#math-and-meta
1 messages · Page 84 of 1
Manifolds don't help, they'll overconsume without manually setting speeds on several dozen machines in a production loop
its like, how do i get resources from one edge of the map to the other?
build a belt. A very, very long belt. It works, but its far from practical. The solution would be a train
manifolds don't overconsume
once they are filled, all machines run at 100% capacity
Yes that's the problem
what "way"?
this is strictly a consequence of not wanting dedicated factories for LOW tier stuff that dont produce tickets
The aluminium recpie doesn't consume exaclty 23 quartz
and the devs directly encourage you to have dedicated factories for low tier stuff
not having 100% efficient factories
even ADA mentions efficiency is the key
set clock speed for one machine to consume 23 quartz
what is "efficiency?
having every production unit work at 100%? I dont conisder that efficient
I consider "efficient" as making the most of the resources you have, to generate as much "currency", in this case tickets.. as possible
efficiency is shown ingame on machines, it's % of time the machine is running
That'd be great if it wasn't a production loop
for THAT machine
tickets are basically just a happy bonus for a system they put in place so that factories never stop
how does that matter?
you can have 100% efficiency and still optimise for resource production
a miner into a smelter into a constructor into a sink would be blizz for you then. Thats a waste in my eyes, and not efficient
Because setting that one machine to 23 quartz means it gets less "effective" quartz than that, because less silica is produced later
no, cause you sink stuff that generate next to 0 tickets
the complete factory produces enough silica and quartz for all usages
so there's no way you'll end up with less
cause i don’t sink stuff for the tickets, i sink stuff so nothing ever stops
it's up to you what you sink
doesn't mean your factories are not 100% efficient or aren't optimised for resource efficiency
as i said earlier, my setup is
- More power efficient than yours
- More ticket/resource efficient than yours
- More lag friendly than yours, minus the merger splitter bs i need to do cause we dont have that smart merger
- more space efficient than yours
3 of those sentences have "efficient" in it. Efficiency is not just "run factories at 100%"
except it is
"efficiency" is just that
"power efficiency" is indeed something else, but that's not what I mean by "efficient"
(because the game already defines what "efficient" means in the game context, so I don't see a reason to use the word differently)
and all of that is only true when your storage is full 🤷♂️
no, those are always true
the factory running at that 100% efficiency you're so craving becomes true when its full
when you take items from storage, it hurts production further down the line
Lets take the computer part of the factory into consideration only.
It uses 250 iron rods
800 plastic
400 sheets
and 350 wires
if i were to take those exact items out, the only thing that would go down in the factory, would be the manufacturer, and it'd be down for 1 minute.
If i take, lets say 200 of everything, then the manufacturer would shut down for about 50 seconds
while the plastic, Sheet, and Wire side of things would shut down for maybe 10 seconds, while waiting on those last rods to come in.
In total, we're looking at the factory dropping to perhaps, 90%, for about a minute, if i take one stack of everything.
Its the equivalent of turning the whole thing off for about 6-9 seconds, per stack taken from it. Slightly longer if i take higher grade items like Circuit boards
it's still more than 0
who cares
I do
good. Good for you. I dont
Why?
Thats not the goal for me, to avoid my factory going down for less than 10 seconds
because ficsit demands efficiency
i mean basically, the devs aren’t gonna add a priority merger, you want a priority merger, there’s probably a mod for a priority merger
i avoid mods
Ficsit demand efficiency. In my eyes, thats Power, and Tickets per resource used
this was never about a "game suggestion"
in my eyes it's what the game tells you efficiency is
given the game literally gives you a percentage on every machine showing efficiency
just cause the buildings have an efficiency meter?
That meter may aswell be called "uptime" and everything would make the same sense. Stop with this "game tells you" bullshit. The game tells you to be efficient, it does not tell you what efficient is
each buildings "efficiency" is just a metric to show "uptime". Those words can be swapped and nothing would change
it does not tell you what efficient is
except it's literally called "efficiency"
actually it calls that value productivity 
Its productivity meter
for some reason the wiki says productivity but then on one imagw it shows "efficiency" as the description
so i think we sorta conflates the idea
the article itself mentions efficiency multiple times 🤔
doesn't it have like a tooltip or something?
it is a metric for a building, not the sole goal of the game
then stop labling it as the sole goal for the game and recognize it as a personal goal
I'm not?
you have been for the last hour
you continually critique how the factory going down for the equivalent of shutting it off for 10 seconds, as bad. Almost as if i was "failing the game" at that point
in my eyes it's what the game tells you efficiency is
I literally said multiple times that it's what I consider it, never claimed it's "the game's goal"
"what the game tells you efficiency is"
nonono.. the game does not tell you what efficiency is. There is an efficiency meter on each individual building, and THAT is your goal. Its not what the "game tells you"
game tells me that it's efficiency 🤷♂️
same as game tells me that a piece of silver rock over there is called "Iron Ore"
as i said, that could've been changed to "productivity", or "uptime", and nothing would change.
The game still tells you to strive for efficiency, not "productivity", or "uptime"
the efficiency on buildings == Productivity of buildings == uptime on buildings
Games efficienct =/= Building efficiency
and that's your take on things 🤷♂️
Well, there is other texts that directly call the productivity efficiency
building efficiency is your goal.
Game efficiency is a much wider spectrum and can be interpreted in may different ways
Game efficiency is "have fun"
sure? how does that change mine or your views in any way?
no, you have a perfectly valid view. But its not "what the game tells you to do"
well, ADA does tell me to make efficient factories
ADA also told me to make efficinet factories, so im trying to get the most value out of the resource nodes as i can
well no you're sinking wires, which is objectively less resource efficient, thats not even an argument. Converting those into higher grade items would be more resource efficient
there’s infinite ore, just per minute values
then its not infinate
what
you have infinite resources
you have finite resources per minute
since my storages are almost never full, then sinking wire is better than waiting for other resources
i also sink stuff like wire so my sorting system doesn’t fail
that as well
imo fundamentally flawed storage system then
that’s how sorting systems work
if anything backs up it can’t sort anymore, hence the sink
thats how your system works. So if you didnt have the sink, everything would fail. Thats not the case for me
How
if you put a thing in a storage and the storage is full, what do you do with that thing?
well i sink whats worth sinking. My system doesnt fail. If the sink failed, it'd simply back up. The system would still work
If your wire storage bin is full, and you feed wire through the sorting system, what happens to the wire
ok, so it'd back up
so I can end up with a dump container full of things that are not worth sinking
i dont make waste wires in the first place
i turn those wires into something worth sinking
i didnt reply to you
Iroh has the same point as I do though
I dont want small factories for tier 1-4 items
I dont want to sink items from tier 1-4
I think those are both pointless. Just as pointless and running around slapping a miner on every node in the world, just to sink the ores, to keep all nodes digging. In my eyes, those two options are about as valid. One is just a bit more obviously stupid, but the other is equally stupid
So you just avoided the question
so back to the point, i'd love a smart merger 🙂
You send wire to the sorting system right?
have a good day, im going out
i produce wires when i need wires. No wire factory needed. Short, temporary efficienct loss is irrelevant
That’s not what i’m asking… the wire you take from the middle of your production line has to end up in the sorting system somehow
and you don't have a storage where you can take wire?
still not a clue how they have a sorting system with no overflow to a sink
And since there is no global efficiency tracker, if i just look away long enough the machines climb back up to 100% and nobody can ever prove anything happened
Take me to court, you have no evidence of my crimes 
pulls up keylogger
i do the same, so sue me; lol
When he need wires he walks to a copper node, manually mines it and crafts the ore into wires 😂
ngl i need wires for most of my builds of basic stuff, cables, rotors and stitched iron plates and more so its automated at this point
I would just be annoyed having to walk to random places to pickup construction materials, so i want them all collecting in a storage somewhere 😄
I just make sure i have multiple places where i can grab everything i need. Like i have my railways delivering all parts to a railway hub in RD right now. Im basically making nothing in RD yet. Lol.
Hyper tubes are your friend
why go to items when items can come to me? 😛
Sometimes I think "there should be hypertubes for items." Then I realize those are called conveyors and trains.
What I would love to see would be the ability to "order" items remotely. Like, I have a central storage facility, I'm out and about far away, establishing a new factory, and then I run out of, say, copper sheets. Wat do?
Currently: run, Forrest, run (or, after like 2 trips back and forth: hypertube).
use drones
I wouldn't want stuff to be sent over continuously + it's considerable hassle to set up a drone operation.
Also, then I would only be getting the items I redirected to the drone port. What if I need something else?
no but u can set up drone ports in ur storag
feed them some batteries and remote request if u want
all u need is electricity and enough materials for a drone port
There's some PowerSuit modules for that
In principle, sure, it would be possible to just build so many drone ports that I can have a dedicated drone line for every item imaginable, along with battery supply, and then just build a drone port at the new factory and set a route for, say, those copper sheets, until I have enough, and then remove that connection.
thats what i mean yea
Actually, I think I'm going to do just that. Would always have pretty much guaranteed full drone inventory whenever I need something.
you dont need perma routs and you dont need 100 bats per minute
Also, if all drone ports are around the central storage facility, filling them all with batteries would be next to trivial.
and yea if i go for stuff most of the time i get more then 9 stacks anyways
Just mind that drone ports draw a lot of power at all times
I can have them on dedicated (or, more likely, grouped) power circuits that I can just turn off remotely.
if u are in u8 sure
Electricity is required at every new factory in any case.
That too.
My current power production is somewhere between 2-3x my current consumption (6 fully OC'd nuclear reactors + 50-ish fully OC'd fuel generators + around a dozen fully OC'd coal gens) so there's some headroom to play with.
construction vehicle
Tbf, item hypertubes would still look cooler 
I'm working on a thing. I have a pure iron node, and a mark 2 miner on it. How many smelters do I need?
open miner, see how much it makes
open smelter, see how much it needs
do math 🙂
something simpler and imo maybe even more convenient: a construction train. make a really long train and fill it up with everything you need. build rail access first and call in the construction train. now you have everything you need, in one train
That would require building tracks.
Technically you can do that with the awesome shop. Tho i wouldnt recommend it.
Spend 60% of your playtime in hypertubes because you forgot it, then go back again because you forgot you needed both copper sheets and concrete and only grabbed one.
im a giant train simp so i do that anyway
Well, I'm kinda sorta on track there as well (see what I did there!) - I built my 3yo son a train track that circles the entire world.
So it's going to be relatively easy to make side tracks and actually cover the whole map.
Can someone check my math for my aluminium ingot set up, its just not mathing, I keep having too much water in my system and have to flush my buffer. I have 297m3/min of water input, to my Alumina Solution recipe (3 machines) require 450m3/min, they go to my Aluminium Scrap which provides another 150m3/min of water which I have tied to the input of my first. so 297 (was 300, but tried to fix it) + 150m3 = 447m3/min of water. why does my system keep flooding itself?
you use valves?!?
don’t use valves
i used a valve
dont use them
remove the valve
are they bugged?
no it’s just how the devs made valves work
they work on an 8 bit integer
and they’re entirely unneeded
or just don’t limit the throughput, cause it’s never needed
that aswell
i had it set to 600m3 which should be more than enough
but i removed it and ill see what happens
so full pipe valve just packflow
separate the machines that use recycled water from the machines that use fresh water
don’t mix recycled and fresh fluids
yea you cant prefill the system and if u split it the scnd closed part will work out the water on its own
To my understanding i havent been prefilling the system with water, i just keep having to come back and drain it for my factory to run again
yea bcs it still fills your pipe over time and your machines dont drain who produce water
oh so its like its operation order is water out of machine -> water in pipe- > water in machine so when it counts water out, it says full and shuts off?
If this is Aluminium, why not just build a VIP and recycle the water back into the system?
or use water in other recipes that want water
VIP? im trying to recycle the water back in, i have my input water supply below demand but it keeps filling up anyways
Recycled supply should be below fresh supply.
Not sure where input and demand terms are coming from.
Both of them are inputs.
i have something similar set up, but i'm just unsure why my system isn't working.
Valves are such a weird thing in SF.
Its simultaneously a manual shut off valve, a check valve, and a proportional flow regulator.
Combined with the incremental step size due to discrete 8 bit integer the set is limited to.
cant work like that
How is this "something similar" to the screenshot I posted?
i had a valve to the left of the buffer, to try to be used as a directional control valve and i kept having to flush
Like at all similar -- how?
lol looking at it now, not at all i was assuming something that makes no sense
I avoid such troubles by strictly separating fresh and recycled water supply
i think thats what im going to do lol
Ondar plz, this isn't a trouble at all, it is very simple.
But fine... I will shut up.
whats the easy fix?
yes
i was under the assumption a valve can be a check valve
valves are really terrible, they appear to help when they rarely do
yea but the pipe behind the valve is pressured
and valves work like if the pipe is 100% the valve works at 100% or sm "stuff"
The only functional use of a valve is in a VOP.
And given you have no interest in VIPs, you won't be building VOPs, so inherently you will never need to build a valve.
i just dont understand how everything fills up with water, surely the consumption of the initial three refineries being more than the total water input in the system would stop that
like this for example and adjust the overheat
would be a simple solution if the numbers are good
fills itself basically you need to overflow sink the hardware at least in the ramp up!
i dont know what these are
Which ends up meaning you never need to build a valve.
Thank you!
you are right but cc you rly dont need it for this problem
with no float errors u dont rly need to sink water
oh and for your note... you build a track and on each end one stations and you build a train on track and you are good to go 😄
lol thanks, i dont remember how to remove that note
open a menu go with your mouse to the right side of your screen
like your inventory
lol thank you
and at least i overflow my alu
in the end aswell to make sure the system runs a 100% all the time
Of course. A lot of what is in that manual is not strictly "necessary" since there are problems that are solved in that manual which are technically "problems you choose to have" but thats a whole other topic.
And once you see how all those things work, you can change them up and see if they still work. Its one of those "do it exactly like this and it works" situations. You deviate, and it might still work, or not. The only thing i think is actually missing from the pipe manual is a good example of how to buffer trainstations. Sevrahn has shared one a few times before that is effective. Again, you can deviate, but you'll have to verify it still works.
And of course some folks have reported that their VIP/VOP devices stopped working in U8X. But thats a crap shoot since many others have reported theirs still work fine.
lol i think solved it with that manual @true junco linked, I put a pump after the buffer. it seems to have stopped the backflow, and the valve just wasnt working
That may be a bandaid fix. Buffers, pumps and valves can often just slow a problem down rather than solve it, tho maybe you will be ok. I would still recommend building a legit copy of the VIP. Where you put the recycled water as the priority input and the fresh water as the non-priority input.
Note that the Blue Print system is great for this. Make the VIP once, use it as often as you need afterwards. (Well, i made a right and left handed version, lol)
in this case it might even work bcs its the only pump in the system
also a note that vips in u8 arent a thing anymore
i was thinking about it
so legacy tech
i think thats my problem, i thought the water extractors would have enough head lift but maybe not.
oh thats a good idea
I really should utilize blueprints more often
no the headlift is good
Some folks say otherwise. 🤷♂️. But some folks have pipe issues and some never do too so 🤷
BPs are great for stuff like this.
regardless its enougth
does it measure center to center of the pipe?
iirc it’s the top of the pipe
just don’t work at the upper limit of throughput
its 2 4m foundations difference
only person i saw saying otherwise is the person who always says otherwise
or close too
so you got space
i mean the thing wouldnt start in the first place if the headlift wasnt enough
ny test failed, baldur failed and iirc that pipe guide writer, with the blue name confirmed it as well
oh thats fair, the replacemtent of the valve to the pump fixed it, but i dont understand why lol
lol maybe i had it backwards?
bcs how fluids work in pipes
wish i had the screenshot before i deleted it lol
picture it like this
in a pipe the fluid runs from one side to the other
it pictures u the avg filled in the segment
but thats the opposite of how they work
i dont understand so i take the calculation * -1?
Valves prevent backflow but not backpressure.
Pumps prevent both.
that what i was trying to say
if the segment behind the valve is at 100% the valve wont use the water
it just dont take more into its pipe
can someone tell me an effective splitter setup for this monstrosity
the generators further to the end dont get as much coal as the ones on the front
you could send some of the coal down the chain but it wont fix it entirely
Just keep it all on one belt and split it off in front of every generator
As the generators in the start of the chain fill up they will start to take less coal off the belt
Do make sure that your belt can handle the amount of coal on it though
I have been using this so it should be enough generators per coal
thats what i have done
Hmm...
I know we talk about this before but.... I just wondered again if buffers can actually help with the issues pipes face when theres 600 flow and you have flow reversal at the first junction....
Effectively a pressure surge tank. Probably has been tried before but i cant remember
Not inline buffers however
But instead a sideline buffer
Wait a bit or prefill the machines
It’ll self balance after a while if built right
im going to leave it be then thanks
A way you can check if it’s right - put a stack of coal in the last gen by hand - if it ends up starving again you’ve got a build error
or it got used before the manifold stabilised
I’m not sure I’ve had a manifold situation where the last one starved after dumping in a stack. I guess it’s possible?
And I’ve put together a lot of them
nuclear is definitely a hot candidate
Ah yeah, haven’t built one of those yet, that makes sense xD
Is there anything else though? Rod burning is a bit unique in its production consumption cycle
Although a full stack of rods in the last gen would last a while
And it’ll get new ones. Damn now I want to test that
I think it's definitely mathematically possible
780 belts into long manifolds of machines eating low amounts per minute with low stack sizes
yes, the validity of those manifolds is another question (why not replace them with direct input, etc.), but theoretically it's definitely possible
Well the point of folks using balancer with nuclear is so none of the machines have a stack of rods in them so you have no radiation lingering around.
nuclear will have radiation anyway so idc if it's 10m or 100m, I won't be going there anyway
I pretty much think the same way and couldn't be arsed to make a perfect split for the waste recycling. Idgaf if that causes the radiation around the recycling facilities to extend 100m further than it would if everything was perfectly optimised.
The whole facility is right next to paradise island anyway, so right at the edge of the world.
It generates a nice amount of electricity and it gets rid of all of the nuclear waste. That's all I care about.
All i said was, that was the point of doing it that way. 😆 its all a moot point if you dont go near it and/or always have your PPE.
My POV on it is that i both want to make a perfectly balanced set up. And i want to populate my world with a bunch of radioactive death trucks running off of Plutonium rods...
I've got a ISC full of uranium fuel rods anyway so there's quite a bit of radiation coming from that alone. 😂
16 hours worth, to be exact, should the rod production be interrupted for some reason.
Why tho.
🤷♂️ just felt like it. I hhhate the grid failure sound. 😂
A bit of buffer to allow for maintenance works without disturbing the grid.
Only weaklings don't want death zones
I dont want static death zones... i want rolling ones... lmfao
I want a world where visitors grow to fear the sound of an oncomming train or truck. 😆
btw @true junco saw your table for aluminum stuff. Heres one i worked out long ago for a base rate of 120
Took a second to figure out what you meant, but i see it now. Thats handy.
Guess ill put this here so its easier to see both at once
yours is kinda an inverse
where you use a fixed input and ask for max output, i have a fixed output and ask for min input
Exactly. I was trying to determine global max ingots using different alt combos.
I reorganized it by increasing yield per bauxite.
Thing is tho. Anything above 9780 Aluminum ingots will consume a lot of quartz... so the real question is, do you need more than 9780 Aluminum Ingots more than you need the quartz it will take? Or more directly. Is 3260 Aluminum worth consuming 6985.71 (66.531%) quartz.
@true junco these are our numbers for the other recipes. oil being our bottleneck so calculating tfuel per 30 oil
what is that exactly?
uses all applicable alts for opimum yields.
dflt turbo uses least crude. blend uses least sulfur. heavy uses most of all resources. it just involves less buildings and production steps. so its only redeeming value is that it is easier to set up per crude consumed... but is ultimately not any better to set up per unit of turbofuel produced.
I got 66.6 tfuel per 30 oil which is slightly over double
still the 2nd best option tho
66.6/30 (aprx)= 60/27
how is heavy the second best option?
it takes the most of all resources.
32 is higher than 22
astute observation
but why are you using default fuel over diulted. with dilute to turbo you get 66.6TF per 30 crude, vs 32TF per 30
the 22TF/30CO is only if you skip diulted fuel.
Im not using fuel?
so heavy turbo is the 2nd worst way to make turbofuel if you count using default fuel to make default turbo. not the second best way. its still way behind diluted turbo and diluted blend
in your calc that shows 22.25 turbofuel per crude, you are
because with diulted default turbo gives 66.6 turbo per 30 crude. not 22.25
@high latch this is all 3 turbo fuel alts compared using the best combo of other alts for them. scaled to your calcs for 30crude oil as the starting point.

600 oil to turbofuel with recipes:
normal: 1333
heavy: 640
blend: 800
sulfur needed for these:
normal: 1066 (0.8 per tf)
heavy: 640 (1 per tf)
blend: 400 (0.5 per tf)
so heavy needing much oil and much sulfur, always being quite bad
Most oil-efficient: Base
Most sulfur-efficient: Blend
Most space-efficiecnt: Heavy
since oil is in abundance on the map and sulfur is one of the rarest resources, you almost always want to optimize for sulfur usage, except you skip nuclear, then the normal is okay. heavy only when you want it tiny, but why
and the turbofuel production is really small in comparison to the generators anyway
so space optimizing is a weird concept here
so heavy basically is a bait and sulfur waste
would always go for turbo blend. save the precious sulfur
turbo heavy is one of the closest recipes of being objectively bad
is for space optimization in a factory thats small in comparison anyway```
iirc, turbo heavy would compete with default turbo IF diluted fuel didn't exist
yeah, diluted is so good you never want to skip it
I just mean that heavy/default turbofuel seem to be balanced as though diluted doesn't exist
but since diluted DOES exist, it buffs default turbo and leaves heavy behind
diluted fuel is one of the alts that is pretty much a given. its better to used diluted fuel in any path that involves fuel whenever possible. its only a problem for set ups that are very far from water. or if you really struggle with dealing with fluids.
heavy turbo fuel would have a use case if they rebalanced it somehow. like if it involved no sulfur at all maybe
Turbo Heavy has the same tradeoff multiple other recipes do.
Higher cost for reduced space.
a lot of things that trade production for space, dont save much if any space if you try to make the same output because you have to duplicate it more. they only definitely save space when solving forward from the same amount of inputs to get lower outputs. which certain people keep saying we should never do anyways... lol
with the problem, that the turbofuel production makes like 10 % of the whole power plant anyway. so you trade for like 1 % of space saved
most part are generators
is that the turbo heavy vs dflt? or vs blend?
turbo heavy in comparison to diluted blend saves almost nothing in practise
because the processing is quite small in general
in terms of input balance. the fact that blend takes no coal, default takes coal and sulfur. it would have been nice if heavy took no sulfur.
that would be too op again
Saves tons of space because less building to make the turbo and it provides for fewer generators.
Saving space on both ends 😉
well. i would assume making such a balance change would also involve using more coal to offset not needing the sulfur.
tho perhaps it would be OP because you could use blend and heavy and they would only both need crude and share no other input.s
coal is quite useless in comparison to availability
its the only resource you can completely remove from the game
nothing really needs it
asnd since there is so much, more coal would still not balance it
to be fair. you dont need uranium either. you can finish the project parts without ever touching the stuff.
you'd still have to transport all of it
that's true of everything else tho, so that doesnt mean much.
yeah but different kinds of resources are generally clumped together so needing a little iron and a little coal isnt as big a hurdle as needing a LOT of coal
well, coal most time comes in huge amounts per place
depends on the location. blue crater has a lot of oil, coal and water all fairly close together.
but again. once you start talking about Oil, sulfur, bauxite, quartz and uranium. logistics are always going to be something to deal with.
the sulfur aspect of turbofuel is honestly more about the fact of having to transport it in at all, not really the amount you use
a sulfur-free turbo recipe feels like it'd defeat the spirit of things
that i can definitely agree with. lots of spots with coal and oil close together. its the sulfur that always seams to be away from those fossil fuel deposits.
its about the amount, because our turbofuel limits our batteries as well as nuclear power
and that with blend already
there is a reason most folks who aim for optimum uranium fuel and a lot of batteries tend to not use turbofuel at all.
and i have to correct myself... reviewing the map... it would definitely be a subjective statement to say whether oil and coal are close to each other anywhere...
blue crater is definitely a good spot for water+coal+oil tho.
i forgot to turn on resource wells. lol. hmmm. there are some decently close places in the area between RD and NF starting zones with a bunch of sulfur too.
for a crazy intermediate area, you could just pull all the oil/coal/sulfur surrounding the NF start area. lol
that reminds me....
i have one of these for turbo too xd
huh.... i forgot that the savings of oil for Turbo Blend arent even that great
25% and its still worse than Diluted Fuel + Normal Turbo
soooo unless you are REALLY tight on oil. diluting fuel for Turbo Blend is apparently not that useful?
you could probably balance Between Turbo Blend and then Diluted Fuel + Normal Turbo
the point of diluted blend was to save on sulfur really. its better for oil than heavy at least.
better for sulfur and coal
not using diluted makes Blend WORSE than Turbo Heavy
but still better than normal turbo with residual fuel
though im afraid once the rebalance rolls along some day they will change things up because Diluted Turbo Blend is apparently the best in basically all regards. Maybe Power Hungry? Dunno
but then again they make fuel so they directly cancel out their power cost i guess (if you burn the fuel for power that is)
I'd like to see diluted fuel get slightly worse than diluted packaged fuel
so that you'd have a choice between more complexity for more yield, or less complexity but less yield
please no
why not?
they really don't seem intended to compete. it's really just one recipe in two formats based on tech level
you're not supposed to compare them by resources, it's just "do i have blenders yet, y/n"
i don’t wanna change my fuel factory
Plus that just sounds annoying
I mean as part of the recipe rebalance
wait i just realized i can just clip it
how so?
pretty much all recipes in the game are "do more complex thing to get more"
the tradeoff is "more complex, identical efficiency, but possible earlier" which is not a tradeoff you see very often in the game but it's legit enough imo
point is that once you have the better one, there's 0 reason to use the older one
same reason I'd like them to touch on cast screws
it came to be because DPF was in the game before blenders existed
does there need to be a reason to use DPF in endgame? I really do just think of them as one recipe that gets upgraded to a better format
I just feel sad that the nice packaging loop goes unused in most games
I would be down for more recipes that use packaged fluids in other ways
I'd like the rebalance to bring majority if not all recipes to "decent", rather than having recipes that are almost always used vs recipes that are almost never used
I think there's a place for recipes that fade out of use endgame but have a niche during progression
but not pretty much exact copies
just better in everything (less machines, less complexity, less power, less space)
id like more stuff like diluted fuel
like, you get a lot more out of it but it takes a ton of effort
well that's DPF as well
DF isn't that much effort
manifold
--S--S--S--S--S
| | | | |
or the recycled plastic/rubber stuff
something a bit more complex than just item in item out
do any of you have the sims on manifolds with low tier exit belts being slower than full speed manifolds?
thank u!
Is there more to that question, a splitter will output 3 equal outputs from a single input, so 30 in will have 3 x 10 out.
is it better to have alot of 1 engine 4 freights or do larger trains but less of them? also is the items per min counter in the train staion acurate?
i prefer a bunch of 1 engine 4 car's
Alright 🙂
Trains have dynamic weight, there is no golden ratio.
1:4 isn't necessary anymore, it's just a relic of the past that people keep using out of comfort.
dynamic as in the stuff carried changes it?
Amount of stuff being carried changes it.
!wikisearch freight car
Freight Cars are non-motorized vehicles that can be attached to Electric Locomotives or another Freight Car to form a train. They have a capacity of 32 item slots or 1,600 m3 for fluids and allow for the transportation of resources over Railways. Freight Cars can be loaded and unloaded via Freight Platforms or Fluid Freight Platforms.
see the weigh table on that page
ty for the info. didn't know that now.
yeah, technically the wiki lists the limit to be 5 full cars on an incline, i'll be seeing how well that works soon 😛
the recommended ratios might need re-measuring
1:5 as a max limit sounds wrong, the train will slow down, but I don't think to some absurd speeds
if the train enters the slope at speed, it should be fine with more than that
There aren't any recommended ratios anymore though.
Amount being hauled + inclines being hauled up/down being contributing factors makes it impossible to have a perfect ratio that all the lemmings can just blindly follow.
Which I would assume was kind of the point of the change.
the old recommended ratio was specifically for tracks with major slopes
And for what? Train keeping max speed? Train accelerating to max speed in given time? On what track?
I totally agree that it would be more valuable to provide more values than just one flat ratio
It is more accurate and simpler to just tell people they have dynamic weights now, so you need to find the amount of locos specific to what you're trying to do.
If one doesn't work, add another. Repeat until desired result is achieved.
try it. it of course depends on length of the slope and initial speed
but from personal tests, above 1:5 the train is overloaded on those slopes and starts losing speed
if it doesnr have enough speed, it may even roll back
Hence why i includes the math on the locomotive page
that page plus the freight car page leave you enough info to do math with KiloNewtons yourself
The main problem is spirals
since those have Inclined Slope Resistance AND Curve Resistance at once
spirals are horrible 😄
Elevators ftw.
Would sloppy alumina + electrode scrap be 3:4 refinery ratio?
do the math and find out
I remember someone putting a design of sloppy alumina -> electrode scrap with sloppy refineries being 90% 100% 100% and 10% i can't remember why it was done like that instead of 3x 100%
oh that was specifically so you can seperate the water loops
for smaller machine sizes, you could probably get away with just... doing the water loop smartly
i'm trying to implement a VIP Junction into my design so it'd be all connected
would that be also better for 3x 100% sloppy refineries -> 4x 100% electrode scrap refineries?
i think vip are garbage, so cant say yes
also dont work in u8 anymore for most people
ah ok so it's back to the above blueprint then
They work if you build them right.
So it's up to you.
do you mean in U8?
U8 and U7.
do you have an example of working VIP junction in U8? I have something like this and wondering if it would work right
build it exactly like in the pipeline manual, or there’s no guarantee it will work
looks like it should work
If you cant get it to work, make sure to tell us
I'm planning on building a giant railway system composed of 3 small loops (one for the rocky desert, one for the grass fields and one for the dune desert) and a bigger one linking them all so I could bring as much raw resources as possible but tweaking is not something I'm good at and the more I think about it, the more I wonder if at some point there will be so much resources that all of the miners will be full 24/7. Is this even a good idea ?
I very much prefer rails that go from A to B instead of doing loops
and procesisng resources at nodes
by processing you mean turning ores into ingots or straight up making, say, RIP ?
how do I spilt 1 input into 8 outputs evenly?
split in two, three times
but what do you need it for
manifolds work in 99% of cases
either what ondar said
or just simple
--S--S--S--S--S--S--S--S
| | | | | | | |
well, 100% 😛
didn't think of manifolds
nuclear power plants are the 1%
they work there as well
they work poorly
aka they stabilise eventually and allow 100% efficiency on all machines
the stabilization can take very long and leads to more radiation
but they still work
and radiation is hardly an issue, since most of the times you won't go to your NPP anyway after you start it 😄
I think NPPs is the one place where you can justify using a balancer over manifold though
No logistical benefit true, but it's nice to be able to admire your builds
well I don't know many people that build NPPs in their base so radiation isn't an issue anyway
There is something satisfying though about a perfectly load-balanced NPP getting rods delivered just in time every time.
same with the recycling :3
bcs waste rec is 1/4 to 3/4
If they're unclocked then it's 30 pm
So just tier 1 is needed since they can't process anymore
The main feed belt needs to be as highs tier as possible
Needs to handle at least 120 pm
so what the guy said dont make sense?
It's just a waste of resources since the smelters can't process anymore then 30 pm
Tier 1 from the main feed to the smelters is all you need
Whatever the machine needs pm is the tier of belt you'll need
From the splitter
The main line needs to be tier 2 or higher since it's 120 pm
To feed all 4
Doesn't harm anything to go higher though.
So if you prefer to just use mk3's or mk5's for everything because it is simpler, that also works just fine.
and on manifold if i turn the machines on immediately the system wont work on max efficience or it just will take a long time?
It just takes a little bit to stabilize
More machine usually takes longer
It may not read 100% on all but it's 100% efficient based on the math
30x4 is 120
When you expand you just follow the same math
Prefeed the manifold and it will start immediately at max eff when you turn it on.
ah ok
ok thanks
wdym?
ah ok
but on this picture i only used tier 1 belts and there is coming 120p min at the main line
Are the belts tier 2 coming out the smelter?
but the final belts are not full
Just give it time
only where the ore is coming is tier 2
and the first connection bc the guy on the video said
They need to be tier 2 coming out since it's 120 going in
i have this system for like more than 10 hours
Doesn't take that long to stabilize 4 smelters
If the belts coming out of the smelters aren't tier 2 then it's backing up the system
in the graph all the smelters are at 100% efficience
Since they're putting out 120 ingots pm
but the belts are not full
yeah but its not merged
its all splitted
Iron rods?
yes
So 2 constructors per smelter
Good
i just dont get why the belts arent full of ores
They don't have to be completely full to be correct the math is still correct
oh yes my bad
i thought the smelters needed 60 p min
but its only 30
No 30 unclocked
so its going just what they need
Yes
but if i had prefeed then all the belts would be full?
At first it would be backed up
But would even out over time
Pay attention to the math not the belts full or not
You're only moving 120 iron ore
yes but now other thing doesnt make sense for me
Tier 5 belts you may notice more ore on the belts
Is the lift mk2
and its splitting out at a mk 1 which is connected to the smelter and the mk 2 that is going to other splitter
yes
so how the mk 2 going to splitter is full of ores?
As long as all the main belts feeding the splitters is mk2 its the same math
Just hasn't evened out yet most likely
yes but shouldnt it be 60 to each side
The same thing happens when you preload the machines and have the belts full
at first, 120 gets split into 60 and 60
but smelters need 30
so the smelters gets full and then cant accept any more
worth? or should I scale back a bit?
entirely up to you
imo not worth it but you gota decide
yes so it should go 90 to the other side, right?
once the smelter is full, yes
but its going 120
It's takes 120 and splits into 4
yeah its probably something i should waste time with
30 each
how do you know its 120
because the belt is full in that one image?
What's the miner put out?
its full now
yes
but it wont stay full in the future
120
it will be full and then not as full
Then your fine
but i have this system for more than 10 hours
does it take that long to things organize?
The math is correct I don't see what's the issue
look, you cant put in 120 and then have 30 on one side and then 120 on the other side
makes no sense
and the game is not so buggy that it makes resources out of thin air
there is no issue in the system at all
but im trying to understand bc i never used manifold
there is no issue then
and i just followed a tutorial but now i want to plan at my own
you know the math
Whatever you feed along the main belt gets split into whatever machines you're using
Just add up each machine
And see what the total is and match the belt to it
so if the belt was mk 1 the system would broke?
which belt
not the main one
the ones after the splitter?
this that im pointing at
if that was mk 1 it would break
If it's 130 you need an overflow or sink or some other machine to use the access that's where the tricky stuff starts
ok
Hence tier 2
but i still didnt understand why this 90 turn into 120
It doesn't
It's what's left after the first smelter
Since it takes 30
120-30
Then the next one will be another 30
90-30=60
So on and so on
yes i got this
but why is it showing the belt full? if it was 90 it would have spaces
You can have anymore coming in then 120 since that's the max the belt can handle
its not constant 120
belt is full, but does it also constantly move? or does it stop sometimes
at what im looking it is, the only thing is that this belt stops frequently, maybe is this?
yes it stops
if a belt stops, it moves nothing
if it stops, it no longer moves 120/min.
it moves 0/min
yeah, it fills all the smelters until they are full
and then it must stop
because they cant accept any more
That's the advantage of a manifold do the math and set it and forget it
yeah, but the guy in the video showed how it should looks like when its done and all his belts are full, is that because he prefeeded?
thats what he showed
You can also you the satisfactory calculator to make it super simple to set up a production line
Does all the math for you
or try satisfactory tools.
theres only really 2 calculators left that are both well known and also still maintained
ok thanks
can you guys look at my post in screen shots? i dont know where i should build my turbo fuel factory 🙂
You shouldn't because it's Turbo 😉
Not a fan of turbo fuel?
Not about being a fan.
Diluted is far, far more than enough to get you to nuclear.
Turbo's only practical use in U7 is making bullets.
In U8 it is making bullets and jetpack fuel.
Hmmm I see I’ll look at diluted
And the amount you need to do both of those things is very, very small.
Diluted is also far simpler and faster to set up. Blenders ftw.
One pure oil node into Diluted is 20 GW.
hmmm just realized i dont have blenders xD
I wouldn't do any major fuel setups yet then. 🤷♂️
Can easily get to T7-8 on 3-4 GW of power.
Once you have Blenders then you crank it up.
I honestly don't even build a Fuel Gen until T7-8.
so u just do really big coal plants? i only got 9600MW atm
9.6 GW is bigger than I build in T5-6
Like I said. I usually don't even hit 4 GW prior to T7-8 because you don't need that much.
alright 🙂 thx
Average run my T5-6 total is 3.75 GW.
2.4 from Coal and 1.35 from Coke.
im at 7500 MW consumption atm
Personally I would say you have built too big for the stage you are at. But that is just my opinion.
prob not wrong
The amount of stuff you will want to/have to redo once you unlock mk5 belts is the reason I wouldn't recommend going that big that early.
wich tier mk 5 is unlocked?
T7-8
plus i have a whole seprate area for steel and then plastic, rubber and circuit boards
how am i supposed to divide 67.5 p min to a side and 52.5 to other?
Single splitter.
sorry but i didnt get it
Add them in
What happens when you send 60 to something that wants only 52.5?
its gona pass 7.5 to other
Hence, single splitter will get you those amounts to those sides without any other complications needed.
where?
- I don't think Tools has that option.
- You don't want to use that option.
The point of Tools (and why it is better) is because it doesn't tell you HOW to build anything.
It just does the math and tells you what you need. It leaves the "how" up to you.
yeah makes sense
it would take out the fun of the game
im using other site i think
Yeah, you're using the better site. Just keep with it.
hey man
how do i prefeed?
i need to prefeed all the system or just the first roll
Take materials, go to machines, place materials in machines.
yeah but like just first machines that ill work or all the system
If you're prefeeding, do the entire system.
if you can only do a couple, it doesn’t matter what machines
ok thanks
Usually i just try to build from the start of the process going forward so things fill as i go. Means the inputs belts and pipes are full before the machines power up. And early stages of processing are already putting out material before the next line is ready to consume it.
As for manually prefilling machines, it isnt usually important, but ill do it sometimes. Just depends on if i have anything handy to do it. So really, just fill as much as you can spare at the time and it should be fine.
what wait times on truck docks do?
because it moves everything immediately
i just have to guess if the distance is gonna be enought to transport all the items at time?
why would you want it to be a completely full truck
i dont mean that
its like
imagine i put 120 ores p min in the truck station
how do i know if the distance between the two truck stations are good enought so i ll be the same speed as if i did a mega 120 ore belt
you find the round trip time, then you see how long it takes for the storage to fill up
well how long it takes for the storage to fill up to the size of the truck
where can i see the round trip time?
It also gives you really dumb layouts
tractors & trucks 'burst' 18 stacks of items and then 1 stack every .5 seconds of wait time, if either is full, the default wait of 1 second only transfers 20-21 stacks (it varies based on how long the vehicle remains in the station hitbox)
imho its really dumb behavior
and btw, the only way to really know how much you can transfer in a trip is to time how long it takes to drive the route
unfortunately, there's no in-game timer for displaying the RTT, it will vary for each trip anyway, so you always want to treat vehicle and train estimates as estimates with a variance and account for some margin of error
this is very complex to dont have even a simple instruction in the game lol
yeah, its early access, they need to provide some in-game documentation on it all, but the wiki contains much of what you need to know as well
oh yes i always forgot about wiki
i nedded to do a lot of testing in a cheat world to figure out how it works lol
because on youtube i didnt find any really usefull video either
there's guides out there on YT, but imho not many are very good 😉
Problem with youtube is sifting thru videos from previous updates, and whether they have applocable info or not.
well i could always rely on good ol' chat gpt for those issues if they're too complex
yeah, some old guides from the u4 era aren't very good anymore
Why would you want to rely on a text generator
chat gpt knows nothing about Satis 
chat gpt knows nothing
well the free one is just a chat bot :c
it's not even that. It's a text generator
would you guys recommend i get windows or lights first
and if i get lights so i NEED to unlock the switch or is that only to turn them off
i dont think you need
but im not sure
neither is required so it boils down to "which one you want to use earlier"
yea that’s why i said what you guys recommend
afaik everything in the coupon shop is visual and doesn’t actually give you an advantage so
neither
damn
my problem is that lighting works at nighttime but doesn’t change the exterior whereas windows makes it look better but isn’t useful at night
is there some sorta mechanism that detects night and day loops for switches?
yeah that would take like 200,000 resources so that would take me a little bit
why so much?
idk it says like 40,000 items for a coupon or smth
No b ut lights have a "night mode" so they can auto shut off during the day.
what are you sinking?
40,000 pts. Some things are worth more than that per item.
any excess
so all iron and copper items currently
still working on steel
is there a chart for this
On the wiki, yes
would anything be more efficient than a mk3 pure node straight into the sink
!wikisearch AWESOME+Sink
The AWESOME Sink is a special building that produces FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it, converting them into points based on their value or complexity, which in turn are used to print the aforementioned Coupons. Each successive Coupon requires more points to be printed.
Almost everything. Ore is almost worthless.
anything, yes
raw quartz is decent early on but better converted to crystals/silica
Generally. Everything is worth more than its parts, with a few exceptions.
every base recipe is double it's ingredients
silica is worth like 40% of quartz
wait apologies i was looking at crystals
Right. Either way you have to notice that some things like silica make more items than they take in too.
Generallt speaking you double your ROI for each step of making a part. So youll see end game parts worth tens of thousands per item.
15 raw quartz (255p) = 9 quartz crystal (450p) OR 25 silica (500p)
silica gives more, but there's more of it, so you might end up building more sinks and using up more precious early-game power
true
i’m on the stage of unlocking hyper tubes or blueprints
so if i unlock the blueprint i could copy paste my coal power plant
you know the limitations of blueprints right
i think i’m at 600MW
i can’t remember is it like 5x5
it's 4x4 and you can't "copy" existing builds
even if i rebuild it inside the box?
then it's not copying 😄
wait could i even place the water gens
building inside the box is the only way to make blueprints
no
you can put like 3 coal generators into the blueprint so you can place 3 at once
instead of one at a time
gotcha
personally I don't see reason to make the blueprint, by the time you're done with it, you'd have your coal plant built normally
there's different power plants
Tier 6
fuel gen, nuclear
i manage to get to tier 6 with like 16 generators. sometimes 32
then you wont need much more
then you're at T6 as well
Tier 5 and Tier 6 are unlocked at the same time
nope i’m at 4
then you just gotta do the space elevator delivery
i haven’t done phase 2 yet
I put 4...
wasnt sure
It depends on which direction you place coalgens. For some reason 1 way they clip slightly closer together and you can fit 4 in a BP.
what was the decision behind making cosmetic items unlockable through coupons there’s so many decorative items i need but won’t be able to get for weeks
Something to give players goals, but none of it is manditory. That and ill say once i unlocked a bunch of them very quickly and it was momentarily a bit overwhelming to go thru the build menues. 😆
Everything available in the awesome shop is "side quests" basically.
Yeahm. You dont "need" them to play the game, but you do "need" then for mental health reasons imo.
And it really doesnt take long to unlock everything if you focus on overflow sinking all the most complex parts you make... also sinking DNA capsules is good too.
that’s true except the most complex items i make are rotors and reinforced plates so
I’m making steel pipes
and working on a beams one
they’re literally just smelters and assemblers though
Rotors are worth a lot more than steel beams when sinking at least.
i don’t think my rotor storage is even half full yet so i haven’t sunk any
Just cheat them in if you don't want to engage with the system
There's no prizes for doing something you don't want to do here
Upload your save to SCIM and there's a toggle to enable all (or specific) cosmetics
Alternatively, run around wrecks, they usually contain some high value items, and sinking them early gives tons of tickets
Assuming you have used whatever you needed to unlock those wrecks, and those items can also be useful to jump thru milestones too. Either way. Items from wrecks are usefull.
Useful but you can still afford to sink plenty of them
@near lichen see #math-and-meta message for alt recipe choices
Alright thanks!
Did they change how hard drives work?
wdym?
there has not been a change recently iirc
I am still on coal but i got refinery recipes on hard drive
yeah that's normal
Oh i did not know that lol.
Since i do not have a refinery can you guide me?
I have iron wire
Wet concrete
Charcoal
Which should i get?
alt recipes are added in the pool when you unlock certain milestones, pure iron and copper alt recipes are added when you unlock coal power
Thanks
yeah, really the best recipe is the one you have immediate use for
probably iron wire is what i'd pick, but wet concrete is a very nice recipe when you're making HMF's and charcoal, despite people's dislike of it, actually is kind of useful in making a weapons plant
a single ISC of wood makes enough coal to pretty much fill a container with every ammo type and filter type
can someone explain me something?
i have 2 truck station transporting ores
each one is receiving an miner with 120 ores p min
and in the destination when they unload each 2 truck station unloading is with a belt mk 2 (120 items p min)
and i use this ores to make a factory
and the factory is working 100% efficiently as it needs 120 ores p min
but the truck station that receive the miner gets full
so in theory its not transporting the 120 ores as the belt would do, right?
so how the factory is still 100% efficient?
i use tractors
Same difference
but i still didnt get the logic
if the truck station gets full so the miner is not 100% efficient
but the factory that needs exactly 120 ores p min is 100% efficient
@prisma kraken idk what im dooin wrong so how would i set up siganls on this intersection?
train drives on the right side or the track, i have one train pass this staion then one that goin in the staion and back
both go right to left in the photo if that makes sense
if i need to explain more i can
Path signal on entrance to junxtion and block signal on exit
so path on right side? of rails?
Yes if you are doing right handed rails
The time it takes for the truck to go from station to station isn't factored in
Once it dumps its ore at the station which is hooked into a system and it's 120 pm again for that side
ITS ALL ERRORS! i have been trying to figure this out for the past hour and a half becuse my trains are being werid
I NEEED heeelllpppppp
im so lost
Can you post error messages
yea 1 secv
new thing has happend?
o_O
now the train at intersection #2 stays there untill the other train gose past intersection #1?
I spread them out more u can maybe see in the picture and it worked now I have the new issue
sorry, i just saw your posts
...first thing, don't mess with path signals, use block signals at first to simplify the signaling
path signals are totally optional things that can increase network throughput, but they add complexity and just are hard to troubleshoot
technically there's a case i know of that requires a path signal (by-pass on a bidirectional rail), but you can signal a unidirectional railway like yours with block signals
now, let me open paint and mark up your photo showing where signals should go
Ok thanks
So u can only use blocks and it will work?
It’s just annoying one of the 2 trains have to wait super long for the other one
yeah, here's where they should go
you can place a block signal at every green chevron, or optionally change the ones that have an orange chevron as well to be path signals and it should work
the rules for signals are that you want a block signal at the entrance and exit of every station, a block signal at the exit of every intersection, and either a path or block signal at the entrance to every intersection
if you use path signals EVERY entrance to the intersection has to be a path signal
also, it should be obvious, but the chevrons indicate the direction the signals should be as well 🙂
there's one small suggestion that i may make on the layout of your station though
the section of track between the intersection and station should be at least a 4-car train in length so that it can accommodate a waiting train w/o its rear blocking the interesection
these say signal loops into it self should i remove? orrrr
i have thought this but atm my stations are single train back and forth so there isnt any waiting 🙂
that's because you're not done signalling the intersection and the track spanning to the right is probably a large loop, right?
yes it is a loop wym not done signaling?
your missing a signal in your photo on the right hand of side of the intersection
right next to the signal you circled
btw, sometimes the game gets a little confused at what's connected to what and you need to do some janky delete & rebuild to fix it, but in your case, finish droping all six signals for the intersection and those errors should disappear
im so lost i really appreciate ur help 🙂 what is wrong here?
signals are a little annoying when you're first starting your railway because you don't have enough of them segmenting pieces of the network and you get all sorts of weird errors until your done the minimum amount of signals
sorry i feel stupid
i removed the 2 on the right and everything is good? i think?
hmmm
there's something that i think is probably off with something in your intersection
You might want to watch this
https://m.youtube.com/watch?v=yKB-TofdWiA&list=PLluRQkwJ8qYhcodn_LAWVw0f5SKF9zj2L&index=3&t=7s&pp=gAQBiAQB
The Ultimate Beginners Train Guide For Satisfactory
Part 2 - Signals, Networks and Intersections
Be sure to check out Part 1: The Complete Basics
https://youtu.be/nwAFt1bHFZ0
And FREE BONUS VIDEO: Railroad Building Tips
https://youtu.be/8_y3cn99pY8
In this guide, you'll find information and tutorials regarding signals, how to implement them i...
i'd delete and rebuild these things i've hilighted
like honestly, sometimes the game just gets confused
i was laying this out yesterday, and the game got really confused, lol
nvm it didnt fully work it stays here untill the train returns from the right side xD
i will watch
ok ill try
😮 worked
all this time and thats what it was 😭
i think there's some condition in the game where with rails and with pipes, sometimes they just connect wrongly 🤷
after a while, you kinda get used to the rules and know that something should work and recognize that something needs to be rebuilt
ok ill save this little area so i can come back to it 🙂 thanks for ur help and i will def watcvh that video
yeah, the rules are path signals entering intersections, block signals exiting intersections, block signal at the entrance and exit of stations
that's the tl;dr version of train signalling 😛
i go a step further and say don't even mess with path signals until you need to increase network capacity
ok thanks 🙂
being honest, i think you could probably remove path signals from the game and it wouldn't matter for 99% of builds
that simplifies things for me so much thank you 🙂
you need to get to a critical mass of trains where they start backing up at intersections for path signals to actually make any difference
i dont plan on that any time soon so i should be good for a while 🙂
little known fact never mentioned in guides, trains travel more slowly when approaching a path signal
Usually. Ive had a few plow thru at top speed occasionally. But very often, yes. They slow down a lot. Especially at certainintersections.
yeah, takes time to reserve the path
It looks like too short a section between station and intersection to me. I know they dont seam to like signals stacked close together sometimes. Which is part of the problem with some types like roundabouts with way to many signals.
yea it was a temp setup i think imma expand it a bit to add more room
damnit, triggered the truck stop bug again
i havnt ever messed with trucks, they any good?
The hell.
in u8, the math on their display of item/min is all wrong and it sometimes leads to a floating point trap
really annoying bug
Thats just the AI Limiter kicking in because a truck was on the verge of Sentience.
tractors and trucks are ok-ish in a limited role
the second you start ramping up your infrastructure, they start going all wonky and do cursed things
Anti AI program. Asks AI "are you self aware? 1 for yes. If answer is one divide AI by zero.
the mam will already do that if you spam the research HD button 🙂
seriously. its an easter egg
I know. I love it.
anyway, the truck stop bug is like one of those things i just wish they'd fix, leads to more crashes for me with u8 than anything else
Shame. Sounds pretty bad. I wonder what triggers it exactly.
Its a calc error. But what triggers it?
Hmmm. I do not know a lot about coding but I know math and apparently some languages do not like i or arctan(x)or 0/0. And i can see why.
if it's how you described it's probably chewing through a buffer of ore.
@worthy sorrel so like this?
so you DONT want 10 rip and 10 rotors pm?
wait
this is a plan using the basic recipes for what you told me you were wanting to make , this might be easier to read
@worthy sorrel oi, I gotta make dinner in a min
my recipe makes screws from irons
you need more than 90 ore pm to do the plan you were telling me about
Please look at the image above
i can do that only with overclocking
i can make 120/min max
