#math-and-meta
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(its also just pinned here)
you're no more a beginner after reading that giude
reading a guide isnโt a substitute for actual experience
^
it definitely helps tho
so i find this pdf guide on a wiki somewhere?
check the pinned messages in this channel
all good! can you guys tell me if i got this right?
that setup sounds fine
no but experience from people that know what they talk about, is just what people is searching here. This guide is a must read
ofc
folllow the page 6 on the guide, then apply it to your build > enjoy
funny thing is, im learning more on logistics and math in satisfactory than marketing during this 4 hour online read-off-of-the-powerpoint type class im following on my 2nd monitor
this looks beautifully put together
๐
welcome to satisfactory
and it is a very good guide, mcgalleon is great
the one place where math is enjoyable

what's that POV
fully zoomed out so you could see the whole structure ahhahaah
my whole factory is infinitely fueled for now, yay!!

Now try and double it for that sweet 1.2k power
POV is not zoom ๐ค
more complex than it needs be but if it works it works
Currently bringing 3 of the iron and the copper to the dune dessert for my first ever mega base (lets go) to make 1.5 heavy modular frames per minute (bc i want some overload of all the extra stuff used)
This is my first world that im trying to not go full spaghetti and actually try lol
take your time calculate it twice make sure everything is tidy :3
I have 60 extra (i think based on train input flow) but it was supposed to be 2 HMF / min but i wanted extra steel beams and extra incased beams so i underclocked it
Now i gotta take 240 copper for all my electronics and maybe start a turbo fuel factory (there is sulfur and oil and coal near by if not ill just make train (if i can figure out how to work those))
Idk im new lol
That feeling when you go to change something and find Past You already future-proofed in case you made that decision later.
That Other Feeling when you are impressed by this but then open your inventory and see that you didn't even bring the materials to perform the upgrade that you ended up not needing to do.
You look back over your shoulder to see your Past Self giving you a dead eyed stare as it sips coffee from a golden mug.
You get back to work.
one of the reasons I don't future-proof and don't change factories
I can't even imagine getting that Look from my Past Self if my Past Self was you, greeny.
wdym?
why would I future proof when I don't know how much I'd want in the future? ๐ค
unless I plan the whole game from start ofc
Closest to that I'd do is overproduce and just let smart splitters overflow to sinks, easily changed much later.
If I imagine my "past self" being disappointed with me, but then ALSO envision that past self being you instead of me. The joke here being that the "I already knew better" coming from you would hit harder.
well in that situation I wouldn't go upgrade factory, so I wouldn't get looks from my past self ๐
Yes... This is what I mean...
Also that comment I reacted to kind of implies the joke that you can relate to the "past self criticizing current self" and that that is the reason you avoid futureproofing, if that wasn't your meaning. =P
(That should make my follow-up make more sense)
no, my reasoning is "I don't have to touch my factories if I plan the factories for that"
What I did here was clocked the miner and constructors on a quartz node to what I actually needed at the time, but I belted it as though I were overclocking everything to 200%, anticipating that later I would use this much to build the factory.
It wasn't used in an automated chain before now.
my reaction being "yeah I don't want to deal with my past factories, so I don't plan my factories to be upgradeable"
So I am not really upgrading or changing a factory as much as I am now actually constructing it, having simply siphoned some hand crafting materials from the node before now.
But I thought the moment was an amusing meta moment so shared it.
agree
i feel the same once its done i dont want to do it for the same part again
um, I don't really do "one part per factory"
I've been considering trying a restricted playthrough - no dismantle/changing recipes or other configurations. Once it's powered on for the first time, it must remain forever as it is. Exceptions for troubleshooting of course.
I mean that's basically my way to play
you want X? make a factory that makes X from raw resources, ship it to storage
repeat for any other item
Yeah. I've seen a few people describe that and it sounds like it wouldn't be fun, but I don't know that because I haven't tried it.
main advantage is that you don't have factories depending on each other, so if you want to increase production, you don't have to touch 10 different factories, you just copy-paste the one you want to increase (or build a new/different one)
Hi, for those who are advanced and have completed all the milestones and stages, how many mega watts does your save consume, all told?
I mean that would heavily depend on how much the person built ๐ค
I'd rather have about
hard to say. Can range from like..... 10000 MW range to a TW
Depends on how long you are willing to wait for products
"couple" TW as if you could reach 2 TW ๐
fixed 
What's the factory plan with the biggest power draw we know of?
I cleared all milestones but NOT phase 4 on 1200MW with 8 power storage units.
For phase 4 I have 10,000MW (10GW) allocated with a diluted fuel setup. I anticipate, unless I change my mind about some stuff, ultimately needing about 35GW to keep everything I'm going to build running which during progression I did NOT do.
My max consumption was 2200 for most of the playthrough. Previous playthroughs never topped 6GW before unlocking everything.
For a single final output machine, calculated for the whole chain with the least energy efficient path?
@wind spade Could the one and only Tool solve a production plan for "max power draw"?
hm ๐ค
I think it's gotta include SINK arrays with mk1 belts for the final step of ALL production lines...worse, you could split it to be the lowest possible parts/min rate that keeps a SINK continuously on between feeds.
I mean technically just 406446874416387467 jump pads
I guess if it's really needed I could quickly hack something in beta and give you the answer for that question ๐ but current tools can't do it, future tools may be able to (though I'm not sure if "make bad factory" is something worth spending time on ๐ )
"Really needed" would be a stretch ^^
It was just a curiosity
i sink everything else i would like to sink the gws
I hope nobody brings up packaging-unpackaging next 
just bp power storage and delete after its full
Biggest draw on a full-auto factory I think is the point. To get the number Sushi's actually curious about requires being a good sport about a few things like that.
One assumption needs to be that every step actually does PRODUCE, to prevent packaging/unpackaging in a loop and stuff like that.
~~well packaging and unpackaging is a full-auto factory ๐ ~~
Indeed. And splitting everything to SINK as slowly as possible to burn energy is another 'valid' thing but I think defeats the purpose.
Quite.
I'm thinking the "max coupon" production plan could be a good candidate for "max power draw", but can't be certain it would take the first place
The biggest total of late-game machines clocked to the highest speeds while achieving resource balance is what I assume would get you the biggest number of the kind you're actually looking for.
The scale of the plan kinda makes it difficult to make accurate guesses with brainpower alone 
Sinking excess that doesn't exceed 30MW for the sum total of processing.
maxed sink actually leaves tons of nitrogen unused
"Achieving resource balance"?
Not leaving a bunch of a given resource (like nitrogen) available on the map
Balance of the resources that are being consumed, I mean.
what if leaving resources actually uses more power? ๐ค
That's what I'm saying: the scale is too big to make accurate guesses
Imo, it's not impossible for such a production plan to surprise us all with some "unexpected" recipe choices or whatnot
it could be done simple? ๐ฎ
that sounds even BETTER
yeah I remember when I started working on what currently is SFTools, that the algorithm for optimisation surprised me pretty much daily
always finding some weird ways to optimise production even further
only by a bit. The top schematic for example - much less fiddly
My method.
I like Sev's also - I do 1 extractor with 4 generators right away in some games; it's more than enough to finish whatever I thought I was accomplishing on biomass. ๐ค
But then sometimes biomass because just build the real generator array, Avelon...
that was my initial buiild, but the mk1 pipes only handle 300 not 360 from 3 water extractors
that's why the extractors are split
and one is at each end and one in the middle
no pipe section exceeds 300
huuh
whats the logic there? when i tried that but slightly differently, it didn't work
no pipe section exceeds 300
This is the logic
looking at my example, why did mine do
||People really gotta stop following videos..||
this should be fine
nothing wrong with following videos
except up-to-dateness ๐
Look up how many times someone having an issue is clarified by "I followed a video" then come back to me with the "nothing wrong" statement ๐
wdym? ๐
right
Also, in the above setup, did you wait until the pipes and generators were completely full of water before turning it on?
I don't know how else to state what I stated.
oh yeah the guy mentioned that, i had issues with that cause i didnt know i had to kickstart the water extractors with a biomass burner
atleast thats how i did that,
and i think i had the coal extractors running as well
eventually water did fill up but only 6/8 coal gens
that's when i changed my setup
Until you figure out fluids, it is best to just let the entire system water up before you introduce a single piece of coal into it.
Yes, you have to provide power to buildings that need power.
didnt need to put it like that ๐
Oh yeah but the way itโs split means no point has more than 300. You did the same thing but with an extra pipe before it
ahhh gotcha!
i can count to 4
its so nice when all the effort you put into building trains actually starts to pay off:
i just use a merger and a small container as load/unload buffer for a single belt... half the buffered items gone in the long run
if i have more then 780 items per minute in a single wagon i use a large container
How u make 1TW?
using nuclear
train will be coming from the 3 lines on the right side here, and merging and moving to the left. will the switch being on the wrong side cause issues? if so, how do i get it on the right side?
Edit: just realised this is a stupid question, nvm
i have a homebrew tool that can calculate that, do you mean "max power draw" as in "produce the most power" or as in "use the most power" (since you can waste power!)
use the most power but not do things like packaging/unpackaging loops
hmm
that's 4 mk3 miners worth of stuff, don't need the capacity of the large container but do need the 2 belt inputs
technically i could use a single belt for the normal and 1 impure node i'm moving, but i'd rather just build such things as a standard pattern
ok so this will be slightly inaccurate because it doesn't utilize all resource nodes but I'm getting 1742558 MW burned. but i'm not sure if it's right because it decides to destroy 15199/min of concrete, 211/min of computers, 31014/min of copper sheet, 6972/min of bauxite, 13385/min of Smart Plating, and 224/min of plutonium waste, and it also doesn't max out nitrogen usage
is it still about power usage? what is this number?
max sink points doesn't max out nitrogen
i dont understand :c
use the most power but not do things like packaging/unpackaging loops
so I wouldn't be surprised if other maximums didn't use max nitrogen either
yeah but for the purposes of wasting energy, i feel like nitrogen should be maxxed
but it seems limited by the maximum energy output
so that might be the reason
probably is the reason
yeah if you quadruple the number of uranium nodes, it maxes out nitrogen
fun stuff
with uranium
and plutonium
for 1TW it's huge
uran itself in its most eff config just ammounts to 630gw
but the most eff energy combination was a diff plut ress
and you burn everything
so we can't make 1TW from clean neclaire (recycling waste after transforming it into pluto).
unless you burn the plutonium as well, then you can get 1.19 TW
all the deposits using the most eff rec yea
what recipes?
i guess this
uranium fuel unit and fused uranium cell
I think it's this one. You forgot the 'In'?
this and the uranium fuel units yea
u dont use Alternate: Fertile Uranium?
ok
woohoo, i actually found a real use-case for the truck!!!
?
i need to move 2100/min coke across the crater lakes plain
i can do so with one truck and two stations at either end
first thing i've found that probably actually makes use of the extra capacity of the truck
yea biggest invetory for a single unit :3
Noice
did you foundation the road?
tbd... i have a bit of a infrastructure project going in crater lakes, and things are getting a little tight
the truck essentiall just needs to do a loop between the vantage point and the oil refinery on the far end:
we'll see, i have a lot of factory to build, but there's not much of a reason to build a road besides asthetics, imho
i gave up on my last truck-kun advneture he could haul 1560 ore per minute for the lenght of the track but i would have need 2 more and they are not that good in curves if they are to fast ๐ฆ
i may even be able to pull off the round trip with a tractor, but i think that may be pushing it
yeah, a simple push-pull train is another option i'm entertaining
i do also have to move a combined 1200/min rubber & plastic across the field
yea its to far for belt but to short for the main line
and to long either but it takes some more power
yeah, i'm building on the ground though
me to but up tho
i'm trying my best to have rails follow the terrain and not be super-elevated
in general, i'm pretty pleased on how the routes i've picked are shaping up:
routing stuff up into the pink forest has been giving me quite a few headaches though
yea you see the ramp in the midlle the train coming down from the red forest crossing the crater lake ๐
that's really a tricky spot
in the planning phase i was thinking about just tunneling the red forest plateau
build the trains underground
design tunnel entrances were you clip out of the ground
and feed the rec from the top
its viable to do so, even without resorting to clipping
but i gave up on that
honestly, you can access the cave that runs from rocky desert down to twin lakes from a number of places in pink forest
where you pass by the 2 pure quartz, on the way down to the 4 normal coal at the lake
there's even a nice little route to pull the uranium down to the quartz
i think i'm going to be gathering that via train, but not really thinking about nuclear yet
i just built 15 gw of fuel power with the crater lakes oil's leftover hor, and not yet using it
should probably be enough power to finish what i want to build at crater lakes
which is essentially going to process all the pf bauxite into cooling systems, batteries & fmf's
what's bugging me atm is that i'm leaving a bit of copper & caterium on the table
btw, if i do a little push-pull rail, i should be able to fit 800/min plastic into a single car, right?
depending on the distance most likly
in lieu of that truck
the thing is that i don't need to move only 2100 coke, but 400 rubber & 800 plastic too
it can fit
yeah, i figured as much
that'll probably be cleaner than 3 trucks derping into one another
that won't work for this because each car will be a different rate of consumption
oh yea if you combine the 800 plastic and 400 rubber into 2 wgons yea
i think i would want it to be 5 cars; 3 for coke @clever idol6/min, one for rubber @tawny sundial, 1 for plastic @800/min
poor guys getting pinged
hahahaha
sorry, lol
its their damn fault for picking dumb handles, lol
the only minus to doing the train is that i'll not have the activity of some vehicles puttering around
you could make them double headed 2 way single wagon wait until empty trains D:
well, its not a rebuild to try the wait setting and see if that works, but it'll work fine without changing the default wait behavior
yea i just memed a bit
i dont use the wait function for side track either
just for the main system
to minimize moving trains on grid
but 2 5-car stations for a push pull should be doable here:
sure you want to build on the ground but you can hang the track sideways from the cliff tho D;
saves some space
nah, i'll pass on making things more complicated, i've been at this build for a while already
its not so much the build itself, though it IS large, its that i'm building the rail stuff at the same time and that just is what it is ๐
Hey, anybody know exact numbers to hyper tube entrances for optimum distance on launch from hypertube cannons? 45 degree launches obviously? Iv been fiddling with ideas for a while
it actually is very depended on altitude of the cannon, and believe it or not, your frame rate
oh no
Its dependant on Altitude?
well, yeah, you start at a higher altitude, you go farther
I know fps can affect stuff like this
it depends on so many things and probably will change in U8 anyway
personally I wouldn't build cannons at all, there's enough good transportation options
i use 18 to cover a distance of ~3.5 km but setting it up was try and error
some rough numbers for you about cannons that are just from my experience... 16 entrances is a good starting cannon and is a little on the weak side
I mean even that is abusing of the (unintended) game mechanic ๐คทโโ๏ธ
32 entrances is about where it'll yeet you off the map
unintended but intentionally being left in
Ok... so im hearing 14-20 entrances to zip
yea thats a good starting point
I very much think they'll replace it with a proper system once they get over UE5
you can fit 16 into a bp, that's a good starting point
doubt it
at least not in U8
they did the same with soft collision
I might just use actual tubes, instead of cannons
once they get over UE5
ue5โ u8
you can hypercanon into a tube
I know, thats the plan
its something you have to play with and tune for your needs, there's no really firm numbers anyone can give you
UE5 is part of U8 ๐คทโโ๏ธ but w/e, we both know what we're talking about
Just going from SE corner of map, to NW is a pain...
i genuinely thought you meant in U8 once they get ue5 working fairly well
no, I meant "once they finish working on UE5", which is basically "release U8"
if you actually want to get some data from someone that experiments with them quite a lot, talk to @cinder silo
Got it
Ty peeps for info, have fun
thats why i build a canon in graslands.... some ppl dont want to walk into the swamp i want to get shot into it ;D
i also did some work with what design is the best
one sec lemme find it
for me, i have very bad luck with cannons... mostly because i don't have a great computer, and my fps is on the low side, i'll use a number of other fast transit methods over cannons
mostly i perfer trains, ziplines and conveyor jumps
with a little soft spot for launching yourself with a pile of pulse nobelisks b/c its fun
i think in general that is a little more reliable than cannons, tbh though it eats some health
With creature hostility turned off, pulse jumps became the only reason I had inhalers last time I was playing. I didn't do power towers for ziplining until they fixed the angle changes in one of the patches and I think that was around the time you were talking about them here.
It's "carry parts for a train -> build it and set destination -> tab out" for me
The vast majority of my cannon testing was in U6 & U7, the physics behind them got kind of mauled in U8 which has invalidated a ton of experiments right now, I'm waiting for a bit before re-running the majority of it.
yeah, the angles still aren't quite right for the power towers
I just recently found a new way to make a cannon with one entrance, but im still expirimenting with varying distance
works in U8 expirimental so far
I've been struggling with making it not shoot you across the map(currently im just holding S like my life depends on it), and I've got some ideas I need to try out when I get home
can someone help me please
its going 60 steel pipes on the input
but for these 3 machines i just need 45
and i want 15 to go to storage
so i made a splittler going to the conveyor wall to go to a storage
is it going to work?
because on the first splitter it will go 20 to each side
I don't think youll get full throughput in the last machine, I think if you put the 60 belt in the middle it should overflow out the wall once your machines fill up
i thought that too
if i change the input to the belt at right it ill work too right?
Yeah that sounds right
you can either split in 2 and split one of the 2 into another two aswell so you get 15 and merge the other 15 with the remaining 30... or you wait until your storage is full itll back up if you dont sink it at some point
aka "good enough"
or you could use a smartsplit
overflow into your storage after the machines are filled
yeah once storage is full it'll work fine - you can use the MAM to unlock smart splitters though and only send overflow to storage
effectively making your machines the priority for feeding
OR
you could start the belt to your storage after the last splitter to your machine
depending on the system it might still not get it to 100% before the storage is full.
60... 15 15 15 15
It might in this situation? not going to dive into it though xD
yeaahhh? that sounds right? migrain is making things hard
sounds reasonable and you're probably more with it than I am atm
even then
not suuuuuper confident on much rn
something something euphamism joke
oh I sure, but I'm running about bout 10% capacity. I wish I could use the joke set up properly
I should probably learn some basic plumbing to do some things around the house but.. the effort right now
thanks men
but this works too?
just to make sure because thats what i did
I don't understand what you mean by that
there are three splittlers
the input is going to the left splittler
if i change it to the right
thats what i did
I don't think you're describing it well. From the image it looks like the incoming pipes are like this
the left is going.. somewhere? and forward and right feeds machines?
saying you 'changed' the right input isn't useful either. Changed how?
right yeah that looks like what Haili suggested which means it should spin up normally
I still recommend unlocking smart splitters in the MAM. Very useful
what it does?
i thought i could choose how many would split to each sidie
but it looks like it isnt
Like I said above - you can change what goes through different exits - so you could set one side to 'overflow'
that way you could make sure all the machines get fed first, and any overflow gets sent somewhere else
oh thats cool
yeah unlock all the MAM stuff. It's good
What would be the best way to package up a bunch of testing videos/screenshots and put it here? I've figured out a variable distance hypercannon with just one entrance in U8
that probably would be better documented on reddit or something
um... a YouTube playlist?
just smack an imgur albun in the description or something
or simply add screenshots to a video
I ended up just making a blueprint with directions on how to use it, figured people aren't too concerned with how it works
cool
You can sort of control how much you split by using conveyor belts of different levels, but I rarely do so.
usually the backpressure from consuming machines will even out uneven splits
Yeah I know. Usually have the machines even out the production themselves
idk if this is the place for it, but can someone help me understand how?
What're you needing to know? Looks like you have a coal gen array up and running now; congrats!
how is the max consump lower then the actual consump?
Interesting. I have only ever seen this with biomass burners and only as a single-tick spike (that blows the fuse, but upon restarting works normally).
Could just be a bug with U8, I've been having random spikes of like 6 MW production increase
its a U8 server ive just moved to, so i kinda expected some oddities, but this is consistant
i could understand some spike, but this is just confusing
Some machine probably not being unregistered after being dismantled by a client or some similar hard to track down bug like that then. MP is...MP.
Oddities can sometimes be consistent 
Adding to what The Avelon said, it could be a bug stemming from overclocked machines (eg: the max-consumption going off the 100% data, while the consumption is accurate to the machines' clocks)
Oof, yeah, that too - and I wouldn't have thought of that one for hours.
im fairly early game, and need to rework most of the mmachines, so ill just dismantle until i find the issue
Re-wiring machines might be enough to fix it
This isn't the channel for trying to reform American voters. Use #off-topic-media and #off-topic-general
im not even overclocking, only underclocking
That makes me think it's not a clock thing then 
Got some guidelines here to show how to build it, super compact hypercannon. Works with U8. Just look down and hold W into it, you'll know when to let go
The distance can be selected but that's too much to put here
I didn't realize last evening that you were talking about this behavior.... I'd wait for u8 to hit EA before writing it up because they may make some htube fixes still
Eh, already did the tests and figured out the mechanics mostly, but once it does come to EA I'll check again and see if it still works
Still fun to use for now
if it does ๐ but itll be nice
know if this works in U7 too? so far it's not for me but maybe I'm missing something
No I haven't tested in U7
You shouldn't expect the same behaviour in physics between U7 and U8
It's probably something with UE5
I've got a decent idea of how to make it do what you want, but how it actually works is beyond me
just use intended modes of transport instead
Why though?
Just makes life easier to use go fast machines
@fierce ruin see #math-and-meta message for alt recipe choices
wdym?
like should i post the options here? or are they already here
no, if you click the link I've posted, it takes you to a message that you should read ๐
i have 20 nuclear generators max overclocked how am i producing more power than 125000(6250*20)??
127694.2MW
its completly isolated build nothing else connected
it isnt completely isolated
๐ถ Why'd you have to go and make things so isolated? ๐ถ
weird how there's a constant of 2694.2 MW on everything
that doesnt seem right. Production, consumptiom, max conaumption, capacity.... all have a 2694.2 MW anomaly
oh got it it was the biomass gens left 
just testing stability and capacity
Bro was making 2694 MW with BIOMASS?
glad you found the cause, another possibility is that trains have regenerative braking, which can cause small fluctations in the positive direction
(I sorta wonder why they even bothered to code that into the game, lol)
whaaa
really??
yeah, according to the wiki at least, really its so minor of a thing that you barely can see it in a power graph
Might be useful if you heavily rely on batteries to keep your grid online, if your consumption is close to max production
Still gonna need a lot of trains to notice i guess, but that also increases consumption again XD
How much is the max power that generates?
you never get more power from the recycle than what you do for the train route so it won't be charging anything
No i know, but the spare power that it generates can be stored and used later when your consumption goes over production. I guess that in rare cases it can be a nice side effect
Not saying that you should build extra trains in order to get more regenerative braking, i understand that that wonโt work XD
well you should build more power if you have issues with power ๐
Yeah fair
I personally never found the need to build storages, you can spend the time building power plan instead and have reliable power instead of just a buffer
I guess i would like to try a save where i constantly live on the edge of killing my grid though, seems like a fun challenge
I mainly use the to online new power productions. My fuel project consumes about 12GW iirc, but my old grid only supported 8GW
thats a diff usecase and has not much to do with the power storage when you get overcapacity :c depending on the scale i would not reccomend the first usecase tho
Yea the regen braking will be useless for the majority of players, i can see it being useful in some scenarios though
yeah I think its biggest use for batteries is in restarting power plants if they fail
i dont want to rely on power storage on a max production build bcs of energy fluctuations in consumption
Oh regen braking generates up to 8 MW excess power, i take this back, itโs useless
8MW is nothing lol
I think the regen braking is only there to lessen the impact of the train's total power consumption
that's how it's used in real world electric vehicle applications
according to the wiki: ```By holding the key opposite of current travel direction (S or W) , the Locomotive will use the regenerative brake. The regenerative brake will, depending on the current speed of the locomotive, generate up to 33 MW. By subtracting the base demand of 25 MW, this results in a net power gain of up to 8 MW.
Yea thatโs what i just read and caused me to change my mind :p
I expected it to be at least a little more
i don't even understand why they coded it into the game
bc breaking takes force
the base train power is just to keep him running
but just taking a second to pat myself on the back, i'm finally making batteries!
max cons uphill is way more tho
i don't know why its in the game, maybe to just flatten out the power demand of rails?
that's basically the only real use for it in any application
you're never going to get out more than you put in with that kind of system
While you can hit peaks of 8MW extra at the fastest speed, if you average that out over the entire travel time you're still going to be using at least some power
even on flat terrain takes a train prob more power to accelerate then to break
why do we have this talk about break power?
or does it?
maybe its the exact counterweight in mw/h idk
i'm not going to overanalyze it... trains just use a little less power than you'd thing, lol
one thing i'm pretty certain of, however is that many people calculate way higher power demand than trains really use
highest demands for trains are the stations for me
as usual 1 station block is 50mw you need at least 2 thats almost a fully pwered train and he still does not have a wagon
I mean the freight platforms only use the 50 MW when loading/unloading
So on average they use way less, you gotta have a pretty populated train line to make them use even 25MW average
every station demands 50mw flat
regardless if active used or not
Train station yeah, but freight platforms donโt
At rest freight platforms only consume 0.1MW
yeah, when using trains, your max consumption goes way up, but actually use barely budges
atm, i have a 7 gw delta between max and used for what i'm designing to be an always-on build
at some point i might put the trains on their own separate grid
i think the world geotherm is enough production for that
at least i have to wait for update 8 for that bcs trains power my world
and doing 100 meter powerline nope ty nop
Why though? If you want geotherm to power your trains just hook both up to your main net. Youโll have to make power lines all over the place if you want to do separate grids
if you keep fluctuating stuff on its own grid, you can spot production problems on the main grid easier
Fair enough
well, that's that, i got 100/min of batteries cooking this evening
which isn't all that much, but that's only the first 1/8th of what i'm building
the self filling base rec of bat i set up is still going strong after 300 hours
its still art and i dont dare to even look at it
Flat is justice 
big fan of flat power usage ๐
I've been keeping the grids separate from the start in my SIS playthrough so far (Steel).
It makes troubleshooting each new factory so incredibly easy...
Though it does mean having 2 sets of cable instead of 1 going around, it's not all that much work...
i go through now & then and clean stuff up when i feel like it, i'm not as careful as i should be, but when the consumption line starts getting wavy, i figure out what's causing it
without some manner of productivity or monitoring display, its about all you have in the game
you can somewhat monitor your prod and cons in scim
but idk if it even works proper i just saw the charts
scim's facility for that is a little janky
it looks at the machine settings and prod rates, not the machine efficiency
and it shows overproduction and cons somewhat
or potential production whos not powered
something along those lines
a lot of cases make its math look strange
It takes into account the machines, their recipes and clock and the if they have power aviable or not
Technically it also knows what machine is in which power network, but that's irrelevant other than knowing if power aviable is enough or not
Hi, I have tried to calculate the parts per minute transported a minute to my factory using a algareic expression, here it is if A= parts mine and B = minutes it takes to transport, and C = is parts per minute needed, would A divided by B over C get the parts per minute transported to my factory? I am actively taking algebra, so It would be much apreciated. Thanks!
I'm also new to the game but usually at the train station or the truck station it should tell u how much you are outflowing each trip? That's the number which would be your C so techinally you wouldn't need any math unless your trying to figure out how many trucks or trains you would need. Does that help?
Yea, probally should have checked that lol, Thanks!
Nah ur good.
What tier r u on?
6, I have been leening towards conver buses, alot
open codex to see
Yeah I did too, but trains r awesome, bc they can get up to (techinally) 960 items per minute up at in put and output. And that's per freight car
One takes only oil, the other takes other soemthing else
thanks, i could figure it out
2 of them are the easy/first way to make plastic and rubber. The others are part of the path that makes the most plastic and rubber per crude oil, but you really need a bunch of other alt recipies to accomplish it.
The others one other
HOR, D(p)F, recycled rubber and recycled plastic. Thats definitely more than 1 other alt.
Mycelia tree in MAM
oh
have to go out and find some mushrooms
It is, but it doesn't show up in the MAM until you find that resource
in sulfur?
i ll search for it
It just doesn't show up in the list until you find that resource, just like the others
it's one of the hidden categories in the list
Just go look around in caves and you'll find it
what does it looks like?
like mushrooms
you can eat it?
they can be little red ones covering the floor or big blue or green ones you can chop down with chainsaw
honestly I never tried
the resource icon itself is just a grey blob basically
Once it's in your inventory
Or little blue ones on the floor too
Either way, it'll be a mushroom thing that highlights when you look at it like bushes or trees
Just look at mushrooms on the ground until it says press E to pick up
There's also some large mushroom "trees" in some biomes. Basically anything that looks weird, alien, and kinda bulbous growing in forests are probably mushrooms.
ok
you can always check the wiki if you want to see what they look like
Might be, I don't remember if they give mycelia as well
Chop it down and find out
There's several different things that give mycelia
yea this doesnt give nothing
i ll try other things here
it actually gives
but my inventory was full
yeah, that coral stuff fills your inventory with limestone & silica
Swamp is a great source of mycelia too
there's quite a bit of it if you know where to look... nearly every cave in the game has a few stacks worth of it if you have the chainsaw
that coral stuff yields a lot, and things like the dead wooden trees give little bits
i usually end up filling an ISC or two with it during a play-through, which is enough if you wish to use it for fabric
i think just about every starting location in GF, RD & NF has a small cave that has enough mycelia in it to satisfy the mam research requirements... DD is a little different in that you need to harvest it from those trees near the oasis that make driving a vehicle difficult
Yeah, in a lot of caves there are mycelia sources. Some plants/shrooms that can give mycelia:
and as already said in the swamp it just lays around as pickable
<- also a source of mycelia
only under the condition that you let it live though
In your manifolds?
pythagorean theorem ๐
not to mention the additional distance from the spiral itself
oh right, I didn't see the doggo icon on my phone discord
so theoretically all of those listed resources are sort of randomly infinitely and automatically available.... now..... if someone were to invent a machine that can suck in doggos and process the item it's carrying ๐ค
i can't understand why my consume is so low compared to the max im sure that at least 90% of the things are 100% efficient
idk what you have and what you use but if it bothers you we could go into detail
it bother me that i can't see whats wrong
can you provide me a screenshot of the scim of your machines?
we can try and find out
im sorry but what is scim
im not american and on google i didnt find the meaning too
specifically the interactive map
you can upload your savefile there and got all sorts of analytics
oh ok
basically you have stuff connected to the grid that can consume power but isnโt
basically run around looking for yellow lights
btw trains and train stations are factored in
im with the game open rn, i can upload now and it will be updated?
you can even make a save right now and upload this without closing yea
ok
what exactly do you want screenshot?
the main factory is this
and whats your production at i mean are you rly using 90% of all the extractors minders and all or the machines?
most of the miners are 97% or 100%
click on statistic in scim right upper corner and all the bars need to meet in the middle all of them
but some of then aren't working but its just iron and copper basics because the storage is full
and it need to be full color at least if you clocked it right they should all meet almot in the middle
so it shows you what you can produce with all the machines hooked up to power
if they are not powered the graph is lighter
caterium gets produced but not consumed for example
so thats power you waste idk
you produce a potential of 1440 coal but got a potential use of 1200
yea its a factory im still working on
and its always only the potential if everything is hooked up to everything it becomes the total
it counts to the powergrid as everything else
so in iron ore for example, my miners at clock I set them can produce 1680 iron ores, but im only using 1432 of these ores
im correct?
with the machines currently yes
but it disregards if they are in the same loop
if the machines are placed diff side of the world it just counts together
why this have a thumb down if im using everything?
and if you got machines hooked up who get feed from a container it counts them aswell but they also show up in the power grid
bcs floats
idk its just the program cant handle
there is no thumb square ;D
wdym
would you feel better if they would how 720 720 thumbs up?
this too for example, i checked here and its still coming industrial beam to my storage
i just didnt understand what this thumbs down mean
yea you produce 6
and the 0 units per minute means what
even if the storage is full itll show u you produce 6 but you get a grasp of where u expend energy and where you idle your machin es
you dont consume any of them
you mean, i dont use industrial beam for anything just for going to storage
you got?
and yes
there are some exaptions
idk about coal or burnables you burn
but batteries dont show as waste if used
im still a bit confused
bcs drones
but im starting to understand
what do you mean by burn
producing energy
like use it for fuel to tractors is burn?
ingame idk exactly what this means
yes
good you are on your own now
It's subjective, but I have determined that 20/min is the ideal output rate for almost all items tiers 1-6, until you get alts at least.
It's not mathematical because it's not a constant and it's subjective, but I think I can make an argument for answering "How many foo should I make?" with "Start calculating from 20 and see how close that is to what you need." Also this is subjective and my opinion, in case it was not clear that I am not speaking definitively.
The short explanation for why is that with tier 1-2 items and mk1-3 belts, these numbers will be close to what you can do with your currently unlocked milestones. 20 iron plates from 1 impure iron node before splitters, 20 RIP requires 2x120/min or 4x60/min iron ore as well as 2x120/min or 4x60/min screws. Your max belt speed is 120 at this point.
The numbers check out until but not including nuclear, with only a little bit of deviation plus or minus.
20 HMF notably requires several lines or constructors in the manifold until you get alts, for example.
It all goes out the window when you're just building factories in the end game, but that's fine because in the end game there is no longer a reason to ask the question 'how many should I make?' because there is no longer a resource goal.
until you get alts at least
you should get them before building production ๐
More importantly I think the people asking this need to understand a different point:
Some parts are supporting role actors. Wire for example I did not mention; 20/min wire is ridiculously slow.
20/min wire is fine if you're making it for storage imo
Oh sure, for storage. I agree with that.
It's overall a low number compared to any time I've made it though, given that it's 30/min output by default I think from 1 constructor.
well if you're "making wire" as part of production of other thing, I don't count that as "making wire"
Exactly, it's a supporting role actor type of part in those cases.
But yeah going through Tools and looking at parts up to steel, 20/min ends up being VERY convenient for many chains, either by needing exactly 100% of a given purity node, or by having only whole numbers of machines, or by being maximum belt speed for the tech level in which that part is unlocked.
It makes me wonder if 20/min was something on the minds of those who balanced the recipes.
Those things are not big concerns for an experienced player but I really do think a newbie would be well served by having this pointed out to them.
Emphasis on the part where I say it all goes out the window in endgame.
i think in general, most things either are 20 or 45 that way
i think less is ok too
bc a lot of things you don't use too much
so this things 5 p min is enough for me
i have 900 crude oil p min
should i focus more on plastic, rubber or fuel?
i just started working with it
That is entirely your decision to make, as there is no unilaterally correct answer.
ideally wait until you need some and then make a factory for it
yea i was asking because maybe for other tiers there is one that you use more for other recipes
there really is no answer as it depends on which alts you pick
You are the one who will be deciding which recipes you use in other tiers, which is why it is your decision.
What we use in our chains is not necessarily the route you will (or even should) take.
if you're really not sure, use 300 oil, split it in half to make plastic and rubber
then expand as you'll need
I will say if you're unsure, don't use the full 900 at this time.
Don't make stuff you don't need just to make it.
so for start just to unlock the tiers i should use only few of this oil just for the tiers?
That would be my recommendation, yes.
I can give you a basic 300 oil setup that evenly splits Plastic/Rubber and is a net power positive to your grid if you want it.
And then as you advance you can use more oil for more specific things.
i would like it
300 Oil
5 Rubber Refineries @ 100%
5 Plastic Refineries @ 100%
Byproduct HOR routed to
4 Coke Refineries @ 93.75%
Feeds 18 Coal Gens with no waste.
Cost to run: 600ishMW
Production: 1350 MW
thanks
can you explain me this last part?
Byproduct HOR
T5-6 is your tutorial in "welcome to dealing with byproducts", so it is a lesson you really need to take the time to learn, because the moment you hit T7-8 everything has a byproduct and the game expects you to know how to figure out dealing with them.
you don't have fuel generators now
As we will always say "Better is subjective"
so lets say better for power
you could get more power with coke for coal gen them fuel for fuel gen
once you get fuel generators, it works out better to make fuel afaik
thats true
Fuel will generate more but you will have to deal with building Fuel Gens (which you may or may not have at this stage).
Coke is simpler to set up, and can also be repurposed to other recipes if you don't need the power from it anymore.
One water extractor can run two coal reactors without optimisations?
How much does 1 extractor produce?
How much does each gen require?
Produce - Requirement = Remainder
If Remainder >= 0
Yes.
im pretty sure you need overcloking for this
you don't, let them do the math
120 - 100 = 20 remainder so that is a yes, thank you
coal gens use 45 each, not 50
i forgot to consider the two coal gen
Oh my bad I looked at the total amount it could store, you are correct
so to answer your question, it can supply exactly 2 and 2/3
3 extractors supply 8 generators perfectly
Cool, thanks ๐
pay attention to pipe throughput limits too
if the pipe is only horizontal it never needs a pump?
correct
Correct.
ok thanks
I'm trying to enhance my math skills with this game, it will be fun
pro tip, press N for calculator
Game is entirely basic arithmetic. Just done over and over.
can i see if the ill reach the point i want before just seeing it when i turn it on?
I don't understand the question.
just like when you put the water pump and you can see a blue glowing circle going to see where the liquid will stop
can i do it without putting the water pump
Oh, yeah, no.
Pump-only.
And something we have asked them to apply to buildings many, many times.
all the refineries on the coke are 93.75% or just the last one?
Hi, i'm quite new to "odd ratios" in this game so im trying to test them with diagrams like this one, does it make any sense ? it should work if im right but i wonder if there is any way to do it even more optimized
what is the advantage of packging items
Liquids or Gasses?
is it a rethorical question ? cause i cant pack items
Fluid Packaging comes in T5-6.
im slowly finishing 3 and 4 yet xD
Objectively? Not much.
Like you have to have them packaged to use with Jetpack or a vehicle, but as far as production goes it usually wants the fluid input.
So that means anything you pack has to be unpacked. Which then becomes about logistics. And objectively the 2 methods are equal in terms of transport. Some people just prefer moving packaged because it puts things on belts and belts are simpler to deal with than pipes for them.
so i cant put fuel on a truck station without packaging?
Logistics as far as trains is equal both ways for liquids. Gas (Nitrogen) should ALWAYS be packaged before shipping.
Fluids via Drone or Truck must always be packaged because they do not have a fluid variant.
Correct.
but with like fuel gen i can use both packed and liquid
No.
or just liquid
Fuel gens take only the liquid input.
๐
But you can transport packaged fuel to the generators and unpack it with another packager before sending it into the fuel gen
Which, like Sevrahn said, is just a matter of taste which production line you prefer
Once you make enough empty canisters to support the throughput you need, you can reuse them when they're emptied on the other end - so it's not a constant loss of plastics to that production line.
Unlike fueling jetpacks or vehicles, which eat the plastic apparently
Constant loss of Plastic is actually the only scenario in which packaged liquids on freight trains is outright better than fluid trains.
(I can see why they did it, but it might be nice to have the option to get the empties back)
Recycling the cans is what makes both methods equal.
so you can make all the empty canisters before and just start reusing they
them*
If you're using packagers at both ends, yes.
Packagers will intake full fluid canisters, outputting the liquid and the empty canisters
So just a reverse of packaging the fluid in the first place
So if you prefer to use trucks and/or belts, it's a viable option
got it
if youre transporting the liquids you can just use pipes, any vehicle can do this?
Logistics as far as trains is equal both ways for liquids. Gas (Nitrogen) should ALWAYS be packaged before shipping.
Fluids via Drone or Truck must always be packaged because they do not have a fluid variant.
I don't quite get what you're asking with this. Trucks and drones cannot carry fluids unless packaged.
yes that was my question
sorry for bad english
No worries, that's why I asked :)
just clarifying
It's not you that's bad at English, it's English that's bad and difficult to learn.
i didnt understand well, so trains can transport liquids?
Yes
oh ok
Train freight platforms have pipe inputs
So you can just pipe fluids directly into them
No other transportation method has this
english classes is very different from what really is talking in english
So if you just want to transport fluids without packaging you either need trains or long pipelines
so sometimes i get lost in wrinting and reading
That's totally understandable
You build either Freight Platform or you build a Fluid Platform.
Trains are the only method that has this available distinction.
ok
That's what you get when you have a language that's like 4 different root languages mashed together nonsensically
lol
tbh english classes wasnt very good for learning, i think my main source of learning was videos and video games
learning through experience is generally better, yeah
but classes are very good to learning the grammar rules
If you have questions related to English feel free to ask/dm me, I'll do my best to explain. My mom is a teacher who specializes in reading and ESL (English as a Second Language).
thank you man
very cool of your mom i didnt knew this specialization existed
make the proper number of items on a belt and only merge them in the first place - or use a manifold.
Other than that you'll be looking at diagrams like that quite often.
there's a guide on reddit for weird load balance designs. There's probably a 3:5 example like you're showing?
Manifold.
i think thats what i went for in the end
yeah you can manage that example with 2 splitters
that also works
i figured with time it'll even itself
load balancing is really there for the love of doing it. If you don't love doing it there's not a huuuuge point
I was about to go wait.... WAIT!!...
if i dont use the residual products of crude oil the production stops?
hm ok
when you get to aluminum processing, if things backup your factory deadlocks, so oil is training wheels for that all
interesting
i end up using a lot of awesome sinks when i get to aluminum ๐
wait
so i can just make the byproducts go to awesome sinks?
not with fluids directly
yes but for example
typically with into oil, what i do is 5 refineries making rubber, 5 with rubber, and convert the 150/min hor byproduct to coke, and sink that or burn it in coal generators
cool
so its not that big of a problem
yeah, any solid you can sink except for some nuclear stuff between uranium waste & plut fuel rods
if things get out of control i can just move them to sink
yeah, just converting it to coke is the easy way of dealing with the hor byproduct
i encourage you to consider burning it in coal generators instead of sinking it, 150hor->450 coke, which will fuel 18 coal gens
im doing it
i usually just end up sinking it, and stealing a little coke & rubber to make some circuit boards
sorry ๐ฆ
lol
if i use it for power, its a pretty temporary build
hor is liquid gold later in the game
yea, i ll move to fuel gen as soon as i get it
but the game is designed so that you can do quicky builds to get a bit of production of the newly unlocked stuff going which you'll later want to rebuild
yea, but im still struggling a lot
i unlocked manufacturer and i can predict the headache
ehh, they're a pain to build with, yeah, i'll still take building with them over blenders
the problem is the recipes
the quantity are so random of the computer for example
there's an alt for that ๐
the crystal computer alt really is nice
caterium computer is also really good
but crystal computer shifts the making of them from the manufacturer to an assembler
ofc, crystal oscillators need a manufacturer, but i'd rather have a bitchy build with oscillators than with computers
just clock it to put out what you need
a lot of the wierd numbers start making sense when you realize they are fractions of 45
2.8125, 5.625, 11.25, 22.5 are all 45/2^n
i'll say the numbers seem pretty random, but there's honestly a pretty well though-out design to the rates & such
what i find sorta annoying is that there are numbers that have a 7 as a factor, and they're put in the game just to make the math messy
default oscillator taking 28 cable for instance
there's a few 11's and a lot of 13's floating around too, but 7 is the one that really wrecks your tidy math ๐
with 7 i tend to do a multiplier of 9 and try to recycle the 3 to smth else
11 is a pain too, but i think the only recipes that use it are fine concrete & silicon cb
the 13's can get ugly, but usually they can be resolved with maxing a 780 belt out
yea bcs of 13 times 60
yeah
whenever you see a 52 or 65, that's 13 popping up
7 is just the ugly one that they use to make things untidy in the game math
somehow i dropped down 52 refineries and didn't miss a belt ๐
i hate spamming out the pure refinery builds
i only do pure rec
i like them somewhat to set up :3
you feel like you did smth at the end of th day
"Made it to the end of the day" is always a good accomplishment ๐
ehh, pure iron is a waste except for one spot in the world under wierd circumstances, you really need to be building stupid big to ever use pure copper, pure cat i think is almost a necessity, wet concrete often gets you that little bit of extra concrete you need for hmfs, and cheap silica, can't get away w/o using it in a big build
they're all pretty simple builds except for the size except for cheap silica
cheap silica just ends up being a pain with needing injected manifolds
i forgot pure quartz, it isn't bad, but isn't great
cheap silica?
but but 80 ass are 2100
its so perfect
and i dont sweat the manifold for this one :3
i'm just talking about the build, its a pain, lol
more or less the only "building block" bp i got
i usually end up doing it in nw rocky desert b/c of the limestone
24 ass compact into a cube
i do it where the raw quartz is at
and in the worst case ship the silica
bcs silica stacks 200
is there enough limestone near titan forest for what you need, or do you need to get some via train?
if you mean the 3600 quartz east?
yea there is not "that far away 5 limestone in the dune desert
that's titan forest, yeah
next to the oil and one pure right down in the swamp
there's a bunch of limestone nodes in the canyon right there that are normals, i've never mathed out if it is enough
usually when i get to bulk producing HSC's, the number of limestone nodes i need is around 7 pure ones, so i just set it up in rocky desert
which one of these is the best pick?
Best is subjective.
if you need any you pick the one you need if you dont need any all of them are good
or bad
This is very advice. Thanks.
a different answer would be 4
xD
but yea if you dont know what you want that means none of these matter to you so why asking others if it does not matter to you?
Used to be... a channel dedicated to this exact question here. I couldn't find it.
bcs its a subjective decision for everyone and just creates arguments tbh :c
and we got some form of wiki i think and a spreadsheet of some sort for this
where someone calculated the most beneficial based on numbers of res or smth
dont take me wrong i did not want to make fun of you
its just the decision is for you to make based on what you want and as a tip if you cant choose you can reload and scan again ๐
itll be different
No. I just wanted someone with more experience to pick for me based on what they'd pick.
Nevermind.
Thanks anyway.
still based on my "experience": rec 1 yea can be a good alternative based on what you are going for bcs in a max build it can supplement some pure copper with some iron but thats depending on what you build bcs its very niche.
rec 2 is crap or do you want to farm wood for coal?
rec 3 what are you doing with black powder?
and all of this you could figure out urself in no time maybe not the first part
what are you building next? pick something that might affect that. The fine black powder has weapon utility I think? copper alloy gives you more copper if you add some coal. Charcoal is a bit of a dud
Not used drones yet but making forward plans; what kind of throughput and battery consumption should I expect from them? Say for halfway across the map bc (first set I need is like 40/m from the northeast-most quartz patch to lake forest)
Making 600/m batteries, ends up being the most I can eke out of the world around other production
max throuput is 9 stacks bcs drons can only carry 9 i would say max con per drone is avg of 3 bat/min across the map it depends but you need to try and solve
6 bat +1 per min and i think the max travel time can hardly exceed 6 minutes
Ik the speed is on the wiki but not sure how to measure distance
๐ 150/m is more than enough
thats how big the map is
At that point you can just roll a dice and have the same effect
You can also read this #math-and-meta message
There never was one. People put it into #screenshots to get the number reply, but that's not really recommended given that what you pick depends on personal preferences and plans
Hi, im not rly sure its the correct channel for this but i'm tyrying to build a small hypertube accelerator and im not rly sure how to "use it"
i dont rly feel like im the one choosing when i stop accelerating and go on the right tube
smwn told me you press left and right at the "exit" and that determinates the way
i buried that design and made a dedicated tube
wdym ?
just as much entrance as i need
just some entrances in a line making u accelerate going through each of them ?
you suppost to could tab left and right at the switch
yes way more deterministic
"deterministic"
and if its for a normal loop and not a canon
there is an exit design aswell
this kind of design ?
cause i dont feel like im getting that fast with these deisgns
these are 18 prepell me 3.5 km in a canon
but they are to cloes to exit for a tube
its just oneway
oh its possible to get them even closer ??
yea
im not building a tube network yet anyway xD
its just that my power plant and steel main prod is far away walking
so a 2 way tube will be more than enough with the proper speed
its try and error
18 reach ~3.5km in this setup
and i placed a ujelly on the other side
80% of the time i hit it
xDDDD
died once so far to the sky deathblock
and 20% of the time i fly a bit to low or to far but that has smth to do with the game
but 80% i can just let go and hit it precisly
just place them see how far you reach and if you are nearby you want to go plae a u jelly were you land
i dont think i'll do a canon yet even tho it must be fun to use and design
oh and i used an entrance in a distance and about 20 meter of hyper tube to even out the approach speed i enter the canon as much as possible
is it necessary to place an entrance on both side of each support ?
no
but if i dont it doesnt turn green and i cant get in
you need a bit of hypertube
so place a segment in between and add some tube
i was seeing it and i liked it a lot, i have tons of quick wire that and dont know what to do with, this alt would be very good
but only single segments!
dont connect it fromt he first to the last segment straight
from entrance to segment
yea you cant rly see the tube
but i hope there is tube in between
and save and try xD
yes there is
but its prob just a little
i tried already xD
not fast enough, is there anyway to "copy/paste" one segment to build it faster ?
blueprints are the only way to do that kind of thing
i only heard of it so far but last time i played im pretty sure it wasnt there
is it kinda like in factorio ?
yes ?
depends how many launchers you wanna place around your world
i like to take shortcuts when i can, and it would teach me how to use bp
you saw my screenshot its the angle bcs it has to be
sure go ahead you can make a bp
To go from one side of Grasslands to the other, I need about 12-13 mini tubes
but even in factorio it would take me more time to set up a bp for each angle then to just build the thing