have a block shorter than a train

main dirge
#

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

main dirge
#

Taking up all the space I have

snow dove
#

if it was me, i’d just elevate that bit of track to go over the other

main dirge
#

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

deft lichen
deft lichen
#

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

main dirge
#

Cool, Factorio intuition still working for me then

deft lichen
#

The signals are similar but NOT the same!!

#

Path signals do subsectioning on their own

main dirge
#

Yea ik they're slightly different

deft lichen
#

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

main dirge
#

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

deft lichen
#

That's correct, I'm talking more about signal spam

main dirge
#

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

deft lichen
#

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

snow dove
#

looped track with tangential lines forever

main dirge
#

I also like that trains aren't an instakill because I just jumped on one 😅

dense epoch
#

Guys I'm gonna make a starter oil processing setup with an input of 360 m3/m

what do you reccomend I make?

snow dove
#

produce the stuff you need

vapid gorge
#

probalby oil and plastic as a 'starter'

wind spade
vapid gorge
#

cubic meters per liter

wind spade
#

... that's very weird unit lol...

vapid gorge
#

highly compressed

wind spade
#

if it's anything else than 0.001, then something weird is happening

dense epoch
#

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

thorny cedar
#

and a bit plastik to make some cans for fuel

dense epoch
#

are there oil extractors Mk.2?

thorny cedar
#

no

#

but there are rly eff alt rec

wind spade
thorny cedar
#

for fuel plastik and rubber production

dense epoch
#

hmmm

#

I'll make now arround 1 mk2 belt of each and worry later about expanding

wind spade
#

make what you need 🙂

dense epoch
#

and change some rubber for fuel

vapid gorge
dense epoch
#

true

#

sorry

thorny cedar
#

all good

thorny cedar
wind spade
#

@median heath knows

thorny cedar
#

sevrahn can u explain to an unkown

#

he either sleeps or has sushi going on idk 🤷‍♂️

fierce ruin
#

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

thorny cedar
#

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

wind spade
#

it's not about belt balancing, it's about clock speed

#

and not having infinite decimals on clock speeds

fierce ruin
#

correct math is correct math, cant argue with it, it just is what it is, and we design around it

thorny cedar
#

so balancing the electricity curve?

wind spade
#

not having infinte decimals

thorny cedar
fierce ruin
#

electricity is effected yb it, but it has to do more with keeping your machines running at 100%

thorny cedar
#

you can create and make your factory do just a tiny bit more

wind spade
fierce ruin
#

doesn't matter about load balancing as you can use smart splitters and manifolds to ensure a constant supply of resources

thorny cedar
#

i know the cap is 1%

wind spade
#

point is to have 100% efficiency on machines and for that you can't have infinite decimals

thorny cedar
#

and i honestly dont even know about the rounds for other "caps"

#

but 66.6 is adjusted to 66.667 or smth

fierce ruin
#

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

thorny cedar
#

by default

#

bc css knows

snow dove
#

it’s actually just truncated to 66.6666 iirc

thorny cedar
#

yea

fierce ruin
#

if you enter the values in thew correct fields you can get it to display 6.6666

wind spade
thorny cedar
fierce ruin
#

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

thorny cedar
#

or some low balance chenanigan

wind spade
#

it's NOT about energy curve

It's about 100% efficiency on machines

thorny cedar
fierce ruin
#

honestly i wouldn't worry about it unless your experienced with making complex sushi manifolds etc.

thorny cedar
#

if not belt balanced i dont see a problem :c

wind spade
thorny cedar
#

and isnt it just to maximise the energy curve

fierce ruin
#

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

thorny cedar
#

bcs the machine does not need more items

fierce ruin
#

no its to maximize the efficiency of the items you produce

wind spade
#

it's about NEVER having yellow lights on any machine

thorny cedar
fierce ruin
#

grug no like yellow, smart grug like green, green light good light. smart grug like green

fierce ruin
#

trust, greeny knows what they are talking about.

thorny cedar
#

sorry

fierce ruin
#

if you solve the efficency of your machines, your electricity will just be balanced. balanced electricity is a symptom of balanced clock speeds

fierce ruin
#

no always

thorny cedar
#

so if you produce more on avg the lectricity will "even out"

#

on avg

fierce ruin
#

its not about producing more, its about having your machines running at 100%, when they arent your wasting energy

thorny cedar
#

even if i produce 1000 and theroretical need 10000 mw and i only use 259 itl even out on avg to 2590 mw

fierce ruin
thorny cedar
#

thats the basic so i dont understand and if i need pi number of items i need pi multiply number of energy on avg

fierce ruin
#

the only spikes i have in my power is from trains and gysers

uneven kernel
#

hey guys, how can I understand this? How can I make these specific number ouput? How do I make 2.25 constructors?

fierce ruin
#

cross multiple and divide

thorny cedar
#

whatever but basic math

fierce ruin
#

easiest is to double your total constructors then divide 2.25 / 4

fierce ruin
#

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.

uneven kernel
#

ok, 0.25 I can understand now, but what is this random number?

thorny cedar
#

sorry

wind spade
thorny cedar
#

😦

uneven kernel
#

I can't do the math for these number. Maybe underclock?

wind spade
#

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

uneven kernel
#

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?

fierce ruin
#

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

barren elm
#

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

main shuttle
#

is there a reason they made the power towers just slightly larger than a foundation?

wind spade
#

is there a reason to put it on a foundation? 😛

main shuttle
#

i've seen some people run stuff underneath it, & it looks good like that

wind spade
#

it has very nice supports imo

main shuttle
#

was thinking of maybe doing some single-wide foundation stuff with power/tubes/conveyors, but man those leg overhangs annoy me

river night
#

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

versed violet
wind spade
river night
#

nope

#

suppose would be nice if they added that

#

assume it looks good

versed violet
median heath
#

You want the short version or the long version of the 45/81 rule?

thorny cedar
#

the long one

#

i dont understand

median heath
# thorny cedar the long one

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

thorny cedar
#

ty

cloud apex
#

Do trains do anything to increase efficiency?

median heath
#

Define efficiency?

barren elm
#

There's nothing that forces you into trains if that's what you're asking

supple belfry
snow dove
#

more speed=less max throughput

brittle terrace
#

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?

teal summit
#

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^

snow dove
#

not a good idea to setup production like that, produce whatever your factory consumes on-site

median heath
median heath
wind spade
brittle terrace
#

I was thinkin goin 70% beams but I may just make the factory and just add beam/pipe as I need it

vapid gorge
# brittle terrace That’s prob the best response tbh

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

median heath
#

I like the base recipe for EIB better tbh.

vapid gorge
#

the 80 ratio thingo?

true junco
teal summit
snow dove
#

I was talking to the other guy

brittle terrace
#

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

vapid gorge
#

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

lethal prism
timid vector
#

Anyone Wana Play On The Weekend?

snow dove
copper cypress
#

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?

snow dove
#

don’t use valves

#

and you would need pumps

copper cypress
#

I have multiple level 2 pumps, but the backflow breaks everything

#

that means that is my understanding

snow dove
#

prefill the pipes

#

and if you’re working near the upper limit of the pipe throughput, loop the manifold

thorny cedar
#

you only use uncaped valves

#

or spec valves?

copper cypress
#

uncaped

#

I'm still in my first gameplay trying my first aluminium manifacture^^

snow dove
#

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

copper cypress
#

that makes differences?

#

I was thinking about circeling it

thorny cedar
snow dove
#

i have a lengthy explanation somewhere if anyone wants it

thorny cedar
#

i can explain to you in detail how i use them with my water

#

bcs i dont care about the loss

#

bcs 8bit...

snow dove
# thorny cedar bcs i dont care about the loss

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

thorny cedar
#

you can split pipes as u wish with this and some storage

snow dove
#

there is no “splitting pipes”

copper cypress
#

does my production make sense there? or should I move everything down?

snow dove
#

pipes do whatever they need to get themselves worked out

oblique hollow
#

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

oblique hollow
thorny cedar
oblique hollow
#

yeah

#

but approaching the pipe max is a dumb idea anyway

thorny cedar
#

i only use it for water bcs i can handle the little waste

oblique hollow
#

the sensitivity of them is well known and i simply rather build a new pipe before i approach the max of the current one

thorny cedar
#

but u need some sort of buffer in uneven destribution

#

or the backflow + valves combination choke your system to death

snow dove
#

I made my life painful by using 16 full mk1 pipes in my fuel plant

snow dove
oblique hollow
#

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

copper cypress
snow dove
#

you don’t need valves nor buffers to do that

oblique hollow
#

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

thorny cedar
#

yea

oblique hollow
# copper cypress Here we go

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

snow dove
#

10m

thorny cedar
#

the leway is 10% above headlift

oblique hollow
#

and then their shit doesnt work

snow dove
#

the top of the weird smokestack thing is 18m for reference

thorny cedar
#

idk you can go 10% above max headlift for every pump and every building

snow dove
#

i usually put my first pump just a tiny bit after the extractor

oblique hollow
#

why would you go near the limit tho

snow dove
#

you shouldn’t ever work with the upper limit of headlift

thorny cedar
#

every hologram pump is 55m

oblique hollow
#

the hologram snaps to 50

thorny cedar
#

not for me

oblique hollow
#

but the pipe splits into 55 m because the splitting code is weird like that

thorny cedar
#

:O?!?

oblique hollow
#

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

thorny cedar
#

yea 10%

#

auto snap

oblique hollow
#

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

thorny cedar
#

yea but it varies if the first pump is hori or vertical

oblique hollow
#

because the snapping is for both sides of the pump

#

if the pipe is longer horizontally, it doesn tmatter

thorny cedar
#

i know was just saying

#

so u get some space to work does not need to be exactly @ topic

oblique hollow
#

if you have 2 vertical snaps, then you get double the extra length

#

which would be 54 m total here

thorny cedar
#

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?

true junco
#

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...

brittle terrace
true junco
# thorny cedar you do

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...

thorny cedar
#

on every segment

median heath
main dirge
#

Ridiculous how little iron you need compared to all other resources tbh

#

And how much there is

winter wave
swift robin
#

you can always alloy it with copper if you really feel the need to use it

red river
#

i just use iron without ever considering how much i'm using

#

wires or cables? iron. copper ingots? iron. beacons for nuclear? all iron.

main dirge
#

Iron wire takes so much space but even then the amount of iron it actually needs is tiny

swift robin
#

and now with bps we can slap down 24 constructors pumping out iron wire in a moment

main dirge
red river
#

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)

dusky zenith
vapid gorge
main dirge
#

Oh huh ig I misremembered

red river
#

iron wire outputs 22.5, regular copper wire outputs 30, so iron wire takes 1/3 more space, which i feel isn't detrimental

true junco
#

Fused wire supremacy. Lol

prisma kraken
true junco
#

Not a fan actually. Lol

prisma kraken
#

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

true junco
#

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. 😆

wise sky
#

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

red river
#

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)

wise sky
true junco
#

Its the only way to get it.

red river
#

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)

red river
#

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

wise sky
#

okay thank you

red river
#

(and the steel pipes in that is 80/min, so not exactly a trickle :p)

prisma kraken
red river
#

really? i wasn't aware of any other than delaying certain milestone unlocks

prisma kraken
#

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

red river
#

good to know, so that means only 11 alternates that are strict phase 1?

prisma kraken
#

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

red river
#

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)

prisma kraken
#

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

cinder silo
#

If you're epic lazy you could just farm up four hd's then use the split bug to make the rest 🤣

prisma kraken
#

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

cinder silo
#

Same for shards, I was quite shocked how trivial that glitch is though, I thought the 007 from update 7 was bad enough.

prisma kraken
#

tickets too!

cinder silo
#

Oh man yeah, duping tickets would allow for a proper fast speed run.

prisma kraken
#

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

teal summit
#

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

wind spade
red river
#

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

cinder silo
#

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.

remote robin
#

Is there a website for creating rail lines and placing signals to ensure your system works before building it?

deft lichen
#

No not really

remote robin
#

Damn. That'd be useful

deft lichen
#

I don't think it would be necessary because you need to follow relatively simple rules for it to work

remote robin
#

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

deft lichen
#
  1. don't attempt bidirectional tracks
  2. use block signals for straight segments, blocks at least as big as your longest train
  3. use path signals when entering junctions (any kind of merge/split really)
remote robin
#

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

wind spade
#

use path signals when you don't want a train to stop in the next section
use block signals otherwise

swift robin
#

what's wrong with bidirectional tracks?

wind spade
#

low throughput

swift robin
#

huh why?

wind spade
#

because only one train can go at it at one time?

swift robin
#

oh u mean for sharing tracks

#

see i was thinking a bidirectional track sounds pretty great for a solo train to minimize track needed

wind spade
#

obviously, when you have single train on your whole network, it doesn't matter at all what signals or tracks you use 😄

median heath
median heath
wind spade
#

there's nothing to debate 🤷‍♂️ single track can never have more throughput than two tracks

median heath
#

Ehhhhhhhhhhhhhhh

remote robin
#

Can you link the guide please?

median heath
remote robin
#

Legend, ty

deft lichen
wind spade
wind spade
#

no, just the message I linked

hard wind
#

@wind spade Do I have to unlock all the tiers and milestones to get some recipes? Or the milestone/tier doesn't matter?

wind spade
#

wiki has list of all the requirements on "Hard Drive" page

hard wind
wind spade
#

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

hard wind
#

I see, thank you

burnt musk
#

anyone willing to help me with water logistics questions?

wind spade
#

well, ideally ask the question first 🙂

burnt musk
#

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

wind spade
#

flow isn't halved?

#

flow is bidirectional and works based on amounts of fluids in pipes

burnt musk
#

i have a 920 yeild with a 720 requierment

#

yet im still lacking flow

elfin nebula
#

you try to put all the water through a single pipe?

burnt musk
#

2

wind spade
#

what tier?

burnt musk
#

mk1

wind spade
#

that's 300 max per pipe

elfin nebula
#

so 460 through 300 pipe

burnt musk
#

??

wind spade
#

mk1 pipe can do max 300/min

burnt musk
#

right

wind spade
#

you have two mk1s, so 600/min max

burnt musk
#

where did you get 460

elfin nebula
#

half of 920

wind spade
#

half of 920

elfin nebula
#

since you said 2 pipes

fringe quartz
#

Half of 920

burnt musk
#

ok

#

so if i add 2 more ouputs dropping each pipe to 230 would that help

wind spade
#

if you keep pipes at 300 or below, it will work

burnt musk
#

ok intresting ill give that a go and see how it works

#

thanks

main dirge
#

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

prisma kraken
main dirge
#

If you mean multiple items per carriage, that's not explicitly there, but you could just use the average stack size ig

prisma kraken
#

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

main dirge
#

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

prisma kraken
#

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

main dirge
#

It's more efficient to just have multiple p2p trains usually

prisma kraken
#

agreed

#

like the only time i could see it being of use is in transporting wire & quickwire

main dirge
#

If you've got one item type per carriage though it's basically just multiple trains on longer routes anyway

prisma kraken
#

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

main dirge
#

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

true junco
prisma kraken
#

oh, i know, i do that instead, its just something i thought of in the shower

true junco
#

Oh i know. We were talking about that earlier. (The fused alts. Not your shower thoughts Lol.) Just reminded me is all.

main dirge
#

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

prisma kraken
#

yeah, i think it best in train design to go with a 4 or 5 car standard and just work with that

main dirge
#

Using mixed trains personally bc the speed cap is basically always around 120

prisma kraken
#

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

vapid gorge
#

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

main dirge
#

Got 1-2, 1-3, 2-4, and 2-6 so far, and about to make a 3-8

vapid gorge
#

3-8? are you rails really steep?

main dirge
#

I'm using helical rails but the 2-6 manages

vapid gorge
#

I think 1-4 manages the steepest you can reasonably do rail? could be wrong though

main dirge
#

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

vapid gorge
#

Unless the stop is right before the climb is should be ok, my trains never suffered on steep hills 1-4

main dirge
#

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

vapid gorge
#

oof sky rail. Why not belt the stuff to a station at the level from the ground?

median heath
#

Just going to mention that trucks are still a very good method for logistics and handle mixed item loads very well.

main dirge
prisma kraken
#

by very good, i think he means f***ing awful 😛

main dirge
#

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

main dirge
median heath
vapid gorge
#

but how do the other trains slow the other?

main dirge
vapid gorge
#

right but if you lift the material to a station already up there you avoid slow spirals is what I was saying

main dirge
#

Also my second world so I'm familiar with the south already

median heath
#

Only your second? 😉

main dirge
median heath
#

As opposed to the massive ugly floating platform in your screenshot?

main dirge
#

Hey, it has, like, two pillars 🥲

median heath
#

You know I have no restrictions on dropping honesty bombs 😁

vapid gorge
#

Everyone has their perspective on that sort of thing and what is 'too much' floating platform

main dirge
#

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

vapid gorge
#

Everyone has their style and approach

median heath
#

I find train elevators easier than spirals 🤷‍♂️

wind spade
#

spirals are 🤢

main dirge
#

Did build a couple of ramps but U7 blueprints were so painful for them I just did manually

vapid gorge
#

I tihnk elevators tend to add more trip time than spirals

wind spade
#

either ramp or transfer with elevators

main dirge
#

Elevators?

thorny cedar
#

i would like to be able to throw my trains with jump pats

vapid gorge
#

station at the bottom, belt lifts up, station at top

main dirge
#

Ah

vapid gorge
main dirge
#

Wait you can do that

wind spade
#

how can elevator add trip time?

vapid gorge
main dirge
#

Truck jumping

vapid gorge
thorny cedar
wind spade
thorny cedar
#

trucks factory carts lizzard doggos

#

you name it i throw it

median heath
vapid gorge
#

hmm I'd be curious what the trip times it becomes an improvement

wind spade
#

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)

main dirge
#

Pre power tower zipline and before unlocking jetpack, have been useful

median heath
#

Hypetubes do everything better in terms of personal transport.

main dirge
#

Yeah but have you considered

#

Boinggg

thorny cedar
#

or just use the good old belt escalator

main dirge
#

Had to use mixed belts and ziplines to build the pads

vapid gorge
#

Tunnelrat method and have belt tunnels 😄

median heath
# main dirge Boinggg

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

main dirge
#

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

median heath
main dirge
#

I was using almost entirely cyclotrons xd

median heath
#

Oh, if you're using those or hypercannon setups, sure.
But baseline hypertubes are still superior to jumppads.

main dirge
#

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

prisma kraken
#

whacking a pile of 10 of them with the basher will launch you across the map 🙂

broken quest
thorny cedar
#

thats the delivery port

subtle dew
#

your transporting the batterys could you show me the connections

thorny cedar
#

wait autosave :c

worthy jewel
#

the batterys ONLY in the battery slot

#

not in the input

subtle dew
#

theres a port on the back with a battery symbol over thhe port

thorny cedar
#

here is the only outgoing port

worthy jewel
#

you‘re transporting batterys with the drone

thorny cedar
worthy jewel
#

ONLY IN BATTERY PORT

subtle dew
#

yes but what do you want to transport

worthy jewel
thorny cedar
#

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?

worthy jewel
subtle dew
thorny cedar
#

i could conclude so far

worthy jewel
worthy jewel
subtle dew
worthy jewel
thorny cedar
#

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

subtle dew
#

thats weird i use drones the same way and when the port is full drones dont fly

thorny cedar
#

i know if i look my does not either

#

but as soon as i go away they start to eat

worthy jewel
#

what u now doing

#

answer me

#

@thorny cedar

vapid gorge
#

lmao, 'answer me'

worthy jewel
#

i now have brain capicity left

worthy jewel
vapid gorge
#

man king of the edits and deletes over here

subtle dew
#

he got training from our private server where he deletes and edit everything

worthy jewel
#

ok

lethal prism
#

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

elfin nebula
#

crystal computers best computers sip

#

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

true junco
thorny cedar
elfin nebula
#

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

thorny cedar
#

same...i just like them more i dont use them atm tho bcs of the exact same reason

elfin nebula
#

and doing boards and computers on different sides of the map seems unnecessary complicated

thorny cedar
#

i ship out the computers and build the boards there

#

yea

elfin nebula
#

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 ganyuSleep

thorny cedar
#

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 jace_smile_2

wind spade
main dirge
#

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

vapid gorge
#

and you can always do a mix if it works to a location

true junco
# main dirge Need to look at caterium wire bc I've got a node or two spare but tbh iron is so...

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.

gray flower
#

is 120 coal per minute in 8 gens or am i doing it wrong

oblique hollow
#

it is correct. if it doesnt work you messed up

gray flower
#

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 🙂

hybrid star
#

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?

frosty owl
#

Yes, if you pipe things well enough. Using pipes at max throughput can be challenging, overall

median heath
snow dove
#

*

vapid gorge
true junco
frosty owl
#

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... thinking_helmet

rigid turtle
#

nuclear pasta with a flat power draw would certainly be annoying

#

but impressive

versed violet
#

nuclear pasta on geogens?

snow dove
#

consumption wouldn't be flat

vapid gorge
#

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?

vapid gorge
#

so show a picture of your set up, preferably from a bit higher up shot

harsh thorn
#

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

vapid gorge
#

bring the generators down, especially if you're not used to piping

harsh thorn
#

oh im used to piping i use the thing that uhh

vapid gorge
#

2nd tip - build on foundations, much easier to keep it organised.

harsh thorn
#

holdon whats the thing called

vapid gorge
#

no offense - but I see a couple pumps right before the generator, that suggests you haven't done much piping 🙂

harsh thorn
#

fair enough

#

OH RIGHT THATS WHAT THEYRE CALLED

#

i use pumps is that bad like does that use too much MW

vapid gorge
#

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

harsh thorn
#

alr

#

but then my entire fuse work will be fucked up since these coal gens are the only things i use for power

vapid gorge
#

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

harsh thorn
#

overclock

vapid gorge
harsh thorn
#

fair enough

vapid gorge
#

so yeah

  1. demolish
  2. redesign lower on some foundations close to water

after that we can go through some more details 🙂

harsh thorn
#

THATS IT

#

ING

#

[THE ENTIRETY OF COAL GENS]

#

@vapid gorge removed the thing

#

now i have 0 clue on how to rebuild lmao

vapid gorge
#

ok well put down enough foundations near your source of water to fit the coal gens

harsh thorn
#

oh shit i think i fucked up

#

im goin to sleep its 2:30 am here

#

im tired asf

vapid gorge
#

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

harsh thorn
#

alright thanks lad

vapid gorge
#

and maybe go to sleep and try tomorrow 🙂

harsh thorn
#

dms tmr?

vapid gorge
#

just ping me on here 🙂

harsh thorn
#

right got it

#

pray i dont forget :)