#math-and-meta

1 messages · Page 88 of 1

shut coyote
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Pure iron - solid steel

Doesn't add that much more, especially when you've got a pre-existing, expandable pure iron setup

wind spade
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1200 steel ingots:
normal steel: 27 foundries, 425 MW
solid steel: 20 foundries + 27 smelters, 426 MW
solid steel + pure: 20 foundries + 13 refineries, 686 MW

thorny cedar
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you actually save energy with solid steel in this calculation... well close

wind spade
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you don't, see above

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it can be considered equal power cost, since the difference is really low, but it's not saving anything

shut coyote
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The drawbacks are negligible (in the case of this recipe)

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At least to me they are

wind spade
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this ^

thorny cedar
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OR you could supplement with oil

shut coyote
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Benefits outweigh them in most cases that I can think of

thorny cedar
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and make the best steel ingots in the world! ;D

wind spade
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every person has preferences and what one person considers important, other person may consider pointless

so while the recipe is good for you (no issues with this), it doesn't mean it's "objectively better"

snow dove
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there isn’t a single recipe that is better than another recipe based on every possible metric afaik

shut coyote
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I gotta check the iron screw recipe

wind spade
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(not to mention that you shouldn't compare two recipes in vacuum)

shut coyote
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Cause that shit is so good from what I remember

snow dove
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especially the recycled plastic/rubber loops

thorny cedar
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tru tru

shut coyote
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Also I simply don't have the other alt recipes

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So that's a big factor lol

wind spade
snow dove
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“for me” and “i simply” is a perfect demonstration on how recipe value is subjective

thorny cedar
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thats why idk to answer if ppl ask 123 what should i "need"

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idk what you "need"

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:>

shut coyote
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I mean I've never said anything about any recipe being the best in every situation, but for MY situation that recipe is objectively superior

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Just not for every scenario

wind spade
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well... subjectively 😄

snow dove
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“based on my subjective standards it’s objectively superior” is kind of an oxymoron

wind spade
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since it's "your situation"

snow dove
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it’s subjectively better

wind spade
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tho we're nitpicking a bit, I think we understand each other 🙂

shut coyote
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I think we all have reading comprehension issues here

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And that's fine I guess

wind spade
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I'm just careful around the word "objective", as many people come here with "hey, person X said that recipe Y is objectively better so I trust them"

thorny cedar
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and i mean if you ask bcs you dont know what you need .... you can pick rnd in the first place bcs you need none of the options right?

shut coyote
thorny cedar
shut coyote
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Actually one recipe

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Cast screws
I'd actually be comfortable saying that's the best screw recipe

thorny cedar
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i can say for myself i do most of it with solid steel and i do most of the iron with pure iron

wind spade
shut coyote
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As a baseline. If you wanted a serious amount then maybe steel would be better

wind spade
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you can't just compare two recipes, unless they use same ingredients to make same product

thorny cedar
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but thats more bcs i like refs a bit :3

wind spade
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which there is none iirc

thorny cedar
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and setting them up

wind spade
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point is, cast screws skip a step, and that step has alt recipes on it's own

thorny cedar
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and i do cat and copper in refs anyways so i do the bit of iron aswell no biggy

shut coyote
shut coyote
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God I hate typing on mobile

wind spade
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it's fine 🙂

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by skipping a step, you lose on potential gains from steel rods

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(which save tons of resources)

shut coyote
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I really need to look over a the alternative recipes again

frosty owl
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If the output belt is higher MK than the inputs (assuming 2 inputs), it's fine as the merger can buffer such occurances. If you're merging 3 belts or one input has the same MK of the output (or higher), then that might be a concern

shut coyote
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Shits changed a fair bit since 2018 or whenever the game went ea

wind spade
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for screws it's like this:

  • lowest resource usage? steel rod + base screw
  • lowest power/space usage? steel screw
  • no steel? cast screw

every alt (and base recipe) has it's use based on your preferences

thorny cedar
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i did steel rod into normal screw for rotors and rotors only sole use for screws in my world 🙂

shut coyote
thorny cedar
wind spade
shut coyote
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True enough, the period is pretty small

frosty owl
wind spade
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T0-2 needs only small amount of screws and since I'll have stitched plates, the only place to "need" screws is the few rotors I need to make before I get to coal+steel

shut coyote
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(I've never rolled stitched plates and it's so annoying lmfao)

wind spade
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at the start the chance is pretty big

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iirc there's like 6 recipes in the pool from start and stitched is one of them

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so basically 50% on first drive

shut coyote
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(rng loves me)

wind spade
shut coyote
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Since when I start a new save I don't typically run for hard drives right away

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Aeghhbhgh phone typing

frosty owl
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AGS FTW

thorny cedar
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or just scim them hehe

frosty owl
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EGS is cooler and handier now harmonious_hannah

wind spade
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I personally suggest getting alts asap, since the pool grows with new unlocks, so getting recipes you want is easier when the pool is small

shut coyote
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Yeah I'm at the point where I'm boutta run around grabbing all the (reasonable to obtain) hard drives

thorny cedar
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chance to get is always 1/3 right? 😄

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or is it 50/50 either you win or you dont?

shut coyote
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Technically you'd need 4 hard drives to guarantee its appearance

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If I'm thinking right

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It's just super unlikely that it'd take that much to roll it

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But even when I get 3 hard drives I never get it

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(since therere only so many cheap pods at the beginning)

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Rng loves me.

thorny cedar
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trust the hard drive feel the hard drive... beeee the hard drive

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it just works

shut coyote
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I swear when it comes to video game rng stuff's always rigged against me lmfao

wind spade
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these are the 6 recipes that are there from start

shut coyote
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I know it ain't but goddamn

wind spade
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if you're getting different ones, then you've already unlocked something 🙂

shut coyote
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Thats how that tends to work

shut coyote
wind spade
wind spade
prisma kraken
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thanks

burnt relic
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hey guys i wanna make modular frames but im in the early game and i can only mathematically make 5 per minute wich is fine but i cant seem to get the amounts of iron needed to be correct
the calculator is telling me i need 52.5 of smelted iron but idk how to split that honestly any help?

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120 goes into 67.5 and 52.5

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idk how im supposed to split that with basic splitters

median heath
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Single splitter.

median heath
burnt relic
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what do you mean 1 splitter?

median heath
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Send 120 into 1 splitter.

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It will split it into 67.5 and 52.5

burnt relic
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are you talking about the technical splitter that you fcan program

median heath
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No.

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Because that isn't what smart splitters do either.

burnt relic
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how does a thing thats supposed to split 120 equally split it into 52 and 67?

median heath
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Because equally is 60/60, yes?

burnt relic
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yeah?

median heath
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What happens when you send 60 to something that can take only 52.5?

burnt relic
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it over fills...
god im stupid

median heath
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👍

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Prefill the 52.5 side to skip the "waiting to fill" stage.

burnt relic
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thanks man

median heath
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Anytime.

summer flare
# burnt relic 120 goes into 67.5 and 52.5

You want to use something like this. Outputs are a 4:5 ratio. No waiting, no "prefill, allows the buildings to have a 100% duty cycle and the process be 100% efficient right from the start. Oops this is for rotors

neon nexus
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Hi, with this setup (fuel coming from the end of it splitting in 2 to do 1 line for each line of fuel gen), does it work like a manifold belt ? do i have to wait for the 1st ones to get filled before having everything running smoothely ?

snow dove
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yes

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not quite exactly like a belt manifold, but close enough

summer flare
neon nexus
snow dove
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reading the pipeline guide is a good start

neon nexus
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from the game ?

snow dove
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in pins

vapid gorge
# neon nexus from the game ?

pinned in this channel yeah. Something to keep in mind though is pipe manifold looping? in that image are the pipes connected at the end? that would help

Also turn off a few generators so you flood the system. Full pipes are happy pipes

neon nexus
vapid gorge
neon nexus
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i'd be glad to have more tips 😄

vapid gorge
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ok so very brief Keep It Simple Stupid Pipe Design lesson

  1. send fluid from point A to point B - if a set of machines need 458.5 fluid per minute? have a group of machines clocked to send that much down a pipe. Don't combine manifolds. Fewer points of failure and it becomes much easier to diagnose issues.
  2. Loop pipe manifolds - any input manifold? loop the end of it back on itself. It helps deal with sloshing/backflow
  3. Horizontal Manifolds - if you need to have machines on multiple floors? make individual and segregated manifolds. Don't stretch the manifold up or down, it can really create issues
  4. Flood each fluid step- when you turn on a fluid step keep a few of the consumers at 50% until all the producers and consumer fluid buffers and pipes get full, then turn it to it's proper clocking. Full pipes also help stop stuttering.

Bits and pieces - don't use floor holes, they can be buggy, if you don't like the look of clipped pipes just clip them through the hole for the look
- don't feed from below unless you're really confident, can cause instability. There are ways to do it, but I don't recommend it at the start

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example of a looped pipe manifold. Having the looping pipe Above or to the side of the manifold is best. It's possible to have it lower than the feed pipe but I wouldn't try that until you're more comfortable with piping

prisma kraken
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i wouldn't use the loop except for extremely long manifolds

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pipes like being full, and you're essentially doubling the volume of the pipe with the loop

vapid gorge
prisma kraken
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its kind of a moot argument, games aren't needed if you prefill the pipes... they can't slosh when they're full

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you really don't need such things if you follow the 2 pieces of advice: 'full pipes are happy pipes' and 'keep pipe networks small'

vapid gorge
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I've had a number of linear systems with flooded pipes where the machines have created gaps from sucking up too much fluid in one go

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ok 'small' is relative. If you're using even half of mk2's throughput definitely loop

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If I'm splitting a pipe into two or three and feeding machines? sure. But most don't do that

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It's often very inconvenient

mystic moon
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I don't think you need to loop 300 in a mk2

prisma kraken
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i mean, i'm building a 1200m^3/min turbofuel plant now, what i'm doing is breaking the fuel generation into 3 logical units, and each of those units will push 100/min to 10 fuel generators with an mk1 pipe

mystic moon
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Unless there is a lot of machines

vapid gorge
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I think it'd depend how much each machine is pulling and how many?

But the big thing is loop + prefil essentially covers every eventuality

prisma kraken
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that way i can direct belt from a blender into a 10 generator manifold

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and i'm not going to be looping or anything, because the design is simple, straightforward and small

vapid gorge
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shrug sure, but I give advice and build suggestions that will work for everyone in any situation.

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and I've seen a lot of people like building designs that involve 20+ machines on a manifold

prisma kraken
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yeah, that's generally a mistake to do, imho

vapid gorge
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I also tell them that it isn't the only way to do it, jsut a reliable way

vapid gorge
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often much more convenient

prisma kraken
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big fuel manifolds just are problematic, always have been

vapid gorge
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I mean these are just refinery set ups, all extremely over clocked so the equivalent to 2.3x the number of machines. It works fine

prisma kraken
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right, but you know what you're doing 🙂

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it would work even without the looping

vapid gorge
vapid gorge
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especially with the bottom feeding

prisma kraken
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well if you're pushing more than the pipe capacity, probably not

vapid gorge
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no just running at 600

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the loop is underneath

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but yeah - All purpose advice is generally better imo, gives more design and layout options for people and having a loop won't ever hurt and barely costs any space.

prisma kraken
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i'd be surprised if it doesn't work w/o the loop, but have no experience with bottom feeding like that

vapid gorge
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Anything that sucks up a lot of fluid on a single lane pipe is asking for trouble. If each manifold was only like 3 machines so one junctions? maybe I'd do it. But I didn't want to risk it.

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not worth the redesign risk

prisma kraken
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understood

vapid gorge
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I'd rather just have the design that's full proof from the start than having to screw around with it

prisma kraken
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i just don't bottom feed like that

vapid gorge
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oh yeah I also tell people not to bottom feed unless they get comfy with pipes xD

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But I've found this design is reliable if you've mathed and built the rest right

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only times I've had issues with systems including it the problems were not in the manifold

median heath
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The need to fix the fucking clearance so I can run my piping on the TOP of coal gens again like I used to 😭

vapid gorge
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xD if only there was a mod that'd fix that xD

prisma kraken
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there are times that i do need to run the pipes under the machines, but with it, i'm essentially top-feeding them, by bottom-feeding into a manifold above the machines, bad photo, but you can see an example here:

median heath
vapid gorge
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there's a few and I know 😉

prisma kraken
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i should really just put him on block, lol

median heath
south walrus
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I'm working on a nuclear power plant, and I want to keep the radiation away from a specific side of the plant. I can either put the factory that makes the nuclear fuel on that side or I can put the reactors. Does anyone know which area would emit less radiation, the factory area or reactor area? I would think that the factory area would emit more radiation because there are more machines which means more areas for uranium to sit, but I'm thinking that the nuclear waste made by the reactors might make even more radiation, so I don't know which to choose.

median heath
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I want to say the factory area will have slightly more unless you're manifolding the nukes.

But general rule is you don't "keep the radiation away", you just accept it will all be irradiated.

south walrus
vapid gorge
median heath
vapid gorge
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I think if you load balance the whole thing you can have very low radiation? but it's a lot of work

south walrus
vapid gorge
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well if it's a manifold it'll pile up and be quite radioactive yeah

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if you load balance it there'll be very few rods as there isn't any pile up

south walrus
vapid gorge
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Well the machines makign the rods will also be pretty radioactive if manifolded :\

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but it's often easier to set up nuclear gens over water to directly feed the liquid into them

south walrus
vapid gorge
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yeah totally up to you on what 'good enough' in this is 🙂

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I jsut assume my nuclear set up is a 'must wear suit' area

south walrus
south walrus
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I even have a sign to tell you XD

prisma kraken
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how is it that the throughput calculations in the game for vehicle stations are so wildly wrong

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i'm paying attention atm to the numbers a drone port reports, and it has displayed the round trip time, and a 'maximum stacks/min' ... pretty sure it times the RTT correctly, but the max stacks/min is just wrong. The value for it should be 9 stacks/rtt

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and somehow it reports for my specific case an rtt of 3:29, or 209 seconds, which should resolve to a max transfer rate of 60*9/209 = ~259/min, yet it reports max of 3.19 stacks/min as max

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its just puzzling because the correct numbers are easily found displayed on the interface, yet they're displaying 9 divided by something else

thorny cedar
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for example drone ports physical right next to each other report different throuput numbers... like a stack differency not just single items

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i made a screenshot somewhere i while back ago in here bcs i was loosing my mind over this

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and i usual let the game run for several weeks without closing it sometimes :>

prisma kraken
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really there's not much to show the numbers were what the ui displayed, and i can tell you that it was calculating the items/min correctly, just mathing the theoretical max incorrectly

thorny cedar
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but thats prob not rly what u experience idk

prisma kraken
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yeah, i was just commenting that the ports always calculate the max transfer rate in stacks/min wrongly

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that number is always 9/rtt, and god knows how the ui is calculating it

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i was just paying attention to it all to figure out if i needed 2 or 3 drones to move a sulfer node, and a single drone was really moving 258/min

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tl;dr, CSS should really spend some time to fix the numbers in the drone & truck station UI's

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in U8, there's something very wrong with the truck station UI that causes a lot of crashes

wind spade
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@ornate rover what's your problem with the automated miner? it allows you to automate it

shut coyote
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yeah you can't automate miners with the default recipe

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so the alt lets you automate production of them

thorny cedar
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i already told him that bcs i found it unfair to the poor portable miner

delicate chasm
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It's a motor and 4 steel pipe on top of the other costs - not a replacement input cost but the SAME input cost PLUS MORE parts.

It's 55MW per manufacturer running and to make just 1 portable miner takes a full minute. So you're dedicating nearly a full consistent megawatt to the automation of something that you will ultimately need less than a thousand of even if you are LGIO. There are 364 non-SAM nodes. 364 * 3 = 1092 and one of the most oft-said things regarding map limits is that your computer will die long before you achieve that.

What's wrong with the recipe? You're joking. Or if not joking, leaning as hard as possible into the "only possible way is optimal way" which I agree with, but does NOT protect it from the answer to the question of "why is this alt not worth using?"

Because it's NOT the only way to accomplish the goal of creating portable miners. It's the only way to accomplish it without involving hand crafting. If your playthrough isn't a "no hand crafting after HUB 0" run, it's a waste of time to set it up, a waste of resources to use, and a waste of energy to maintain. It's waste on top of waste at every point. It saves you nothing.

You can hand craft portable miners so fast, you can get done with every single miner you will EVER need in just a few minutes, if you are intent on storing them for later. It's a recipe with no genuine use case. It's like automating space elevator parts but even more pointless because you'll run out of use for them sooner and it's a net loss on coupons to boot when you sink them.

Again, 1,092 is the highest number you're going to be shooting for even if you're just trying to prove this wrong. If that were both a much higher number AND was a realistic goal in this game, MAYBE this recipe would see unironic use. I still think not though.
@greeny.dev @shut coyote

delicate chasm
versed violet
# south walrus I even have a sign to tell you XD

Tips for exploring out of bounds:

  • There is a mod for custom damage. You can set dmg to 1%. You still get the full annoyance of the alert and visuals, but less inhaler usage.
  • You don't take dmg inside vehicle. Just dont drive off the beach into water.
  • You can power through with enough inhalers.
delicate chasm
versed violet
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the obvious case is "we are artifically inflating the price so it doesnt give crazy sink points while staying craftable at low level"

delicate chasm
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It takes sixty seconds to produce 1 using a machine. I can certainly appreciate that it would be crazy to have 100 assemblers doing the hand craft version of the recipe, but can't we just relegate the portable miner, like several other parts, to a role of being much less valuable than the sum of its parts when sunk?

versed violet
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we could. But they probably didn't want to touch existing recipe and sink points, so they just added the recipe to make it complicated. Or just needed the challenge of using manufacturer.

delicate chasm
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I think the last bit is more likely, but it was an implementation that was borne on the back of enthusiasm, not progression design.

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If they thought about it much I think they'd have realized that it wasn't a recipe that would see much use because the use case for the part is limited by the map.

versed violet
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Not all recipes make physical sense in game, like motors requiring 2 rotors and 2 stators for example.

versed violet
delicate chasm
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?

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Oh, okay, that hit my brain weird. I understand now.

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Well let me ask you this though - do you seriously use this alt recipe, or do you just make your drones' PMs by hand?

limber palm
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I've never even considered using that recipe, is so easy to just hand craft them when needed. I've personally never limited container space, interesting idea tho.

versed violet
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I use the miners to fill all but 2 slots in storage container for personal crafting mats. Then it can only accept 2 slots of say turbomotors. The container has a short dead end belt, and if you put turbos last, they will output for grabbing. Or you can pick up whole stack.
This helps not having around 1k turbos that could be points instead.

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The recipe has niche uses. more useful than charcoal for me tbh

delicate chasm
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This is very similar to the programmable splitter discussion. There are a few specific things you can do with them that you can't do without them, but if you're considering just an end goal, programmable splitters are never necessary to achieve anything EXCEPT the specific layouts that they enable. Smart splitters will get you there with a slightly larger footprint.

versed violet
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you can build without any splitters at all, they just make life easier

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and 50 filters limit should be increased

delicate chasm
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The automated miner recipe is a thing that exists. It can be used and you can come up with use cases, but you're forcing it when you do. You can't automate beyond the step of portable miner itself...so either PM goes in the storage or sink, and you either shut down the facility when full or start losing points sinking them.

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Or move them around by hand to where they need to be, which...bruh, equipment workshop next to the container you need them in. Tink tink tink tink tink. Done. No auto-miner needed.

versed violet
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Who says about facility? I slap it into my configurable crafting hall and come back later to pick the dozen I need.

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short run editions, when I need them, so I dont have to stand over the desk.

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[ok, it was pretty useful when blocking off 5 containers]

delicate chasm
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It's absolutely okay to use the recipe and even enjoy it btw. Even in my extremely negative opinion. =p
But the discord has a cultural "all alts are good" addage and it's an old wives' tale I'm intent on disproving. General sweeping statements are anathema to logic whether they be accusations or defenses.

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"best is relative"? No, good is relative.

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If the "all alts are good" is a subjective statement, fine.
When it's used as a refutation of an observation that one recipe is wasteful or unproductive compared to an alternative, no; that's an attempt to enforce the concept of all alts being good as an objective point of data. Which it is most certainly not.

mystic moon
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The argument is that there is a valid use case for every recipie

magic island
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even recipes that are numerically bad to use en masse tend to have use-cases where they are convenient on a small scale

delicate chasm
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I find that phrasing much, much easier to get down with.

I'd then gently argue that the automated miner's use case isn't really valid outside of personal affectation.

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But if someone ever told me that it was just their opinion they were expressing, then at that point I'd absolutely 100% back off.

mystic moon
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I've never used the miner recipie, but the option is there if you wanted to automate them for some godforsaken reason

delicate chasm
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Yeah and more power to you if so.
Seriously. 55MW per manufacturer to you! 😁

thorny cedar
delicate chasm
mystic moon
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Diluted fuel ftw!

amber jacinth
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Rahhhhh charcoal!!!

delicate chasm
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Yeah. Turbofuel is useful, especially in u8exp, so I do have a very small facility set up using a chain I'm not comfortable discussing in public.

_>

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None for energy though.

versed violet
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oh, I make couple liters of turbofuel for the new ammo they added. never tried burning it tho, is that safe for the engines?

magic island
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my example: I would never use Default Fuel or Residual Plastic at scale

but for a tiny little personal packaged fuel factory, the numbers work out cleanly to pack up half the fuel and burn the other half with minimal steps/buildings

delicate chasm
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Yeah, it burns more slowly per unit compared to regular fuel, similar to solid biofuel compared to biomass.

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It's not SUPER terrible to set up or anything, but turbofuel generator arrays are big, which means the pipes really need to be clean.

What would work in a residual fuel generator array might have flow problems because of the distance or height required to lay out generators that burn more slowly.

Overclocking the gens helps a lot but that's a lot of shards, and historically the shards have kept people from wanting to do this method.

Lay out hundreds of buildings or lay out some hundred and shard them? It's huge either way.

wind spade
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Again, 1,092 is the highest number you're going to be shooting for
and drones

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It's like automating space elevator parts
which is also fine 🤷‍♂️ not to mention they give great sink points

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and the main use is to not handcraft them, which has a value on it's own

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It saves you nothing.
except for the need to hancraft them

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But the discord has a cultural "all alts are good"
no

it's "all alts are subjective"

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I never said anything about all alts being good. But in the same way I never said (and never will) that any of the recipes is bad.

Each recipe has it's usecase and good-ness or bad-ness of a recipe depends purely on the player

delicate chasm
#

and drones
I will definitely concede that I did not remember to factor in drones so the number of 1,092 is theoretically lower than it could be, but let's not forget that that number is had by putting a mark 3 miner on every non-SAM node in the game.

not to mention they give great sink points
I called this out specifically - the portable miners don't have this boon that SEPs do. If you automate SEPs into a sink, you're fulfilling a design purpose of the SEPs: they are intended to be high value sink items. Even if that wasn't the intent of the devs, they ARE a high value sink item so the use case exists.
That said nothing stops you from being underwhelming and inefficient. You can just sink iron ore and call it a use case for the Miner Mark 2 because that's what you used to do it. 🤷‍♂️ It IS a use case, but is this distinction useful? If you want to be extremely pedantic, it is very useful because it is an ironclad defense against any assertion to the contrary and pre-empts any kind of attempt at comparison.

So it comes down to it is the method by which you the Pioneer can create the part without hand crafting as the sole justification.

Automating it fully isn't useful -> Lose sink points.
Automating it partially creates unstable consumption (ergo diverting resources from other fully automated lines and starving machines periodically, OR having an idle miner overproducing ore).
It's also an investment of time, space, and energy to create it.

The ability to not have to use your hands to craft it is good, sure, because it's a factory game.
The recipe itself is bad, though.

It doesn't tick any other boxes like the other alts do. It doesn't enable any additional abilities, like biocoal or charcoal letting you make gunpowder from nothing but sulfur.

#

"All alts are subjective" - I don't think this fits the culture at all, sorry. MAYBE instead of 'all alts are good', 'no alts are bad' would have been more spot-on.

The idea of someone condemning an alt at all is met with resistance. The adage of 'no alts are bad' is certainly upheld even if no one is asserting the opposite statement, which I will retract.

#

You can overflow the manufacturer's inputs to the SINK instead of the manufacturer's output. That makes it significantly less wasteful since you'll be sinking motors.

wind spade
#

I see "I can automate X" as a value
by that definition, automated miner is valuable to me

delicate chasm
#

Would it be valuable to you if the recipe was 500 copper powder, 20 uranium cells, 300m3 of nitric acid and 500m3 of HOR in a Blender?

wind spade
#

it isn't tho

delicate chasm
#

You are correct. It isn't. Would you still be saying that the recipe is valuable to you personally if that was what it required?

#

I'm asking for your opinion.

#

The cycle time is 30 seconds so that 500m3 of HOR is actually possible.

wind spade
#

I'd have to play around the math with it first 🤷‍♂️ I can't really say if a recipe would be valuable to me just by looking at it

delicate chasm
#

So at no point is the input so high that you feel it invalidates the potential value in this case? When specifically the usage case is "not need to hand craft."

#

If the math works, if it CAN be done, then it's potentially useful?

#

(Again, I'm just trying to get a really specific understanding of your opinion on the broad topic by giving you this utterly ridiculous example of a recipe)

wind spade
#

I mean the current recipe is literally just "take a few items from storage to one manufacturer"

delicate chasm
#

You mean from a fully automated steel pipe, motor, iron plate, and iron rod factory truncating in a storage.

Which you hopefully then also have belted directly to the manufacturer, not hand-carried?

#

It's not automated otherwise.

wind spade
#

all those three are needed in storage iirc

#

so yeah

delicate chasm
#

Yeah... So it's not just take a few items from storage to one manufacturer. It's create automation for at least 1 manufacturer using several distinct chains including steel.

wind spade
#

no, it's taking them from storage

delicate chasm
#

If you're just pulling from storage that is automatically filled from input factories in any way, it's a full line of automation.

It's just inefficient if you're not consuming all of the input, or excessively wasteful if you are. It will not just be an always on production cycle which is also not just plain destroying part value for no reason.

wind spade
#

all my production lines lead to storage

delicate chasm
#

Same but if the storage containers then have outputs they are not storage; they are buffers that I'm using for storage.

wind spade
#

they don't have outputs

delicate chasm
#

Ideally the storage itself is the end point of a line.

wind spade
#

it is end of a line

delicate chasm
#

So if you are moving from what you are referring to as storage (not outputting automatically), you aren't automating miners.

wind spade
#

storage = the building/area where my containers are

#

I split from the parts that arrive to storage

delicate chasm
#

So it's not pulling from storage; it's pulling from the input line to storage.

It's pulling from the output of the factory the parts came from.

#

If it goes through a container, that container is a buffer, not storage.

wind spade
#

given that "storage" is "the whole building" (as I already said), then yes, it's from storage

delicate chasm
#

If it arrives in a container with no output, it's stored and using these items is hand carrying, i.e. not automated.

wind spade
#

storage != storage container

#

but this is nitpicking anyway

delicate chasm
#

My point is you are either automating it or not. You are not existing in a Schrodinger like state where the recipe is both useful for automation but also is not being used for automation but is good because you find it useful.

#

Yeah it's really nitpicky, sorry.

wind spade
#

and I am automating?

delicate chasm
#

I don't mean to be pedantic either.

wind spade
#

like at which point did I say I don't automate?

delicate chasm
#

I'm not saying you did. What you did say is that it's just a few items from storage to a single manufacturer.

It's not like you're just pulling some items out of storage (you're diverting from storage before it gets there).

#

So I was saying that no, you ARE automating.

wind spade
#

again, what I call storage is not just the container, but the whole building (including train stations and such)

#

same as "factory" isn't just the machines, but also belts, walls, foundations, etc.

delicate chasm
#

The specific thing is that your wording implies it's just a few items taken from the end point.

#

Still, the recipe existing and having the output that it does is not an issue whatsoever. Its utility is undeniable because the game is about automation.

I said that earlier.

The cost for what you get is the part that is definitely bad, because it is a loss on all fronts. It's not a tradeoff of any other thing - it's JUST more expensive.

wind spade
#

until I'm using all nodes to their fullest potential, I'm already "wasting" tons of potential production, so it's not like this makes any difference to my reasoning

delicate chasm
#

Until your final build is complete, your save is only partially functional.

Okay now let's get back to the just 1 machine in that great big world eating a whole impure iron node when it could just be a rotor and a couple of plates.

wind spade
#

it's not eating almost anything as it's eating things that would go to sink anyway

delicate chasm
#

It's eating your sink points.

wind spade
#

of which I have more than I'd ever need

#

given their limited use

delicate chasm
#

Good for specifically you and no other player then. SnuttsGood

wind spade
#

Sev has same point iirc

thorny cedar
#

for me aswell

wind spade
#

and yeah, as with all alts, this is a subjective alt and I'm not saying "it's good, use it", but "for me it's not bad"

delicate chasm
#

So then back to the recipe I made up earlier. It's The Method for getting the part without hand crafting. That being the only way to achieve it, would you still say that the statement "that recipe is bad" is worth arguing against?

wind spade
#

as you mentioned, there may be people that do "least handcrafting" challenges

delicate chasm
#

At some point, subjective though an observation may be, it has enough grounding in basic values of effort vs. return to get a lot of other people to agree that yeah, it's at least not good enough to say it is bad.

#

Then you have a specific usage case.

wind spade
#

and I'm not claiming "all recipes that you can make up are not bad", but "all recipes in satisfactory are not bad"

delicate chasm
#

Then you must surely have a point of reasoning for why that distinction exists?

wind spade
#

yeah, there are no crazy recipes like the one you invented

delicate chasm
#

This specific recipe is not bad - and it's not because it's the only way to automate miners, correct?

#

This recipe is a crazy one like the one I invented.

wind spade
#

it's not

delicate chasm
#

I'll gladly hear your reason for why mine is crazy and this one isn't?

#

How did you make that distinction?

wind spade
#

tbh I'm in no mood to nitpick every detail you can think of and explain why a sandbox game has subjective things

delicate chasm
#

scrolls up for several pages, then back down.

Okay.

#

I'll drop it.

wind spade
#

you have your opinions, I have mine, none of us will change their opinion, no reason to discuss

#

well it first seemed like you just want to know my reasoning, so I've answered

delicate chasm
#

no reason to discuss

YO NO. Absolutely disagree 100% with this. Never is that valid.

#

You will not catch me making truly absolutist statements often but this is one of those times.

#

Discussion is vital. I want to understand how you make the distinctions you make to form the opinions that you have.

wind spade
#

but now it's turning to "define how you value recipes by objective function that can be applied to any recipe so that I can see where you draw the line" in a world of subjective recipes 🤷‍♂️

#

sorry, I have no reason to discuss

delicate chasm
#

If you aren't in the mood for that or your mood has turned sour because of my presentation, I understand and will drop it.

#

But that's not what I'm intending to give you, so you know.

thorny cedar
#

he will stop if you stop

wind spade
#

well it first seemed like you just want to know my reasoning, so I've answered, but now it's turning to "define how you value recipes by objective function that can be applied to any recipe so that I can see where you draw the line" in a world of subjective recipes
this is why I don't want to discuss anymore

deft lichen
#

Epic vs steam turned into alt recipe comparisons are objective vs subjective...?

thorny cedar
#

but i only read half of everything so idk for sure 😄

delicate chasm
# wind spade > well it first seemed like you just want to know my reasoning, so I've answered...

You misunderstood the at first part, then, sorry.

I covered your reasoning in my initial rant. I wasn't necessarily aware that it was the totality of your reasoning, but that the usage case is "the only way to automate this part" was said right away.

The sum total of what I set out to express is that the recipe in-game is too expensive. You are punished at every point of the production in every way for something that has a stack size of 1, is most often used in groups of no greater than 12 (but sure, you might dot the entire dune desert with mark 3s in one trip, I get it), and which reduces your overall factory's stability or sink value.

#

The utility of not having to hand craft something is good.
The recipe's costs are not good.

#

I expect it'll be a rotor and some plates after the rebalance.

wind spade
#

I value the autiomation more than the extra resources needed for it

that's it

nothing else

delicate chasm
#

Yeah I know.

#

I've been trying to tell you that in various ways for a while now my guy, but I'm sorry that you're frustrated with me.

wind spade
#

tell me what I already know?

delicate chasm
#

No. Tell you that I know that's the only value it has to you. You made it clear early on and I understood it then.

#

A lot of the wall of text above is me expressing in different ways that sure, that holds up, because it's bad compared to itself using any metric or reasoning besides "ability to not hand craft itself."

sand hare
#

Are there any examples of using all the resources on the map to make the maximum number of the 4 last rocket parts?

delicate chasm
#

Yes, on the Wiki page for the AWESOME Sink.

#

It's an older calculation but includes a note about what was added after the calculation was done.

#

It's not an even number of all 4 though, if that's what you want. For that just use greeny's tool and set those 4 to maximize.

#

But I am not aware of anyone having actually built those.

sand hare
#

Thanks! I've been looking online, and all I find are people scoffing that it's iMpoSiBle to max out resources. I'm just starting on my max build and I'm using 25% of bauxite and 40% of quarts, so I have to recalculate the best recipes, ie not using quarts for aluminum

mystic moon
delicate chasm
#

Definitely check out satisfactorytools.com then and have a look at various chains you're considering. Also try enabling all alts and putting in 'maximum' for the things you want just for fun. 😁

#

(Keep in mind you'll need to actually add any other existing factories you want to keep, if you want to build what it tells you as a result)

#

Or lower the resource amounts it's using by the amounts you're already consuming.

sand hare
#

Yeah, 2 years ago I built so much that it started stuttering, I've been checking back regularly, Update 8 made it playable again, so the natural thing is to push the limits again!

#

I'm also going to try and avoid trains, that seems to be often cited as a drain

#

"The maximum amount of points that can be generated while using all available resources and energy without underclocking any buildings was about 184,168,000 points per minute by sinking 296.46/min Assembly Director System and 31.6064 Thermal Propulsion Rocket. This requires a 46% Uranium-Plutonium setup involving 23.2/min Uranium Fuel Rod and 10.3/min Plutonium Fuel Rod at 547 GW. This will max out the usage of every raw resources except Uranium (2% left), Limestone (20% left) and Nitrogen Gas (45% left)"

wow, I would never have guesses that nitrogen was not a limiting factor.

mystic moon
#

Anytime you're doing long-distance transport belts will be much more of a performance hog than pretty much anything else

median heath
delicate chasm
#

What DOES most of the quartz go to? Oscillator alts or silica?

wind spade
#

depends on recipes 🤷‍♂️

sand hare
median heath
#

Then you're not maxing Aluminium 🤷‍♂️

sand hare
#

it's impossible to maximize every individual component obviously. there has to be a lot of compromise to achieve the end goal in the best way

delicate chasm
#

I believe the context for this discussion was maximizing the phase 4 project parts specifically using the entire map.

#

Still not quite clear on whether you were thinking in terms of equalizing all of them or maximizing usage of raw resources like the sink calculation was though?

sand hare
#

that's what I'm trying to figure out. once good estimates of the cost of each main part are known (using the best recipes) then the math can be done about how much of each one is logical

#

for example, I think nuclear pasta might eat up all the nitrogen at an uneven rate

delicate chasm
#

Uhhh

The meta isn't going to be solved this way.

#

But this line of reasoning will likely give you some interesting goals and ideas so I won't stand in the way.

#

I will equip you with this statement though:
Best is context-sensitive.

sand hare
#

it's also a bit of trying to guess what will be released with 1.0, to get a head start. a fun little game that we only have a chance to play once

delicate chasm
#

Now THAT is true!

sand hare
#

In Shapez IO they set goals by parts per minute, I wouldn't be surprised if they introduce something like that for the end game here

#

Can't idle your way out of that problem

delicate chasm
#

I spend 40 hours stockpiling ISCs of the items in question.

I belt them to the thing that checks PPM.

🤘

sand hare
#

It checks production rate, not sink rate 😛 plus it can back track and make sure each of the sub components is also being produced in sufficient numbers

delicate chasm
#

(I know what you mean, and assuming if they implemented something like that it would check machines, not containers)

sand hare
#

Hmm, for aluminum it might actually be better to use silica since silica/Quartz Crystal can be avoided in many recipes. But it's easy enough to change between the two so it's not the most pressing question for efficiencies

prisma kraken
#

imho, default alumina solution is only really useful in making silica for nuclear

magic island
#

you can max out scrap as a first step without having to consider quartz

then just decide how much/little silica you want to combine with that scrap

prisma kraken
#

which is kind of the way you should approach it if you're concerned about map resource limits

shut coyote
#

(though I'll still use that site for the interactive map)

wind spade
#

yeah well my map is bad

shut coyote
#

(there's a map on your site?)

wind spade
#

no, that's why it's bad 😄

shut coyote
#

that tracks

#

but it's also good. no flaws

#

can't have flaws on something that doesn't exist, after all

wind spade
#

except the flat what it doesn't exist xD

shut coyote
boreal summit
#

Can't go wrong if you never try ¯_(ツ)_/¯

shut coyote
#

10 mod frames/min should be decent enough for pre-train I'd say

boreal summit
#

And yeah I've been using your calc a lot with this new setup I'm working on, it's been great

shut coyote
#

should let me get train networks up and running super quick

vapid gorge
shut coyote
#

true, though I'd rather use that elsewhere. once I've collated it all into a single bus I'll know just how much I'm working with and decide then

#

if I've got surplus copper (which I may well have)

shut coyote
#

goddamnit. I grabbed like 20 hard drives

#

picked the entire north clean and still got at least 5 alt recipes missing (for current teir)

#

well at least there's an easy string of 4 with cheap reqs

vapid gorge
shut coyote
#

but that's my idea, to use steel screws to save on mats

vapid gorge
vapid gorge
#

in terms of resources

shut coyote
shut coyote
vapid gorge
shut coyote
#

which is fine I can just do it manually

vapid gorge
shut coyote
vapid gorge
#

and every other screw recipe

shut coyote
#

there we go

vapid gorge
#

To have more control over resource use I find that when you select a recipe you unselect the other option to force the calc to do what you want

shut coyote
#

gotcha - still getting used to actually using a tool

#

rather than running the numbers myself

much quicker this way lol

vapid gorge
#

yeah takes a bit of effort to really get the hang of it, but it's worth it

shut coyote
#

ooohhhhhhhhh okay

#

clone tab

that is so useful for comparing

vapid gorge
shut coyote
#

okay yeah def worth getting used to this

#

after I continue running around for more goddamn hard drives

#

ARGHHGHGHGHGHG

prisma kraken
shut coyote
#

computers are gonna be a right pain in the arse though

#

logistically

vapid gorge
#

you can use alt recipes to shrink the needs down quite a lot

shut coyote
#

ooooh you can have the calc make multiple end products at once

vapid gorge
#

and input parts that are being made elsewhere isntead of including them in the raw part plan

wind spade
shut coyote
#

ah I see, so you can tell it if you're making X concrete a minute, or whatever

#

that's handy

vapid gorge
wind spade
vapid gorge
vapid gorge
shut coyote
#

this reminds me of modding skyrim using Vortex mod manager.

not fond memories

#

webs. webs everywhere

vapid gorge
shut coyote
#

though in this case webs are totally fine

shut coyote
vapid gorge
shut coyote
#

huh and I can just ditch the supercomputers for this to be applicable to me. nice

#

(though tone the numbers down a bit cause I sure as shit don't need 120/min computers at this stage)

vapid gorge
#

if you like. It still requires more resource TYPES so if you don't want logistics it's harder to find a spot with all of it there

shut coyote
#

eh no big deal, since where I'm at in the desert has plenty of caterium and copper

vapid gorge
shut coyote
#

and the bay area thing at the north (whatever it's called) naturally has a large amount of water

#

ah so it uses the recycled rubber/recycled plastic loop to maximize oil efficiency

vapid gorge
#

you don't have to use it, just needs more oil in that case

shut coyote
#

aye, but moar efficiency = moar good

vapid gorge
#

and it's not so hard if you've gotten the hang of piping

shut coyote
#

honestly this looks good

#

I'll set up the infrastructure for trains (and belts) and belt over the caterium to the oil area, easiest way I reckon

#

since fluid transport over distance is a bit more annoying than solids

#

(plus it'd just be moving one solid as opposed to two liquids)

vapid gorge
#

I find that combo better for smaller volumes of production. The first I linked is good for larger ones as you have more choice of local nodes to extend the product

shut coyote
#

and itd give me an excuse to try out some new bridge type designs

shut coyote
#

which should be plenty

#

also is it just me or is the shotgun super good

#

can't believe I've slept on ranged weapons for so long

vapid gorge
#

shatter shot? yeah murders everything

shut coyote
#

shatter rebar

#

cheap as hell too

#

definitely gonna set up a production line for those so I can stop handcrafting them

vapid gorge
#

the new ammo recipes do making fighting kinda trivial

shut coyote
#

(was handcrafting just to see if they were good and goddamn)

#

I'm playing the game like a movement shooter now

vapid gorge
#

just hand craft a few hundred. kills thing fast

shut coyote
vapid gorge
#

and if you put up a powered building spawns stop in the area

shut coyote
vapid gorge
#

scatter rebar is a new alt

shut coyote
vapid gorge
#

used to be just the regular rebar and reg ammo for rifle

shut coyote
#

yeah ik, been playing since day1

#

so I've been aware of the ranged options

#

but the rebar gun used to be kinda shite so I've always stayed away

#

really should have checked them out after that update that added new ammo types

#

took the rebar gun from being "meh" to "DOOM music intensifies"

vapid gorge
#

regular rebar might have been better than the rifle tbh, very high dmg single shot. if you had decent aim you could clear things well

shut coyote
#

actually when was the rifle added?

#

cause I swear it used to be that the only ranged option was the rebar gun

#

that's the problem with games that are in development lol - can never remember when shit was added or changed

boreal summit
#

I mean, there is a changelog... somewhere?

fierce cypress
#

it'd be on the wiki

shut coyote
#

damn apr3 2019?

#

so ages ago. huh.

sand hare
#

speaking of fixes, are the belts running at full 780 and pipes at 600 now?

vapid gorge
#

you could always run mk2 pipes at 600 and the issue with all belts, not just mk5s, has been largely resolved

sand hare
# vapid gorge you could always run mk2 pipes at 600 and the issue with all belts, not just mk5...

https://satisfactory.fandom.com/wiki/Pipeline#Current_issues
Mk.2 Pipelines have issues transporting fluid at its max capacity, 600 m3/min. Any type of dead-end junction (be that actual dead ends or a side-line becoming full) will cause fluid to flow back, which interrupts the pipe, causing it to drop below 600 m3/min. Usage of loops is recommended.

also two years ago "Mk.2 Pipelines have issues transporting fluid at its max capacity, 600 m3/min. Despite its reading shows 600, there is s 1~3 % loss in fluid flow, so it is advised not to use its full capacity."

Satisfactory Wiki

Pipelines are used to transport fluids between structures. The Mk.1 Pipeline can transfer up to 300 m3/min, the Mk.2 twice as much. Head lift has to be applied to transport fluids vertically...

wind spade
#

you can get 600 if you build properly

#

I don't think the second issue is true

vapid gorge
wind spade
sand hare
#

Hard to tell fact from outdated fact to straight up superstition with so many years of updates

vapid gorge
delicate chasm
#

Oh, community doesn't know what the bug is?
Every side of a junction can output/input any amount but each pipe segment connected can move total 600m3, both in and out.

If it's moving 480 in and 120 out at the same time through the same side on a given tick, that's 600m3.

Getting the flow to be continuous and in one direction is easy when just a few machines are mid-stream but a long manifold gets pulled from too often for the far end to have no backflow, i.e. have 600m3 of forward flow to feed the last machines.

#

I thought this was well established before I even showed up.

#

(For clarity, that's 480 in and 120 out as a rate/minute, not 600 units moving on a single tick)

prisma kraken
modern lance
#

Im a little confused with the numbers on the wiki for rotors, 363.46 iron ore/m is 51.64 WP, 140 iron ore/m is 19.89 WP, which is a consistent 7.038..., but 172.31 iron ore/m is 48.48 WP? Shouldn't it be ~24.5? or am I misunderstanding WP

median heath
#

Recommendation: Stop caring about WP because it is subjective anyway.

modern lance
#

i was doing a check if screws were ever useful, and going by the numbers its only rotors, using WP to save myself some math

median heath
#

If you have all recipes unlocked, the only "optimal" use for Screws is Copper Rotor, yes.

#

That being said, I love me some Bolted Frames.

#

Bolted Loop is one of my favorite BPs that I have made 🙂

barren elm
#

We really need at least 6x6 blueprints, look how cramped that is

median heath
#

Hard disagree.
4x4 is perfect.

mystic moon
#

I agree with that

#

Any more and it becomes very bad gd

#

Especially when you utilize the vertical space, you can fit a lot in a blueprint

#

As a matter of fact, you can fit entire production chains for <t5 items in a blueprint

barren elm
#

I like to see my builds, not have them look like uncooked ramen crammed into an incomprehensible cube

#

But I concede that's personal preference

median heath
mystic moon
#

My most common use for bps is architectural patterns and manifolds

#

Or a combination of both

median heath
#

I use them during progression to quickly set up stuff just to get it set up and I will make the permanent, custom factories once I get to T7-8.

mystic moon
#

When I find something that's really fiddly to build I'll typically blueprint it so I don't have to deal with it again

true junco
neon nexus
#

im pretty sure i should take this one but i'd like some advice if possible xD, i have no idea which would be better (i havent automated hmf yet)

wind spade
#

no reason to apologise 🙂

median heath
#

3️⃣

thorny cedar
#

yea i would say 3 aswell

frosty owl
thorny cedar
median heath
#

Only thing the Printer needs added to it imo is the ability to place Miners/Extractors (especially WATER EXTRACTORS) into it.
Other than that is it near perfect as-is on U8.

prisma kraken
#

flooded, yes, the configuration was i was making an odd amount of coke & fuel from 600 hor in a short manifold, it should have actually just worked, but wouldn't ever stop sloshing, dropping the pipe speed down to mk1 and feeding the hor from both sides of the manifold, coal generator style fixed the issue

#

i can grab a photo or two post fixup if you're that interested

#

full disclosure: i was expecting to see the issue, and just wanted to see if i could get away with a simpler piping scheme

delicate chasm
#

My take on it these days is very simply that whichever length of pipe is the manifold is the one that needs to be fed evenly, whatever else is going on.

Side feeding even short lines I just don't do anymore at all. It sidesteps nearly all fluid problems and doesn't really take up much extra space/copper sheets.

#

Exception for initial aluminum setups. That's just 2 refineries and a water extractor so it's not a manifold but it is side fed.

#

As a bonus: To some degree, a larger volume in a network helps soften the blow from glugging. This is true when top feeding.

#

That extra volume accounts for some of why looping helps even when the manifold is short enough that it SHOULDN'T, like your example @prisma kraken

||Constantly filling and emptying a pipe segment that can be emptied in one 'slurp' from each machine won't make a good system but if you change nothing other than adding a loop, you have also doubled the volume the manifold contains.||

sand hare
#

You guys discussing 4x4 vs 5x5 blueprints, but personally I couldn't keep playing the game unless I could copy entire factories in the editor. The fun is coming up with a great design, not placing brick on brick

#

Although, I stopped downloading other people's structures because it takes longer to debug them than to build the same thing from scratch sometimes

oblique hollow
#

thats a difference is preference

#

if you need to be able to plop down copies of factories, thats your playstyle

#

The base game blueprint system is not strong enough for that (even if modded)

median heath
#

Also the base game BP system reflect what the devs intend.

If your playstyle isn't in line with what they intend, that's where mods and the save editing megaprints come in.
Which they fully support you doing, but it doesn't mean they need to make it a baseline feature for everyone. 🤷‍♂️

#

Personally I could not imagine just copy/pasting someone else's work instantaneously.
I very much enjoy building my own stuff.

sand hare
#

Yeah, the game is very balanced for the progression. But shortly after unlocking everything, there are no more immediate goals. That's where it can sputter off, or it really shines. Building complex systems with no hand holding is not common in games.

thorny cedar
#

its just a different game in the same genre and i like it like that :3

median heath
#

Building complex systems with no hand holding is not common in games.

It's pretty standard in all sandboxes I have played.

thorny cedar
prisma kraken
#

@vapid gorge @delicate chasm this is the pipe network i was speaking of; when i first built it, i had a single mk2 pipe feeding it in one direction before i turned it into a horseshoe of mk1 pipes feeding from both directions

vapid gorge
prisma kraken
#

note i didn't loop it, i changed it from a direct feed manifold to one in which i'm pushing 300 hor from each side into the manifold; having the 2 sides connected just causes more sloshing in the pipe

#

it wasn't a big deal, i didn't expect to be able to push 600 through a pipe with the odd numbers the build needed, but i wished to see if the mk2 pipe bug still existed, and it does

#

i'm laughing a little... 500(ish) hrs into this save and i'm finally getting around to building a real intro copper factory

frosty owl
prisma kraken
#

i don't have the unfixed version anymore, but it isn't hard to create, as for sharing the save, dm me if you'd like it

prisma kraken
#

hmmm, power cable bug again

thorny cedar
#

wait

thorny cedar
#

plz tell me befor you solve it

prisma kraken
#

i figured out what it was, 2 power nubs coexisted at the same snap point

thorny cedar
#

nvm was not what i was looking for anyways but i had an issue with this aswell but cant replicate it for some reason

prisma kraken
#

i actually had it blueprinted, but saved over the bad version

#

but there really were 2 power nubs at that same snap point, you could wiggle the mouse and change which one you were pointing at

thorny cedar
#

i believe you no worries

prisma kraken
#

i'm saying it for sake of documenting it here

#

i think that may be a cause of a lot of the reports of bad power connections

boreal summit
#

If all else is equal/maxed, what's the theoretical max throughput of a single freight car?

#

like, if you have enough trains on that route to equal out travel time delays, input and output are maxed and suitably buffered, etc.

thorny cedar
prisma kraken
#

you need a perfectly timed trip and a 500 stack item to get anywhere near that, though

#

i personally don't like going much over 780/min per car

wind spade
#

Yeah, just go 1 belt = 1 car and you're safe in pretty much all cases

prisma kraken
#

on the flip side, for 100 stack items, you can usually do about 600/min unless its an extremely long trip

#

for that, its the car capacity that limits you, and you may need to double up on trains or split the load between 2 cars

#

in my current save, i have 2 train routes going up into pink forest for bauxite

#

give me a sec, and i'll show the routes

#

for the pure nodes i'm mining, the routes are too long for one train, but the normal nodes transfer fine. in my case i just doubled up the trains on each route to be able to push 780 or from the miners

#

i.e. 600 ore per car is on the hairy edge of what can be transfered

boreal summit
#

Thanks, that explanation is much easier to parse

median heath
frosty owl
#

Btw, @thorn bane (sorry for many pings, do say if it's annoying), how did you come up with how to use loopbacks in sushi-balancing for saturated sushi?

Observing such systems warming up, I realize I can't quite explain how the loopbacks achieve the result we want... It's like magic jacelul

stone delta
#

Sevrahn, how do you calculate the maximum throughput of a single truck ruote with mutiple trucks? Does it depend on render distance? Is there a best practice for making the truck route as reliable as possible?

thorn bane
# frosty owl Btw, <@284823369977954306> (sorry for many pings, do say if it's annoying), how ...

to be honest i kinda just tried it and it worked
but it does make sense if you think about it
for example with a 5-1, every 6th item gets remerged but because you control exactly what items enter it it will always be the 6th item coming from that belt, which will make place exactly when that item enters the merger
you could even replace those items with junk like concrete and it would still always loop those back since its always the 6th item coming

barren elm
#

(also bonus tip, people recommend explorers a lot, but they flip like crazy in render range when driving on terrain)

stone delta
prisma kraken
#

and as for making reliable truck routes, you make them as simple as possible and try not to have paths for vehicles come anywhere near one another

stone delta
prisma kraken
#

its always limited by the belt speed in and out of the truck stations and is just a sum of the whole, add trucks to the route until they start not filling a complete load and you have max throughput. The exact number of trucks needed depends on how long it takes to fill the trucks

#

the math is simple with trucks, getting them to behave is difficult

stone delta
prisma kraken
#

i doubt anyone has done the math on that because it varies between every route

#

and being honest, i doubt anyone is actually pushing that sort of volume practically via truck

stone delta
prisma kraken
#

there's several limits you hit, stack size, rtt and frieght capacity being the big ones

#

my honest opinion on the matter is that when you start trying to run multiple vehicles on the same path, you should save yourself the trouble and use trains

stone delta
stone delta
prisma kraken
#

which is kind of the point i'm trying to make, you can't hit the theory limits because their behavior isn't very reliable in complex delivery networks

#

i actually tried that all a few months ago

#

i started the game over with a less insane premise

stone delta
prisma kraken
#

i've tried

stone delta
prisma kraken
#

it may seem i'm a bit negative about vehicles, but its because i've tried pushing them past the normal use-cases

#

not formally written up my findings for peer review or anything that extensive, no

stone delta
prisma kraken
#

but i've tried bussing goods into a max nuclear build fueld by pfr's and the experiment didn't end well

stone delta
oblique hollow
#

small dedicated lines have always worked fine for trucks, but actually expanding that is the issue

prisma kraken
#

i also at the start of u7 did a no-train playthrough

oblique hollow
#

i ran a pretty decent sized oil rig with one truck and 4 stations (2 truck stops per location)

prisma kraken
#

where i started in DD and had to rely on vehicles for logistics, and by the end of that playthrough, it was all drones & long distance belting b/c i was having a lot of issues with them

#

vehicles work pretty well if you keep things with them simple

prisma kraken
oblique hollow
#

no the second station was moving stuff the other way

#

one is pickup, the other dropoff

prisma kraken
#

i've never tried that b/c you have to be very sure the vehicle is completely empty for the return load

oblique hollow
#

i just make it wait enough so i can guarantee its empty

#

because finite truck inventory + 120 stacks/min means finite time to unload

#

and unless im like shoving things into it recklessly there are no bottlenecks

median heath
prisma kraken
#

what got me about vehicles in that nuclear experiment, actually is that vehicles burst 18 stacks entering the station hitbox and then transfer an additional stack every half second, which is pretty unintuitive and not really documented well anywhere

oblique hollow
#

never knew about the burst i just go with the 2 stacks per second value

#

that sounds like a bug in all honesty

prisma kraken
#

i kept wondering why with default wait times tractors & trucks were both transfering 20-21 stacks per trip

#

tbh, the pause on the stations should be auto-tuned to the vehicle's capacity as 1+(slots-18)/2

oblique hollow
#

if thats true then chaining 4 stations and just driving through should be peak loading and unloading

prisma kraken
#

or just make the entire burst transfer instant

#

its probably a relic behavior in the code from like update 2 or something that just keeps getting overlooked and is now burried in the update 5 fixups

oblique hollow
#

cant say i ever saw that happen myself

#

soooo fringe data with insufficient support

#

unless you can get other people to agree im calling this a "you only" bug

prisma kraken
#

i was really just experimenting with it, had a bunch of limestone miners and seeing what i could transfer and well, they don't work as you think they would,lol

oblique hollow
#

welp. I wouldnt go around claiming this as a fact atm

#

verification from other players needed

prisma kraken
#

seriously, just fill a tractor up and set it to make a delivery, it'll only transfer 20 or 21 stacks, it varies based on the number of seconds actually in the station hitbox, but you need to set the pause time to ~6 seconds to empty a tractor

#

you can sit in the station gui and watch the burst

oblique hollow
#

U8 or U7

prisma kraken
#

when i did this experiment it was first days of u8 on experimental, haven't gone back to u7 to check to see if behavior is the same

#

i wish i had a toybox u7 save for someone to verify my observation with that version, but i do remember seeing the trickle in of stacks in previous updates, can't recall if there was an 18 stack burst though

#

i think it honestly has just always kind of been that way, but people don't generally push vehicles anywhere near their capacity

#

i.e. in phase 2 or 3, you're not going to exceed the capacity of a tractor from a miner or two

oblique hollow
#

nnnnope, no bursts in U7

prisma kraken
#

maybe that was added in u8

#

...give me a sec

oblique hollow
#

you wont find a patch note for that

prisma kraken
#

yeah, i'm going to record what happens at the truck stop, but i wanted to restart the game first b/c the truck gui has a math error that causes a divide-by-zero

#

i think that's the #1 source of u8 crashes for me

#

i'm just waiting for the truck stop to fill atm

oblique hollow
#

still no bursts in U8

prisma kraken
#

i'll say the behavior is the same for the tractor & truck, its 18 stacks near immediately & then 1-3 stacks more depending on time in the hitbox

oblique hollow
#

wh... this was normal docking behaviour

#

no bursts

median heath
#

Burst? Bursted? Bursten? Whatever the word is.

prisma kraken
#

try getting under 18 stacks out of a truck or tractor when it enters a station - you cannot = burst

oblique hollow
#

wth is that supposed to mean

#

your video showed nothing and that statement makes no sense

#

vehicle enters station hitbox > docking sequence begins

prisma kraken
#

the stacks appear in the station ui one at a time, but you can't not transfer 18 stacks from a fully loaded vehicle

oblique hollow
#

why didnt you show that then

prisma kraken
#

because i didn't think to do so 🙂

#

in any event, tl;dr, if you want to pick up or drop off more than 20 stacks at a station, change the pause time on the route

oblique hollow
#

thats kinda expected behaviour considering dropoff is time based

prisma kraken
#

i do wonder in the code if it is just a function of the time within the station hitbox, or there's some special '18+x' sort of code to get around some other bug

#

neither would surprise me

neon nexus
#

i've just started to build my first hypertubes canons to travel faster with minimal effort but i feel like the speed isnt rly 'constant' i feel like im not getting the same speed each time, is it a known thing ?

vapid gorge
#

Also cannons are an exploit. Just be glad they work in some way. Apparently they're pretty borked in u8

neon nexus
#

makes sense

vapid gorge
neon nexus
#

okok

#

ig i'll just have fun with it while it last

leaden depot
#

I thought I'd be clever and make a uranium fuel plant that has no splitters except raw materials. AKA nothing shared at all, 1 machine per step. no manifolds or anything.

#

It seemed like a good concept with blueprints

#

except the startup time is insane, becuase becons are set to 1/min and the recipe makes 20.

#

so it takes like a full hour before I get one fuel rod

#

because I clocked everything down to exact ratios

#

some machines are at 1-3%

barren elm
#

I think if you're at a point where a 1% underclock makes sense, it's time to have that factory supplying multiple modules

#

To say the least

river night
#

especially if its not part of the radiated production line, which i can understand wanting to keep tidy and perfect to reduce radiation 😄

leaden depot
#

I just thought it would be cool to have a 6x6 self-contained tower that can supply a maxed out nuke plant on top.

vapid gorge
vapid gorge
#

imo

#

You could try flooding all the parts, besides uranium with smart splitters set to overflow that way once the uranium process balanced out everything would flow normally?

leaden depot
#

Once it starts up, everything will be operated 100%. I could overclock everything fully. To reduce the start up time. But then everything will be running at like one or 2% efficiency once it backs up.

vapid gorge
#

overclocking won't really solve the issue because presumably you have the correct amount of raw material feeding it?

leaden depot
#

That’s true. Trying to play in this world with perfect low balancing and trying not to let anything overflow. But it’s kinda hard when the ratios vary this wildly.

vapid gorge
#

So by my understanding you're basically direct feeding from one machine to the next right?

leaden depot
#

Yep

vapid gorge
#

are raw goods being delivered or mined on site?

leaden depot
#

The cool thing is, it scales pretty well this way. Even though I need thousands and thousands of iron for the whole project of Max uranium, the iron, for any single thing probably fits on a single belt, and I can scale the miner for exactly that

#

Raw inputs to each tower.

vapid gorge
#

yeah but delivery matters. If anythign is by vehicle you get it in bursts right?

#

at least until it balances out

leaden depot
#

Nothing is by vehicle 🙂

vapid gorge
#

ok so in theory, if you empty out the whole system, make sure all the primary machines are full whatever your starting raw ore or parts are using, then start it all up at once, it should spin up fairly shortly. Even wire/screws since direct feed won't get teh manifold spin time

leaden depot
#

I just think it will be cool to switch on all the minors at once. And if my calculations are good, all the power plants should go live at the same time and stay on 100%

#

The total time to get any power might be pretty high, though

vapid gorge
vapid gorge
#

and with the sink it'll still flow perfectly from the miners once it stabalises

#

It's a cool concept. And totally doable

leaden depot
#

This is why I need programmable, splitters, or at least an on off switch for them

vapid gorge
leaden depot
#

If I could use a power switch to stop all the belts right at the input.

vapid gorge
#

what would that do?

leaden depot
#

Oh, just let me start it all up without worrying about travel time making everything in consistent. But now I think of it that would be another buffer point that would be backed up which is what I’m trying to avoid.

#

The other cool thing about this set up, within a single tower. I can supply a max power plant only using Mark one belt.

vapid gorge
leaden depot
#

Oh! I can just have everything go into sinks from the main input side of things via smart splitters. Then I can just quickly copy/paste a new rule set onto the whole row of splitters to enable the inputs, correcting for travel time. Awesome.

vapid gorge
#

I'll pretend to know your set up and assume that makes sense 🙂

leaden depot
#

Actually, I think the start-up time with everything clocked down is closer to 100 minutes.

prisma kraken
frosty owl
#

I made a Supercomputer setup, it just works so well... It also gets decently easy to design, with use.

south walrus
#

I'm starting work on a nuclear power plant, and I'm wondering when exactly those recipe changes for nuclear power items are going to come out, because when that is could change my plans.

snow dove
#

1.0

south walrus
#

Also, about how big is the radiation area produced by a nuclear reactor if it's full of fuel rods?

snow dove
#

40.6666 meters

#

equation if someone would double check that

wind spade
south walrus
wind spade
#

that's not how it works

#

the area isn't "circle around reactor"

south walrus
#

Wait the radiation areas combine?

wind spade
#

technically there's no "area", any radioactive item radiates across whole map

#

just sum of radiation intensities from all items need to be larger than 0.2 for the area to be considered radioactive

#

and if it's 45 or larger, it's max possible radioactivity

south walrus
#

Or does the radiation from more reactors combine to extend the range of the outer ones?

snow dove
#

having a reactor anywhere in the world at least marginally increases the range in which you'll take radiation damage

#

if the red line is equal to or above that blue line, you take damage, if it's below, you're fine

#

x is distance, y is radiation value

#

the red line approaches both infinity and negative infinity so it never drops off fully

wind spade
#

each item radiates across whole map, intensity drops heavily with distance
intensities from all items are summed at the position of player
result above 0.2 is radioactive

snow dove
#

cap is 45 which is 100% radiation

south walrus
snow dove
#

anything closer than .5 meters is counted as .5 meters, anything in the inventory is counted as .5 meters

snow dove
south walrus
#

Or would the radiation emitted by each reactor cause the total amount of radiation to go higher which would result in a larger effected area?

snow dove
#

if i’m understanding that one correctly, that one

wind spade
#

all reactors emit same radiation intensity
sum of intensities at given point depends on placement of reactors

south walrus
#

@wind spade @snow dove Ok, I figured a visual would help a lot.

Is it A: Radiation from both sources combines into super radiation that reaches farther

Or B: Radiation from both sources reaches the same distance, and the only effect of their areas overlapping is that the radiation is worse there, not that the radiation reaches farther.

main dirge
#

A, but past the "cutoff" for the first source the component from it is negligible, so the "super" radiation is more like the second source plus one nanometre

thorny cedar
wind spade
# south walrus <@242004363730616322> <@507308613061050378> Ok, I figured a visual would help a ...

imagine it like this
each circle has increasing value
the outermost one is e.g. 0.0001, second outermost is 0.0002, etc., eventually reaching middle with values like 10, 50, ... (the exact numbers are not important, just that middle is a lot, but it quickly drops as it goes outwards

there's also infinite amount of circles, so it goes forever, decreasing the value with distance

now for each reactor, put these circles on it and then you sum the values for the place you're looking at

#

for example if there's two reactors and you're on the red point, you sum the green and yellow intensity

south walrus
#

Ah ok. I was wondering about range not intensity. The range at which the radiation from the green reactor is noticeable is not increased, despite the yellow reactor's presence, right?

main dirge
#

The range is infinite

magic island
#

they don't blob together to produce a field that's stronger or differently-shaped than the separately-calculated fields

wind spade
#

intensity is calculated for each reactor (or rather, for each stack of items, including those in machines) separately

intensity for one stack of items depends on distance between the point of measurement and the stack

total intensity is then sum of all intensities from all items

and total intensity is what is used to determine if you're in radioactive place or not

main dirge
#

So technically it doesn't increase? ¯_(ツ)_/¯

wind spade
#

for example, if yellow intensity was 0.1 and green intensity was 0.15, standing just in one of the fields would not do anything, but standing in the point where they meet, you have 0.25 intensity, which is more than 0.2, so radioactive

snow dove
#

the radiation outputted from one reactor isn't increased by another, but the range in which a player will take radiation damage is bulged slightly toward the other reactor

main dirge
#

Imagine a guy screaming in the room next to you and a guy screaming in the garden next door. You can technically hear the guy next door but he really doesn't matter much compared to the guy screaming in your ear. You can hear both of them from the end of the street, just quietly and you can't tell them apart. If you go to the edge of town they're too quiet for you to hear, but they're still screaming and a sensitive enough microphone could hear them.

sand hare
#

Does hiding the machines in a walled off box help the computer compute frames easier?

mystic moon
#

Not a lot

vapid gorge
#

Also lights/signs

sand hare
#

So since walls are stuff, they actually hurt performance?

#

But they have very few polygons

vapid gorge
#

and they optimized them to count as less stuff when tey are connected - but there's stlil the factory there doing stuff

#

you do you though.

echo geyser
#

@vapid gorge idk if this screenshot works

#

ill send the design real quick

vapid gorge
echo geyser
#

best shot I could get

snow dove
#

clock speeds for the coal generators and water extractor would be great

echo geyser
#

clock speeds?

snow dove
#

ah got it!

echo geyser
#

1 sec for water extractor and 4 sec for coal generators (I assume thats what you meant)

vapid gorge
echo geyser
#

45

vapid gorge
#

ok how much does your extractor do pm?

wind spade
#

||the water extractor produces 120/min, each coal gen needs 45/min, total 135/min, you're missing 15/min water||

vapid gorge
echo geyser
#

yh my bad

vapid gorge
#

and the water extractor does 120 water pm right?

echo geyser
#

yeah

vapid gorge
#

is that enough?

echo geyser
#

no I guess I did my math wrong lol I thought one water extractor could do 4 at a time for some reason

vapid gorge
#

it happens 🙂

vapid gorge
echo geyser
#

so should I expand to a few more coal gens since I need a 2nd water extractor anyways (since i only have like 4 power shards rn)

vapid gorge
#

well you only really want shards for the miners and you can find more easily

echo geyser
#

wow thats really helpful actually

vapid gorge
#

But generally you'll be limited by your belt speed

echo geyser
vapid gorge
#

Shards used on things other than miners? just save space. Since you automate all the parts for machines and nodes are infinite you'll get infinite parts over time right?

echo geyser
#

tru

#

theres a few things im not automating atm rn tho

vapid gorge
#

At the moment it doesn't feel that way because you've been using NON automated power

#

or that

#

as you build up 48 -64 coal gens is not a silly number to have, just keep expanding as you get new miners and belts

#

and definitely have some automation for every part

echo geyser
vapid gorge
#

you can start using fuel power a lot sooner and have fewer coal gens but I don't like doing that personally

#

The mW cost of machines goes up a LOT.
The next machine you'll unlock are refineries and they take up 75mW

#

so more than 1/2 a coal gen when you take into account the power cost of miners and extractors

#

oh wait I'm wrong

#

sorry 30mw, about 1/2 a coal gen

#

was mixing some building stats up

echo geyser
#

welp guess im gunna remake my coal gen setup to that third one cuz i like that one

vapid gorge
#

(I'm asking because this is the other most common issue people have)

echo geyser
#

to make the flow of everything equal?

#

no clue ngl

vapid gorge
#

not quite. How much would 3 extractors make? and what is the throughput of mk1 pipes?

echo geyser
#

360pm and 300pm?

vapid gorge
#

ok what would happen if you tried shoving 360 pm down a 300 pm pipe?

echo geyser
#

bad stuff lol

vapid gorge
#

well you'd only get 300 right 😛 so how do these designs solve that?

echo geyser
#

by changing the distance between them to make it efficient

vapid gorge
#

noooot quite. Also I'm not just harassing you - you'll find this important later on

#

ok so the top design in the image - on the left 120 water is coming in from that extractor right?

echo geyser
#

yeah

vapid gorge
#

and some of that water will be consumed by the 1st coal gen?

echo geyser
#

mhm

vapid gorge
#

so if the water is coming in at different points and some of it is getting consumed before it meets the other extractors...

#

remember the problem is we can't have more than 300 pm at any point

echo geyser
#

I think my brain has used its battery for today

#

am I supposed to take into account flow speed dropoff over distance

vapid gorge
#

even easier

#

because some of the machines consume water at no point is there ever more than 300 pm going through any point in the pipes

thorny cedar
#

and so on and so on where do you put the pipe

vapid gorge
#

So all 3 designs are effectively the same, just a different layout. You could create your own as long as no point in the system goes over the throughput of hte pipe

hoary locust
#

because of belt speeds it s common to

echo geyser
#

I think i finally did it :)

#

nvm actually, some stuff isnt getting enough coal

#

ughhhh yo i did all my math right too

#

not every gen is active all the time bruhhhhhh

fierce ruin
#

48 gens is my magic coal number.

oblique hollow
#

give it some time. At this point ( almost 3 hours later) it should be stable

distant dagger
#

im busy planning a nuclear power plant that should use all the uranium in the world, i need all this caterium. im not super experienced with trains, would this be a decent line on which i can add some trains? ill smelt them to ingots before loading them on the train to save space and theyll be offloaded on the X.

wind spade
#

I personally don't like loops and prefer direct route from A to B

distant dagger
wind spade
#

what is bugged?

wind spade
#

the second station is the wrong way around

#

train needs to arrive in the direction of the station

distant dagger
#

its a chain of multiple stations, which worked fine before i updated my game yesterday

#

anyway how else would it have to function if its a bidirectional track? do i build 2 stations on every stop then?

wind spade
#

no

#

if it's direct A to B, then you only need two stations

#

if it's more stations, then it's no longer A to B

distant dagger
#

it also did not work before when i sent it to station D

#

at station A and D it does a loop, like the one u saw in the video

#

same error

wind spade
#

does it stop at all stations?

#

in both directions?

distant dagger
distant dagger
wind spade
#

each station needs to be accesible in the direction of arrival

distant dagger
#

its only 1 track though, not 2

wind spade
#

so if you have station like this ===>, then it needs to be accessible from left side (= is platform, > is station)

deft lichen
#

Oh sorry, bidirectional track

#

I guess you build the same, just to allow trains to turn around

#

With NO SIGNALS, except surrounding the station itself

wind spade
#

in the video you didn't

#

the second station was the other way around

distant dagger
#

so this is what i had

#

x = train station, - = freight station

#

i had it to go from the bottom station to the top station, then pass each station

#

this worked before i updated the game yesterday (U8 Experimental), after that it stopped working

wind spade
distant dagger
#

yes

#

as its supposed to

#

the bottom one is the offloading one, the others are all loading ones

#

but yes i have no idea why i wont go to the next stations rn

#

if anyone could explain what im doing wrong itd be amazing

distant dagger
#

Fixed it nvm!

frosty owl
#

Looks like it could use more sushi

shut coyote
#

true

#

but I'll figure out sushi when I have more leeway on belt capacity

#

cause the way I segmented it doesn't really allow for sushi unless I used a bunch of belts per item

frosty owl
#

Assembly-products are almost never made in belt-capacity quantities. It's all about choosing the right items to deal with (eg: 18 motors need a total of 72 items/min for input)

shut coyote
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was mostly the wire really

frosty owl
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That's not an assembly product, in fact :P (I meant stuff MADE by assemblers)

shut coyote
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ah

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but yeah again, due to how I've segmented this

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sushi aint really possible

frosty owl
#

I was mainly pointing out the sushi for the motor assemblers themselves given throughput involved for stators and rotors and the aviability of a belt that could be used for overflow right there too (the looping output belt)

shut coyote
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but I'll figure it out later - it does seem cool

shut coyote
#

time for my first sushi!

frosty owl
#

Good luck have fun ^^

shut coyote
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(hopefully I don't somehow fuck it up)

frosty owl
#

If you do, I'll gladly help :)

shut coyote
#

well, looks solid

shadow marsh
#

Oooh, now I want to do some sushi stuff in the uranium fuel plant I'm building; got a good tutorial somewhere on how to successfully set sushi systems up?

shut coyote
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balls. cause the production's disjointed the belt segments leading to the machines only have one item type

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will have to run it for a while to see if it's an issue

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hopefully not

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fuck it is

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mathematically it shouldnt be a problem

frosty owl
shut coyote
#

ah

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yup that makes a lot more sense.

frosty owl
#

You can use one belt per machine, but that needs more care and results in more delicate setups

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Definetly not the kind of sushi to start from 😅

frosty owl
shut coyote
#

yeah I kiiiinda forgot about smart splitters

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since before, I've basically never used them before

frosty owl
# shut coyote hopefully not

Funfact: if you have a belt with 2 items alternating and split it with a normal splitter, you get 2 "pure" belts (single-item on each). If you split it 3 ways, the item pattern is preserved instead...

frosty owl
shut coyote
#

knew that - since due to the alternating pattern it can kinda "knit" itself together

shut coyote
#

buuuuut this way is a bit cleaner

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that explains why it was uneven

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forgot to add a single belt.

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and had a mk3 lift instead of a mk4

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@frosty owl sushi master, I require assistance

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blocked itself - should I just stick a belt at the end looping back to the start of the smart splitters?

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that'd work, but is there a better way

frosty owl
#

Do you have stators on the belt? Are they just not reaching because the sushi is stopped?

shut coyote
#

yeah there's stators

frosty owl
shut coyote
#

all the machines shown are motor assemblers

shut coyote
frosty owl
frosty owl
shut coyote
#

cool

frosty owl
#

There exist ways to make sushi that "can stop", but that's a tad more complex and almost always need heavy load-balancing

shut coyote
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once it fully starts up and I fix the small issues, there shouldnt be any overflow

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but till then, may as well store or sink

frosty owl
#

With an overflow belt aviable, any issue in production just means some overflow to handle and the system will resume working fine as soon as input are provided properly again. No manual intervention needed (other than fixing whatever was causing lack of input ofc)

shut coyote
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yeah - my issue was my wires lol

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wasnt feeding them right

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so the belt was overloaded

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not exactly ideal

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well, fingers crossed I finally fixed all the shit

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heh
in the hour It's been (mostly) running, made over 1.2k motors

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that's the most motors I think I've ever made