#math-and-meta
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usually the way i'll build the default rip recipe is to do 3 plate constructors for 90 ingots at 100% for 60 plate/min and then 3 cast screw constructors at 80% to give 120 screw/min from 30 ingots
I've got that part now. But is that including if we are burning recycled plutonium
that's just the base uranium burning, i didn't draw up the numbers for the recycling, would you like me to? (only takes a moment)
If you could
sure, should i assume you want the max pfr yield with the recipes?
As my goal is so far figure out the lowest amount of urainum that we need.
So whatever is the most effecinent for the reactor setup
oh, you want 168 reactors with pfrs AND ufr's
Yes
gotcha, give me a minute
Mixed ik it's funky but the people helping me don't wanna keep buoling pumps lmao
Building
its a different problem that i thought it was, going to take a moment to draw it up
ok, so, what i've managed to figure out so far is that 187.5 uranium/min will fuel 9 reactors with ufr's and 8 reactors with the resulting pfr's with this recipe chain:
(i'd include the pfr reactors, but the tool i'm using maths that out wrong)
Ahh
Bet
rounding that up to 170 reactors for some more square numbers, i get this as the required inputs:
which isn't too bad, the nitric acid sucks b/c its more than any one nitro well can provide, and you're looking at 20 hmf/min to support it along with a few baux nodes of production and a pretty chunky stator/ecr build, but its doable
Most of the infrastructure for the plant is. Being fed by mass rail transport so
Not a major issue
you need a good amt of sulfur for it
and like 2625 silica is the type of number that you're looking at a big cheap silica build, but yeah, pretty doable as a project, i'd say if you don't run into power problems, that's a few weeks of effort
the stators and oscillators are probably the big things
90 beacons/min stink to make whichever recipe you use, i'd be inclined to do iron-only beacons for that
We have a 10GWH battery as a burnable battery for some time.
And like 30GW of total power production.
So we will be having to try our best to handle getting the plant started cold.
But once it's running
yeah, but both the oscillators and the ecr's are probably +10gw factories, and you kind of need some of them to get the initial nuke reactors going
Hence why we will basically have to build and start fuel production first before the PFR burners even kick on
so you're either going to be doing tiny builds for those to get some nuclear up and then do the real builds, or need to give yourself a 30-40 gw cushion to do those builds right the first time
one thing i'll say is it isn't fun to do nuclear on the clock
I mean. It's not a huge ordeal. Pals and I have had other saves where we had to do nuclear on the clock due to a power grid failure.
i'm wondering if i can twiddle the recipes a bit to get that 187.5 for 17 down a little
Our gas power plant had an issue forcing it to shut down. And by the time we noticed it. The plant was requiring a cold start. So we actually had to finish building a small 3 reactor nuclear plant to Kickstart the rest of the grid again
This will be that
Just on a massive scale
it doesn't get the uranium number down at all, but if you substitute in fertile uranium for dealing with the nuke waste, you get this:
which will fuel 9 ufr reactors & 24 pfr reactors
you need 5.09090909 modules of that which brings you in very close to the 2100 uranium map limit
either way you're going to be using all 4 uranium nodes
anyway, that's about all i've got to give with the calculations, g'luck
my problem with the max-power builds is that they start eating into aluminum production and when that happens, you run out of stuff you can do with all the power ๐
Ehh. Even if we have to sacrifice some aluminum prod. We can either scale power production around. Or have the array run in interverals
true
all i'm saying is that in large worlds you're going to run out of bauxite before anything else
however you choose to build that out, i'd also keep an eye on the caterium use
ecr's can eat away at that pretty hardcore if you don't use silicon hsc+regular stator
I am going to process 6000 caterium ore/min (100/s) into quickwire. Should i use refineries or smelters to process the ore?
well you get more from the pure refinery? depends how much qw you want at the end
you can use this tool to do some quick maths https://www.satisfactorytools.com/production
I know but its just a 50% improvement but for a far larger space and power req. However i have 20-30 GW free power
I mean if you need more cat ingots than the smelter recipe produces you do what you need to right?
honestly making a hub just for QW isn't the greatest idea imo - it's annoying to ship wire
Im going to make factories for endgame parts and some need a LOT of quickwire. And i have a lot of space in the southern part of my world
Sure - but thats not a counter argument?
1 cat ingot makes 5 wire
That means for every belt of ingots you're then moving 5 belts of wire
ship the ingots and make wire on site.
Honestly just ship the ingots to the location too
same with screws
am i crazy or the map needs to be tweaked a little in a bunch of different nodes all grouped together with barely any space to get out
plus there is no fucking light with a huge cave opening
Nature doesn't fit to your convenience and it's a game about problem solving logistical challenges like that ๐
Also caves are dark
yeah first part is true
caves also get dark very quickly even a little way in
second doesnt really fit here, there is a massive opening as you can see in the screenshot
and 0 light is getting in
you can see the floor, it isn't pitch
dark is one thing but here we are talking pitch black
I can see the surface edging on the concrete floors ๐
and now you're facing away from light sources ๐ Caves get very dark very quickly.
unless the sun is just at the angle of basically shining into the cave? it'll be pitch fast
im in the same place, light doesnt work that way
it doesnt care about the place you are
did the sun go down further? ^_-
not at all
I would be very surprised if the lighting changed because of the camera angle
it does a bit i think, ive had a couple cases where my head borderline close to clip with terrain and it would become pitch dark
same place but looking back
@slim matrix global illumination enabled?
yeah yeah
well duh lmao
enables more realistic lighting, surprised cave with no light sources is dark
yeah i know how it works
but still, there is a huge cave opening right in front, there should be some light
lol GI disabled
lol just going a few meters forward and the light dissapears
something not quite right, i imagine related with the raytracing range around the character
they've said the world isn't designed around Lumen
it's just one developer's fun project
so it either works and looks cool or doesn't, too bad
also the lack of hdr plays a big factor problably on the internal tonemaper
I am yet to meet a TV salesman who doesn't make HDR sound like a gimmicky thing, but the technology has value, and like most advancements, you only really appreciate it when it's gone again. Best stick to the old, simple life, eh?
Props to Greg for being the driving force behind HDR photography - https://gregbenzphotography.com/hdr/
0:00 - HDR?...
just thought I'd share
ah i see
watched couple of min the guy actually seems to know what he is saying, was expecting worse lol
yeah it is true there is not many games with proper hdr
but there is quite a few actually, basically the ones that support PQ10 hdr
well towards the end of the video the guy kinda clueless, ofc hdr is not gonna look correctly on SDR, you have to tonemap it
and compatibility is completely fine, games that support hdr will tonemap to sdr just fine
anyway too off topic for this channel
could you do me a favor please: hold alt and left click that spot while its still visible. that should show a distance ping
if im not mistaken, that distance should be about 200m
i think its 100m what you are talking about
after 100 it goes pitch dark very fast
interesting
main point I tried to make was: Lumen usually only has an effective range of 200m but it seems they set it even lower than that in SF
yeah but either way i think they have something wrong configured with the tonemapper
lol you can actually enable hdr with console
its an actual improvement
cant see much on the tonemapped one, but the hdr screenshot if you have hdr monitor you can tell there is a lot more detail
when in doubt, gamma to the rescue 
@swift rose here's some tips for picking alt recipes: #math-and-meta message
Aight, thanks
woohoo, 1/4 of the stator build is now running!
i swear, the bigger the project, the exponentially longer running the belts takes
I mean it looks like you're load balancing? so yeah it's going ot be an increasing pain in the ass
a manifold would take moments
i'm honestly balancing because its less of a pita... there's too many lines coming in that just load balancing from a smart splitter the entire production lines makes sense to do. really more of an aesthetic choice
Phase 2 package lets gooooo
uhmm i just ran a conveeyor belt about a 1000m and its going the wrong way can i do anything
not run conveyors for 1km and use vehicles instead ๐ (or build on location)
but other than that, not really
well i wont play this game for a few weeks
why such oddball numbers?
(also steel rotor is more efficient on resources unless you use steamed sheet)
is it? ๐ค I think it's worse than normal
That sucks, I have done that, but not 1km worth
copper sheets are just pricey w/o steamed
gimme a sec to find my notes
so if your argument is "steel is cheaper", then I'd rather go normal than steel for even more cheap ๐
default recipe for wire & sheets; cast screw for making screws:
sure i can, want steel rod in it too?
that's just pure gain steel-wise, doesn't need to be for now
k
my point is that "if I want to add steel to my rotors", then normal rotor is cheaper than steel rotor
Well. The analysis on wiki makes some annoying prescribed assumptions/choices. But i would say that steel rotor is "more expensive" than default. Per wiki. Its about the same amount of mined items in, but default is all iron, and steel is half coal.
But i would have to go back and redo the calcs because of the assumptions/choices made by the wiki author.
this is what that looks like
yeah that's 2/3rd of steel compared to steel rotor
and rest is 500 iron vs 300 copper
well, that's burning a lot of iron too
Why the hell does the wiki assume iron wire, but then doesnt assume steel rods to screws. Lol.
because the editor's were lazy and just used numbers from greeny's tool w/o de-selecting iron wire ๐
because the analysis was made by one person and followed their subjective decisions
no, there were intentional decisions to not use what tools give by default
This is why it should have all been "base" recipes as often as possible on the wiki except foe the actual alternates being compared imo.
it shouldn't have been any recipes further, instead the person would have to check how to make that item separately
Sometimes they assume pure ingots. Sometimes not. Its not even consistent choices.
i agree the iron wire thing with the wiki analysis is pretty bad of a decision, it is cheaper than anything from a resource-weighted cost, but making iron wire is something you're not going to do unless maxing the world
on that subject, i find the modular frame recipe analysis just woefully bad
you follow the misleading analysis on that page, you end up with a bad factory
or have extra iron/not enough copper ๐คทโโ๏ธ
the only time you'll ever run out of copper is if going for more than 32 pasta/min
you're confusing global availability with local availability
bringing copper from far vs using iron wire is almost always gonna end up "I'd just use iron wire"
like you don't even need to use pure copper at all if you're not trying for ridiculous pasta numbers
Yeah. Ironwire is always a supplimental thing for me. Its handy to boost my usual primary wire productions from Fused Wire, or allow those materials to be prioritized to fused quickwire and copper sheets or whatever.
there's a place for iron wire, i'm not saying its bad or anything, just fricking painful to use
It is a bit of a hassle. Its less wire per ingot. Slow machine speed...but when i just need a little bit of wire, or just a little bit more wire. Its handy.
also, there's not much use for it; outside of space elevator stuff, every recipe that requires wire just needs a few assemblers on fused wire and you're not going to be running thin
so everywhere that I make anything out of wire I need to have caterium on hand? ๐ค
that's kinda limiting for me
with the scale i'm building, yeah, i'm running into copper problems, but where i'm running into copper problems isn't in a lot of places
probably the only real place where i've found a pure copper node with alloy wasn't locally enough is in making classic batteries along side all of the other pink forest bauxite processing
that took something like 1640 ingots when i was only getting 1560 from copper alloy... hated converting that build to pure copper to avoid another train, lol
The only time i use alloy ingots is when i dont want to bring the ores and water together.
man, i tried to get that 1640 down to 1560 though!
imho, i think alloy is the way you should defacto make copper
I mean you're judging it based on your playstyle ๐คทโโ๏ธ which may not be what other people do. And different playstyles mean different preferences and different issues ๐
Who me?
no, moon
Did you convert the whole build to pure ingots? Or did you just peel off some of it to pure?
what i'm saying is that my building style is on the large side and most people aren't going to be targeting the size i am, and that while a lot of local resource availability issues do come up, it really isn't as bad as people would believe
all of it to pure, i'm probably going to end up with the lion's share of copper making being pure eventually, its just a matter of getting max nuclear cooking first ๐ฆ
and that while a lot of local resource availability issues do come up, it really isn't as bad as people would believe
... in your playthrough (and playstyle) ๐
i don't want to, but getting a number of 32 pasta/min sorta just requires it
well yeah, of course, i'm burning entire biomes for factory lines, lol, of course!
Well. Any build that pushes the capacity of the world will do that.
what i'm saying, and perhaps i'm incorrect, is that most players won't go to those lengths
you're always going to have the twit that decides to do a max screw build and looks at pure iron+cast screw as a goal for the world's iron
(then you point out that they should have used steel screw to max it) ๐
*steel rod
yeah, your actually right, with compacted steel!
shudder
i do like compacted steel for some niche cases, but maxing out the worlds sulfur on it seems a little... um
not only that ๐
max screw build has like... everything ๐
i figured you'd start with compacted coal and then have to start using coke steel ๐
you basically make steel out of everything you can and then convert remaining iron with alloy for cast screw
you may have missed my masochist's challenge the other day... look up maxing out portable miners, lol
yeah, that's LGIO level pointless
oh, i forgot, the 10k can't be attained b/c you can't dispose of the solution, lol
you can, just have 100000 fluid buffers and empty it once in 100 hours
that makes me cry
you still have all the limestone tho so you can make tons of foundations to build on
it just makes me want another portable miner alt that is uranium + nitrogen + limestone in a blender
almost sounds sane after realizing you can max the world on portable miners, right?
Thats not even max screws. I believe You can make even more with pure iron ingots instead of alloy.
you can't
alloy is more iron->ingot efficient and you can't convert copper to screws in any other way
iron alloy really isn't good for anything
also that's "hey tools pls maximise screws", so unless there's a big bug in tools that has been unnoticed for years, I'd say it's correct
except on not having to build portable miners to tap another iron node ๐
i honestly keep trying to find a place for iron alloy, and i just can't
once again - having extra copper on location and wanting more iron ๐คทโโ๏ธ ๐
No its me. I was mixing up ratios. Lol
on the map there's only two places i can think of where you'd actually be in that boat
titan forest & the dune desert crater, each for making default oscillators
you can't look at empty map for that. People have tapped nodes and not all of them plan ahead for every single production
so they can get into situations that are not obvious from empty untapped map
bad planning isn't a good reason to use iron alloy
it's not "bad planning". It's "not knowing what future holds because it's first playthrough"
or "don't have the whole playthrough planned"
on a first playthough, you're not going to use iron alloy anyway ๐
Iron alloy is 2.5x
Pure iron is 1.85x
Oops. Lol
I haven't found steel rotor yet. The rest is based on "how much can I proportionally make, limited to a single coal miner?"
gotcha, the numbers just looked a little strange is all
something i'll point out to you with your plan, just because i've been playing with the numbers a lot... you can jack up the autowire/min with insulated cable when you get that recipe
Ultimately i dont like iron alloy because i never seam to have copper i dont need.
Insulated cable is on my short list of alts I always use.
i keep trying to find places to use it and can't justify it
i'm not much of a user of cable at all, so i don't much mileage out of the cable alts
I used Iron alloy once very recently, and on a fairly small scale. Just to try it out. Its nice that its easy to make the numbers line up with solid steel.
i'm unsure why coal isn't the limiting factor there for you
Except I'll be building a new factory when I get to that point. And I probably will use insulated, then, along with fused wire.
how i sort of prioritize node utilization is i make sure that i have iron for feeding into copper alloy first, that takes the priority, then i convert as much iron as i can to steel, sometimes needing compacted coal to stretch the coal farther than i could with solid steel, and then because there's always more iron than coal, the rest gets converted to iron ingots to be used with coated iron plate
I like iron alloy for compactness. Low building count and space occupied.
It's not always about stretching the resource nodes.
Same reason I'm fond of coke steel.
that doesn't work with iron alloy though, lol
Well for me, the applications for Insulated cable are the same as a lot of the other highly productive recipes (steel screws, fused (quick)wire etc). Insulated cable lets me feed any machine that needs cables with no more than a single feeder machine, or to supply a manifold of cable consumers off of a single producer.
The other thing is that its part of the whole range of recipes that use petroleum products that are very productive and eliminate high volumes of other materials.
i agree, insulated is a good recipe... i just don't use the recipes that take cable though
Any reason or just a consequence of other choices?
just a consequence
you need it for default beacon, but you'd do that internally to the beacon factory with iron wire
does anyone have a good layout for pure iron refinement ?
for the other cable recipes: oscillator, hsc, and computer, the alt recipes are just more resource efficient and as such, i don't need much cable
i'll say there's an exception with autowire if i didn't want to use the alt for that
miner -> refinery ๐
genius
which isn't more resource efficient in the grand scheme, but using 2x the resources as in the form of stators & cable isn't a bad trade-off for not having to mass produce silicon hsc's
most layouts for that will involve just row of refineries with water and iron manifolded to them. So not sure what specific you're looking for
yep, the pure refinery builds are some of the most boring things you'll ever build
like a diagram for a good way to set up the rows due to transport limits
if you have transport limits, group your refineries in such an amount that there's no transport limit anymore
well, 7 refineries fill an mk5 belt
huh? i got 12?
you're essentially doing 420->780 as the biggest logical module you can make
i think my math is right on that? been a while since i've looked
it's 12
if im doing iron and its not overclocked then it should be 12
alr so just rows of 12, thanks guys
np
yeah, its 12 refineries fill the output belt
before you start doing that, also check how much does the next module (whatever will eat the ingots) need
still is 420 input
if one of the next modules needs e.g. 250, then separate refineries that make 250 and merge them for that module
that recipe has the ugliest numbers
ik it hurts my brain
with fully overclocked mk3 miners, i got a max of 3600 raw iron per minute to process
well not true... the 11 recipes are worse, but 7 & 13 are pretty bad, lol
i dont have a set amount of anything for a goal rn
yeah, i tend to agree with greeny on what he said, it is sort of a mistake to overbuild in the early game
Hmmm. Iron wire + insulated cables. I need to look into that.
what would you suggest then?
you end up using power for things you don't need and being behind the 8-ball with a lot of unneeded production and not enough power
that makes sense
Minimalism has the benefit of not wasting your time. And at least gets something going while you work towards the big stuff.
specifically for beacons, i played around with the numbers a while ago, and best i could find for recipe combos, with the goal of making 100.8 beacons in something that didn't suck to build was by actually using caterium wire
There is also a huge difference between making what you need immediately vs what you need to meet end game goals. Which are set personally anyways.
so what do you all suggest i do currently?
Did you use caterium cable alt too?
just try to get to the next tier and do all that and flesh it all out after?
can't remember exactly what i did, what i was trying to do is figure out how to satisfy max nuclear with the smallest beacon build i could, i think i tried quickwire cable, and probably opted for cat wire + insulated for density
tbh, anything you do for a max nuclear beacon build kinda sucks
Yes. But im already very "end game" oriented.
Some things can really get parts into your hands quickly. And having building materials stashed helps. But the end point for many folks is big builds so if you just go off building big stuff, you're going to have a good time anyways. Walls and foundations dont consume power. ๐
i think probably the least evil is to just find some iron nodes and do iron only and build the big stupid iron wire line for it
Ive gathered that. ๐
I just wonder if iron wire can be stretched enough to supply any modular factory blocks with "just enough" cables easier than other options.
it's pretty annoying because you need several iron nodes for it, and like no matter what you do, the numbers aren't square, lol
you'll increase the cable and reduce the iron draw, i can draw it up if you'd like quickly as a side-by-side
my issue with it is that you need to run a train line in for the rubber, whereas just finding some unused iron somewhere and droning the beacons to nuclear seems better
here's iron beacon:
with insulated cable:
Damnit. Found another annoying comparison on the wiki. This one is a pet peeve of mine that i blacked out. Lol.
It assumes you use iron wire and default cables to make base Crystal Oscillators... 1205.4 iron to make 60/min. Lol
funny, that's one of the only places i use iron wire ๐
I just need to plan out a crystal oscillator module and any supporting or follow on modules (like crystal computers)
so, this is what i was saying about cat wire for beacons:
"End game" 
Quotes were there for a reason. ๐
I had a blast taking a thousand hours just getting eternally side tracked in a maze of my own creation... ๐
So i figured out i want to see the calcs for oily beacons. ๐
btw, running the numbers for mixing in quickwire cable, you end up using more caterium than cat wire+insulated cable
and end up with a bunch of ugly numbers because qw cable is an '11' recipe
Yeah. Havent seen any application i want to try with that alt either. Just thought this might have been the weird case that worked.
there's usually something somewhere if you look hard enough
where i've been looking for the application of qw cable is in default HSC
i think there's probably some voltron thing of alts with that
the one thing that i found a bit ago that is interesting is this relationship
its not ZOMG efficient or anything, but if you're tapping oil just to make cable, it might be just what you need
considering that 240 wire can be made from 30 cat ingots, that's a pretty tidy little build
i just played around a bit with the numbers for default beacon, and um, came up with sort of a bride-of-frankenstein thing that's actually not too bad:
Sorry. Crop fail. ๐
yeah, i took it a level farther down from the ingot level to the ore level
(our disparity is b/c i started with the target of 105 beacons)
This is preliminary. Ill also look at what im using beacons for. And then expand any items from precursors. I usually scale everything up to 250% on precursors so that i can see what additional capacity can come from the build.
yeah, beacons are sort of a special case, you're only ever going to need 100.8/min of them
and who knows how long you'll need them for
In other words. How many things from the same number of buildables can i squeeze out by overflowing intermediates.
Ie. Max out cable, wires RIPs etc from the build for 100.8 beacons.
it was different before u6 when you could make extra and use them for rifle ammo
Reason being, i know where those beacons are going. I can still overflow intermediates to support that, or to something else entirely.
i really think it still is better to just find some out of the way iron and do the iron-only route, that way whenever whatever rebalance comes, you can just SCIM the factory out of existence
also, tying up the resources for beacons seems a little bad, there should be a bit of cat & copper leftover from whatever other planned production you're targeting, but i think its just better to do the ugly big ugly iron wire line, lol
what kills me is that you can't use pure iron to shrink it down to use a single iron node ๐
I do like how this is a perfect example of a candidate for recipies where a single machine can feed a manifold for an entire line. This is 7 overclocked machines on the intermediaries feeding 10.8 manufacturers at 100%
Of course i would overclock the Crystal Beacon manufacturers to 5 machines . Still a very compact build. That would be brought down to 12 machines. And room clock up to overflow intermediaries...
yeah, i've played with those recipes as well, not as extensively... oscillators have other uses and i think it better to just allocate stuff from an oscillator factory to nuclear instead of building a tiny line just for that... you're also not looking at the ufr recipe that requires the beacons and oscillators
crystal beacon isn't bad, its just no matter what you do for max nuclear, its going to end up kind of messy somewhere
tl;dr i'd use crystal beacon if i were doing the beacon making in the nuclear plant itself, or iron beacon as a standalone with drone transport
kind of think those are the two 'sucks the least' ways of doing it all ๐
also, just something i'll point out that i didn't realize until someone pointed it out to me, a lot of the numbers on a max nuclear build actually end up being very clean for 1800 uranium input instead of 2100
Hmmm. What to do with that last 300.... default uranium line on the side? Maybe something feeding nukelisks.
either that or use it for a smaller standalone nuke plant
this doesn't have the same yield as max nuclear, but it actually is a pretty tidy build:
56 vs 90 gw for 300 uranium
what's nice with it is that the numbers end up very neat, all being 9's and 45's
i'm honesly thinking about building that on the impure uranium just to build it
Combine with the 1800 uranium going the max recyclable route, thats only dropping you from 630 GW to 596GW
that recipe chain i listed is just so clean numbers-wise
when you start drilling down into the oscillators and ecr's, etc everything really lines up nicely
also, all the resources for doing that are right in the northforest/rocky desert bay inlet
(except for the nitrogen)
Build what you need only. And calculate from final product
Challenge your design skills with some nuclear sushi 
Reason why I always tackle nuclear in multiples of 300 (normally starting with the impure node as I don't tons of GW early on)
It could be useful as an easy way to step up production to support building out the full nuclear set up.
something I have never understood. For all the pure ingot recipes why is iron soo messy? In terms of ratios
I know ๐ just interesting is all
if everything had great ratios, it wouldn't be a challenge ๐
Because the factors 7 and 13 are involved. They share no factors with most recipes.
Yup ik ๐ working on a super state computer build atm, things massive, but thats my norm
I just sink excess as a sacrifice to mechanical testing requirements.
Yup. How I do things, like in this case I need 200 steel pipes easy as pie but I might as well make another steel foundry and have that ready for other uses down the road
obviously you can play in any way you want, but I'd personally rather leave the ore and underclock the miner. I can always get the ore later if I need to, but there's no reason to build it now
True, but planning ahead has saved me alot of time on fugure builds. Such as I have maxed my aluminum ingot production so if I have a recipe that needs it, its just add another drone or train connection and issue solved.
the time you've saved is the same that you'd use if you built it separately
it's the same amount of machines and everything
true
But then again, do whatever you want. I maxed out some nodes because i know i need them plus more from another. So i havent hooked it up to its destination yet, but this is step one of building it out.
yeah, I'm just saying that it's kinda "lost time" when prebuilding, because you delay whatever you're working on because of the extra machines you have to build and hook up. So if possible, I prefer to build them only as I need them (but as I already said, you can play in any way you want)
pure iron is kind of a jokes-on-you recipe. the only thing it is really great for is to blow your power demand curve by making a lot of screws to feed to default computer or hmf
or just... needing more iron than how much is on location
i guess the numbers work out as well to make copper rotor use even more refineries, lol
yeah, like the spire coast, i wish it had more iron nodes, i always end up with 0 iron when i'm building my starter factory there, maybe i can use some water to multiply it ๐
i'm being snarky, just woke up, sorry
in all honesty though, there's really only one spot on the map where i've found a need for extra iron
if looking at empty map ๐
no, i mean as i've been building from different starting locations
about the only place i've found that i've needed extra iron is when trying to make default oscillators in titan forest
everywhere else, its like either zero iron or there's enough
unless part has been tapped already and there's not enough remaining
look, if you ever run out of iron nodes in a single location, you're planning very badly
or I'm building something that needs a lot of iron? ๐ค
2 million screws?
there are locations with only a few iron nodes, and there may be locations where part of the nodes have been tapped already for previous projects
give me a tangible example
the only one i've found is making rips in titan forest for oscillators, and that was only because i didn't want to do some medium distance belting
just to show a few. And again, some of them may be already tapped, so just looking at empty map doesn't help
is there a reason you circled regions that have 1560+ iron?
yes, because that's pretty low amount of iron for some builds
that only yields ~60 modular frames with default recipes for example
which actually isn't a bad yield, but the mf recipe is a prime target for rebalance imho
that's just 6 HMFs, which is pretty low
i'll accept the dune desert coast as a possible place where you'd run out of iron
and I can't repeat this enough times apparently for you to understand
and there may be locations where part of the nodes have been tapped already for previous projects
spire coast doesn't look great for iron on that map either
yes, if you're looking at the whole map, it may seem pointless
but people do use it and they like it, so I don't see why it should be ultimately bad
your argument isn't very good, delete your useless factory then and use the iron for what you need rather than to make inefficient mf's
what useless factory? why would something I already built because I need it be useless?
you have to understand that people have different priorities than you
not everybody minmaxes everything and plans whole map before even starting the save
making stuff out of iron is just lower yield than later game recipes for the same products
turn the iron into steel
what if I don't want to bother with steel
that's extra coal I have to bring from somewhere
well, go feed your biomass burners and be happy then ๐
I guess I won't get you to understand that other people's priorities may be different
if your priority is to remain in phase 1 and build the biggest iron factory you can, i guess some may have that priority, sure
no, some people prefer simplicity over resource efficiency
then they'd naively use the better recipe of default iron ingot
or just use pure because there's water nearby and that means they don't have to find more iron
when have you been playing the game and run out of iron?
I haven't but people have
i can say i have once
they run out of iron locally
anywhere where they tapped a few nodes?
like I've sent the map already
there's tons of places where there's a group of a few nodes, and if they use some of them for one project, there may not be enough for another project
i can categorically say that the places you circled in north forest, you're not running out of iron ever
the building challenge there is using all of it
and you are not, just theorizing
I'm basing it on experience of other people that I've seen here over the years
i don't wish to argue too much about it, but if you come across such a case in the future and there isn't more iron nearby (i'd say within 500m as reasonable range), make note of it and share it with me
btw, i staring at the map, i did find a good use-case for iron alloy
(well, it isn't good, but about as good of a use for it as you'll find)
up at the dune desert crater, there's a lot more coal than there is iron and an impure copper node that you could use to increase steel prod there with iron alloy
and generally, looking around dune desert, there's a lot of pure iron + pure copper pairs as i looked more closely
isn't a very good use for all that copper, but i could see using it for a smallish world where you're not doing a lot of hd hunting
I have only maxed two resources. Thats uranium ore and bauxite. I cant imagine tapping and using every single iron ore node seeing as there are at least a hundred of them
are there really that many?
hah, apparently so, scim says 120 (33/41/46 impure, normal, pure)
Yup, iron nodes is the highest count as far as I know
Yeah. Iron is very abundant. And i suspect it has the most recipes that stretch its productivity in the long run too.
if you count converting it to steel probably
And iron wire usage some recipes at scale use a TON of wire
yeah, but it isn't really necessary to go there until you're getting into max-resource builds... fused wire + copper alloy makes gobs of wire which is enough for most things
where iron wire plays a part is when you're needing a lot of copper sheets and fused quickwire
i'll put it in perspective... the maximum number of pasta per minute you can make with all the copper in the world is something like 60.025/min. If you make 60 ADS, 60 MFG's, 60 TPR's, you're left with enough copper to make ~55 pasta/min
Oh my fused quickwire is insane probably make 40,50k a min with that alt for all uses
Max nuclear and plutonium rods eats alot of that and current project is 60/min supercomputers using the super state alt, tons for that too ๐
yeah, max nuclear gobbles quickwire, but if you're careful about how you make ECR's you can trade quartz for the caterium
Yea I like the alt for ECR'a that uses quickwire and stators forget which one top of head
that's a less efficient recipe, it only saves steel
True, works for me tho
I guess it depends how you value wire vs quickwire
i mean, it really isn't a contest
it isn't, it's personal valuation ๐
yeah, basically "do I have caterium or copper/iron on location"
for nuclear, you're going to have both copper & caterium on-hand, so using the fused alts makes sense, and it just smacks you in the head:
not all stators are for nuclear ๐คทโโ๏ธ
well for other stuff, use default + fused, lol
or use whatever you prefer because the game is a sandbox with no clear "best" way to do stuff? ๐
there is a 'best' way if you define the metrics by which to judge, but yeah, build what you want
if you define metrics, you've chosen metrics by which you rate things ๐
measure vs rate is a tricky semantic thing, if i define a distance i'm just defining a distance w/o positive or negative valuation
qw stator definitely has a place and is kind of the 'easy' for doing ecr's for nuclear with ai limiters
if you define length, you're just defining a parameter to compare by
if you define "this property must be highest for this to be best", then that's valuation that's subjective ๐
right
i'm not going to disagree with you, just making the point that a metric doesn't necessarily assign a valuation, just a means of measuring and comparing
max nuclear is a funny beast as a build though... if you're not doing it just to do it, you're generating the power for some other purpose, and you have to be conscious of the resources
Yeah. I got trapped in a rabbit hole about nuclear buuldouts and recipe selection thanks to y'all again. ๐
Havent quite narrowed in on the combination I want to use yet. Lots of things line up, but not all at once. So I havent found a combo to be SatisFactory enough for me yet. Lol.
I will say making nuclear rods is simple in comparison to plutonium. The non fissle set alone is perhaps the most complex for that stage.
50.4 burned nuclear rods makes a staggering amount of waste ๐ so fsr sinking my 22.4 plut rods but if needed will burn em
if you ever have a need for more than the 630gw, let me know... I'm not sure if there's anyone that's hit that mark, and i'd love to hear about it ๐
instant plutonium cel is your friend
totalxclipse wouldn't have... he doesn't build that big
Yup and thats what I use if recall right
wait - were we talking about this the other day?
kibitz, i don't think he ever resorted to burning pfr's
the base recipes are 'simpler' , but you get fewer rods.
my gawd... the pipes, lol
Yup was a old design, was before they changed nuclear overclock needs
you know you have a lot of pipes when their junctions start making patterns from space, lol
252 reactors, 252 mk1 pipes and 252 OC'd water pumps below
hats off to you for that build
OCD noises that some of those pattens arent perfect
Oh that pipe wall is 5 stacks high
Yup that took me 3,4 months
On and off gaming prob 30 ish hours total
Was done without blueprints too, now I have some for if wanna build out the plut reactors should make it faster
a few playthroughs ago, i built this coal plant, and after, i said 'never again' to pipes like that
But next to it is non fissle stuff, a sulfur house, a coal power plant which eats the water byproduct, the instant plut cells and far right is a sliver of the actual plut rod assemblers
yeah, looks like a pretty clean setup
Originally I had a massive turbofuel powered fuel piwer plant in that spot. It got "reposessed" and said oil is now used for a large 60 a min caterium computer build
oh yeah, the overly aggressive Blue Pipes
15 rotors need 750 screws a minute, wich require 18,75 constructors, right?
Thats a old screenshot its more purple now
much less violent I'm sure ๐
Violet... hmm ty for the color idea!
possibly? you can use this to double check https://www.satisfactorytools.com/production
this might sound ridicoulus but is there a mistake in the website? it says that for 750 screws you need 22,5 constructors making iron rods, but its actually just 12,5
might depend which screw recipe you're using
ohhhhh nvm it already counted the iron rods into it, forget what i said
there's also a recipe tab that you can play around with to change thigns up with alts - I recommend if you tick an alt you remove the base recipe to force it to use the new one
if you want to use that alt obviously. Otherwise you can keep both recipes and the tool will pick whatever seems "more resource efficient". But you can alwyas modify it later
Petroleum Coke Steel, worth it ?
it can be! Every recipe has it's uses
I think it is.
For what its worth, in my opinion, all alternative recipes for steel are better than the default. (And a few others generally agree with that)
every alt recipe essentially just gives you a new tool to work with and decide when/where it'd be good for you
pffttttt as for 'all alts are better' I think that one is up for debate
Steel is one of those where there is no "best" but i believe strongly that there is a "worst"
only because solid steel uses the same resource types and only needs a bit more space and power which is very cheap
I'm sure there are situations where you might prefer the base recipe - but it's probably quite rare
every recipe is situational ๐คทโโ๏ธ
atleast i finaly underclock, aint hard
Well. I'm not arguing. I am clearly stating my opinion. ๐
Base is my most used steel recepie, maybe tied with coke ingot
I have yet to be in need of solid or compacted steel 
You don't need more stee/coal/iron on your locations? interesting.
coke seens quite worth it cuz is something like 1.2 per iron ore
maybe you're under some size threshhold where you don't need much steel
but, logistically put Iron and Oil togheter seens .... a challenge for me
I need steel but not a point of feeling like resources are limited
the other big things to consider, that a lot of people don't look at at first, is how convenient it is to use. As you just mentioned - the logistics
also refineries are huge and ugly and take up a lot of power
base is least complexity
And if i do need more i relocate. None of the outposts i got eat enough steel for coal/iron numbers to be a problem.
just hook two miners and boom - steel
Maybe if i were to build a mega out of them it would be
yeah just solid steel is so convenient I tend to use it to give more options for hte area down the line
Base is convienet*
You just push ores in
Solid is an extra step for better numbers
yeah, i'm thinking into solid steel also, cuz its 2:2 to 1
I mean sure, but the trade off of 50% more output for a line of smelters is very nice. Then I can use the iron/coal for something else
and both other recipes are different black rock for better numbers
In order of how much steel ive made with each method from most to least...
"Pure Iron Ingots" + "Solid Steel Ingots"
"Coke Steel Ingots"
"Compact Steel Ingots"
"Alloy Iron Ingots" + "Solid Steel Ingots"
"Default Steel"
And ive never used Base Iron ingots into Solid Steel.
I thought Alloy Iron made more Iron ingots per iron ore than pure? could be mistaken
Once again, I see the utility, i just havent been in a situation where i felt like thats the best pick
why u think this ? cuz more energy use for a lil better output ?
yeah that's fair, I just like having future options open ๐
Have to first smelt iron into ingots before putting into foundry. Therefore extra step
and space
Really i feel like coke steel is what i turn to for any place that has a lot of oil and just a little bit of iron. It just makes a good amount of steel without importing iron.
Good examples are places like the Blue Crater.
basically all options are valid if you like what the give
space here isnt exactly a challenge, i think how i desing the factory isnt a issue rn
(which is true for pretty much everything in the game)
it will be in once i reach later game once i need a extreme huge area
It makes more iron ingots per iron ore. But it takes a lot of copper and i very rarely have an over abundance of copper anywhere I need steel.
cuz i tend to made a super centralized factory instead a splited
but in that example you'd get more out of Solid Steel for hte iron content wouldn't you? since you can't use ingots for coke steel
ah thought your list was purely based off iron. Gets a bit wonky when you have to list with other resources included
Coke steel is super convenient for disposing of hor in factories that.combine oil and steel 
Which after a certain point is a common occurence
Exactly.
My list above is not about their productivity. Its about how often ive used it.
see, you can get the recycled plastic/rubber recipes early enough that having to deal with the 'waste' was never a thing for me
sink a bit of coke for a while and then demolish it and turn it all into HOR
Indeed. I just find that everywhere there is Oil, there is more oil than i want to use for any one thing. So using some of it to get good milage out of local iron is a thing i do often.
Correct but since you have hor either way, you might just put some into steel since more often than not its easier to make coke than to bring coal
early oil for me is extremely temporary - I hate making anything dependent on it
I just slap down a few dirty refineries to get me through the tiers
What i said holds true regardless of tier (with the exception of before oil obv)
So ill usually make a good sized HOR/DF line into a lot of power, and Residual Rubber/Plastic the polymer resin byproduct of the HOR. then ill use some Oil for coke for aluminum and steel. And Residual that waste PR. And some time after that i start doing the recycling loops.
In my later factories i turn hor thats left from steel production into fuel with diluted
The plastic and rubber goes to stretching the steel out further thru whatever manufacturing paths feature a lot of plastic and rubber.
Not a big fan of recycling with fuel, rarely sees use for me
Bigger builds make it very useful. A lot of alts throw rubber/plastic into the mix as a resource extender
'Want to use 30% less alum on this item? throw some plastic in'
Thats true and i use those alts
Size also comes into it though
I just make the plastic/rubber from oil and dilute all the hor
Cant go wrong with making more power
it's perfectly reasonable to have set ups with the alts and just not need more than the less complex oil stuff produces
I've got a couple complexes planned out that need a LOT of plastic/rubber though
Then again i didnt get to a point of extracting a 100% of locally available oil but still needing more products
I can see the recycles getting vital in real big building
Default rubber and default plastic are 2 recipes i almost never use. Last 2 play throughs i stacked HDs before getting to peyrochemicals and as soon as i could unlock HOR and recycled alts i did.
yeah the recipe chains make such a big difference 3:2 vs 3:9
just a casual ramp up to 450% output
Diluted fuel, HOR alt, recycled rubber/plastic, and residual rubber = incredible system
I may have a factory that does that for 3600 each
haha, yeah, probably the thing that you're supposed to do is scrap together a plant using poly resin in-between for its moderately increased yield
maybe in the context of rebalancing, what would make sense is to make recycled rubber & plastic blender recipes (that take water & hor, but otherwise leave the ratios unchanged), which would simplify the building of the recycled loop considerably, but defer its use until phase 4
it IS a lot of work
It is but worth it. Also if you balance your setup for 600 a min outputs the refinery ratios get less crazy too
Added screenshots of my recycled loop setup into #screenshots
just nerf alt HOR
what is the setup for a coal power source with 2 pure vains mk2 miners
check how much coal you make, check how much coal you need per generator, divide the two numbers ๐
is coal or or soild biofuel better for a explorer?
solid biofuel is 450 MJ, coal is 300 MJ
coal is easier to automatically aquire though
Coal. Because full automation always wins imo.
Foundry asks for 45 coal and 45 iron but that makes a mess of my conveyor logistics.
Fix:
Underfeed the foundries.
120 line split into 3 lines of 40.
feed 3 foundry.
combine output back to 120 line.
so much better. . .
split 120 line into 2 lines of 60
take 60 to perfect feed a beam constructor.
split other 60 into 2 lines of 30.
feed 2 pipe constructor
could just underclock one to need 30 alonger the manifold shrug
ah, have you looked at teh MAM yet?
ever so slightly. ive not yet taken the time to go deep into it. just whatever i have found around i drop into it
ahhh ok, the MAM has some pretty critical stuff, if you research slugs in it you can unlock changing the speed of machines
so since your belt only moves 120 you could leave 2x at 45 up to 90, then clock down the last one to only need 30
clocking is probably the single most useful tool for factory management
right but what about in regards to late game when you want all the possible resources? wont you just be overlocking to the max and spliting the line anyways
ruining the logistics of the factory on those lines tha function via underclocks
would it not to better to split the belts to feed the machine ?
so in regards to 'getting most resources' the only impact you can have with that is Over clocking miners and extractors
as that actually gets you more stuff per min
as for clocking machines, over clocking them only saves you space
so when you're using clocking on machiners or generators it's purely design choice
oooh i see. youre saying clock the constructors themselves. cool.
i was thining just mi ners could be clocked
just about everything can! ๐
but miners/extractors actually provide mechanical benefits of 'more stuff'
where as clocking machines is better for logistic managment and overall design
so for example you could over clock a smelter to 250% - which is fine, but all it does is save you space. And there's essentially infinite of that
yea that sounds great for what im trying to do in this game so far lol
As you're newish to the game, biggest tip: don't stress about it. Assume every time you build something you'll realise you could have done 10 thigns better and use it for the next factory. You won't have a good idea of what yo uwant to do until you know what you CAN do, if you're really into the game that might mean going through the tiers three or four times
i got ahead of myself and put togeaher a perfect feed system of 20 foundries to 15 steel beam constructors and it wants like 900 coal and iron per min. just bonkers. i was only running mk 2 conveyurs and mk 1 miners.
had to rush a noodle mess to get my phases and unlocks done lol now im in a much better place. MAM next!
get them miners upgraded and leave yourself space for more machines ๐ building vertically with floors can help with that
im not stressed at all! im enjoying learning the game and really enjoying the early phases. making a mess and making it better is the way to go. im super ocd though so i do waist a lot of time on perfection that is not needed.
i dont want to look at a mess every day you know? xD i jus cant
fair ๐
There's a good webpage that has some concepts you might find useful
google 'a satisfactory way of building' has good tips, especially about building layout
im probably way over planning and over doing everything for my first playthrough but atleast ill have a really cool world. i think the map will be big enough for me to continue to evolve here indefinitely. even after ive started new saves
the map is massive, and there's far more resources available than you could use and not have your computer catch on fire
my pc will be a bottle neck in the near future >.>
the game runs amazing though im super impressed with the optimization
depends - as long as you don't build massive stuff in one spot it's not bad
it's one of the reasons a lot of people suggest avoiding mega factories
im so bad for that though ..
before finishing phase 2 i have a fully built 164 coal generator plant not even plugged in and fed. the water is settup ready but not the coal.
still running on a 2000 watt coal setup xD more then enough for a while im just silly
164 coal gens and you don't have mk2 miners? that sounds painful
heck the most painful part is thinking of hte bio mass you have to collect waiting to turn on coal power
honestly though i dont mind building a massive layered factory just for looks. maybe running a small portion of it to serve my needs and just expand it to fill a space and look a certain way.
i love the look of pipes and wires and conveyurs all neatly stacked and repeated. like an engine or a computer chip mother board xD
i have a biomass factory so big that i never even fed half of it to get into my coal power..
I mean that is ONE way to do it xD
I suppose the real down side is that it just really pushes back getting access to new tiers
i mean i like big but i like compact too . so thats mega factory if i run it lol
one day ill turn on a power switch and ruin a save file
well the more objects in one spot teh harder it'll be on your computer. Generally for performance you probably want to link up hubs across the map. Nodes are scattered in a way to support that too
oh it really did .. if i never rushed it today i would of been waiting forever for decent setups .. im learning to rush certain stages it just makes sence
but probably one of hte hardest things of massive set ups in one spot is practice having a good layout that you're happy with. #design-and-architecture message
Ah yeah coal power is definitely something to rush.
link hubs? i thought could only build one HUB
sorry, factory hub, like creating a complex in another zone and moving items back and forth between them
okay yea like personal storage or office spaces for sure
kinda?
you haven't gotten there but Heavy Modular Frames are fairly intensive, so I'm making a large factory in a distant desert and will ship them somewhere else for further use
ive got like a big storage warehouse factory. the idea is to have a big storage for every item but cause im silly im not shipping anything in. just raw materials and constructing it all on site.
so this building has all my stuff up to steel pipes so far. i also have crafting and stuff there. one day itl be designed to look nice inside xD left lots of space.
then ive got like a tractor garage cause i like to drive around, i built it with tons of storage and crafting and my real hub.
the two locations are sort of close because i have not gone too far yet. if i were to setup somewhere far i would forsure have to settup a .. hub xD
yeah a lot of people like doing a central storage - not something I care for but certainly an option
I'm vaguely tempted to make a very small factory that produces a tiny bit of many many items using a few alt recipes. But not high prirority for me
i like being able to combine the overflow of one recipe into the working of the next and make a big line of systems work perfectly togeather. it was fun up to reinforced plates lol now its kind of .. not doable anymore
got to make the same factory using its overflow into the same factory 200 times to make one factory that has decent output of one little thing xD
sure it is, especially if you don't mind machines not running at 100%
this was my last starter base made a bit of everything except nuclear stuff
top floors were getting a bit messy at the end ๐
yea it gets more and more crazy to centralize it xD
it was fairly tidy inside mind you
i dont mind not running 100% but i dont wanna run less then like 80%
seems odd xD id rather logistic it out. but if the logistics are wild af. ill take a happy medium
like 3 foundry from 120 line is so much nicer to me lol
Ah well the idea of this base was 1 pure node dedicated to each basic item, having room to expand with new tech, and just belting items to new sections for new parts as needed. With containers to catch extra stuff.
Honestly 70% of the factory was idle most of the time
yea my parts factory sits idle cause it produces faster then i use
and it's not a terrible way to go - it stores a bunch of stuff you can quickly use for what you unlock next
then the overflow logistics get flooded. kinda bugs me cause i go upstairs and im like why on earth does 1 of 15 smelter have a stockpile of iron waiting lol
Yeah I don't bother with perfect systems unless I'm making a permanent factory
is it okay to feed a fluid water system the exact amount ?
for example 2 coal gens being fed exactly 100 water per min.
i feel like i need to keep my lines full so i over feed it o.O but its a computer game lol
they want 50 each
!wikisearch coal_generator
yea i figured lol fluid dynamics .. 50 water should be 50 water in the game.
just real life dont work like that lol
no wiki says 45 and I'm sure I would have heard if they had made a change like that
o.o
they probably aren't going to make any changes to recipes until close to release
now i got to check lol
ahh i see it holds 50. consumes 45
and fluid dynamics aren't awful in the game as long as you're careful.
pipes are belts so you can't just lay them willy nilly. But there's a few simple rules to follow to create consistent pipe networks
pipes have all seem to work out first try for me tbh
first pipe systems like coal? as long as you're paying attention to pipe throughput limits it's easy. Its later that there are tactics to use
i just mae sure like conveyors not to bottle neck the system. i can send 240 through one pipe. i can also stick another 120 on that line but ill want to add a second line to take the extra water cause one line will only carry 300.
yea i have a decent operating coal plant
things get a touch more finicky later - like making sure you've flooded a system before turning it on completely, and making a manifold loop of the feeding pipe
i guess i just do those things naturally xD thats exactly how i run it
can i screen shot in this channel ? lol
yup, just about any channel but the main one
yeah seems fine - but I'd avoid using the buffers
over fed water
buffers can create issues.
And once you flood a system you can't 'over feed' it
the buffer seems useless. its just always full and never empties cause im over feeding water. i dont see why itd be used unless perfect feed causes it fluctuate so you buffer it with a storage tank? but thats not the case
currently the only real use for fluid buffers is for fluid trains
anywhere else they either don't do anything or cause issues
yea its just water storage D
it will probably be a buffer in 1.0 but now its just stor age
well the main reason to avoid them is like you said - if they aren't entirely full it can stutter a system with back flow - and if everything is full you don't need a fluid buffer as pipes are like tiny fluid buffers themselves
Similar to valves - they don't have any use that can't be easily avoided
i always top feed my pipes as well so they hold a load of water in them al lthe time
*if gravity fee dis a thin g
I bottom feed - not generally suggested but you can overcome the issues
wow my typing tonight lol
wow thats compact โค๏ธ
highly clipped.
You used to be able to clip refineries that much vanilla but need a mod now
i hate that machines cant clip eachother i wanna stack everything so tight lol
my coupon machine ;]
120 rods 120 plates and 240 screws. been running for ages lol
but a bit of space helps with layout and design ๐
yea layout and design it. then cram it all in a tiny box with an in and an out ๐
xD
im off to bed, nice chatting ๐
have a good night!
ur just kina bad bud get better kid ur fkin dumb
Ummm, maybe be nicer?
Definetly be nicer 
I have been sinking 20K points/min for approx 20 hours, and I'm making 0 progress now ๐
Time for crazy factories I guess
I got tons of quickwire automated, I probably should make them into ai limiters for widespread use of smart splitters
where do you want to use smart splitters in such a high quantity?
ai limiters are actually really good for points early on
in this i can expect a 1560 output right ?
its 2 Mk5 or somehow conteiners slowdown the output ?
Yes, yes and no.
Items move "istantly" inside machines, including buffers, splitters, mergers...
i see, arigathanx
Interestingly, as belt-to-belt connections can be problematic with very long belts and low FPS, having buffers can actually lead to more logistical efficiency 
i did that cuz i like to have a stock, even knowing that its unecessary if u use less than u produce, but i still like to make a stock of each product i do
Containers reduce latency but have zero effect on actual throughput.
Will this be fine?
Maybe slap an extra pump on it.
I actually happened to have the stuff on hand for a mk2 pump, so there we go
Yes, up to 22 m is fine
The recommended level is less than the actual applied head lift, which is 22 m for mk1 and 55 m for mk2
I would still stick to the recommendation (20m and 50m respectively) Ive tried to push the 22m thing but ended up with the top pipe only being 50% full because it only had the lift to get to the bottom half of the horizontal pipe. And a half full pipe cannot transmit the full flow.
I just wish the hologram of then next recommended pump placement worked for me. I havent seen that hologram since U5 lol.
the hologram for next pipe worked fine for me. it shows up best along vertical pipe lines. alon g horizontal lines it goes past 20m and gets glitchy
I've been using draw.io to plan out how much space I'll need for a given production line, and it's been working out quite nicely so far. The one on the right is an older one from when I was planning for compacted coal, and the one on the left is one I made just now for an HMF factory.
The smallest gridlines are 1 m, the next size up are blocks of 4 m, and the big dotted lines are 8 foundations or 64 m apart. If one wanted to get even fancier, it can be configured so that there are snap points at the right spots for conveyors coming out of each machine, but I haven't found a need for that yet.
personally I think the best planning tool is... the game itself ๐
you have full refund on everything
I tried more than 30 times to get this recipe, but I still couldn't get it. Also im currently on Tier 7, the Caterium research is not over yet. The last 2 research remain. Did i missing something?
I know recipes are difficult to get what you want. But not less than 30 attempts. Also mostly im seeing around 6 recipes not different one.
I feel like I'm doing something wrong because I keep seeing the same recipes.
Sometimes you need to make a totem ๐
it's funny when people ask how to get a certain alt and it's just bad luck
tbh, you can game the rng for recipes to be almost deterministic
you can game the order by unlocking them as soon as they become available
but you can't game an already large pool
just unlock a recipe every time to reduce the pool, never reroll
yes, and deferring the hub unlocks until you get the right recipe
i've been working on doing an early game 'route' for grabbing all the recipes i want if anyone is interested
looks insteresting
I didn't collect a hard disk because I was playing on my own without rushing. That's why I think I collected 3-4 hard drives until I reached tier 7. So but finally i got :3
the basic timeframe from tutorial start to first hd is about an hour to get the tutorial done and enough factory established with logistics & field research unlocked, and then you just keep the hd's rolling, after 4 drives, you're guaranteed to have the 3 recipes from the starting pool that you'd care about (cast screw, stitched plate, and copper alloy), so at about the 1.5 hr mark you can expand the pool with part assembly and start making smart plate
depending on the rng, somewhere in that half hour you take a run through the spire coast for the 5 new free drives and some slugs, optionally picking up 2 rotor drives, and you're sitting at a cache of about 4-6 drives at the end of phase 1, unlock steel before coal, grab solid steel and whatever other steel recipes (steel rod, steel rotor, steel screw) if you wish them and possibly deplete the pool
at which point you can unlock caterium and grab fused wire and possibly fused quickwire
by about the 2.5 hr mark you have everything you need
part of it all is setting up a decent biofuel 'factory' that you can keep full to hang out on biomass
the big thing is just deferring the coal unlock for as long as you can, and continuously be researching a drive
which isn't very onerous to do, setting up 10 or 20 burners running on sbf burns so slowly that it isn't a big chore keeping them filled
the thing i'm trying to figure out atm is if there's a better place in the nf vicinity to pick up some mod frames, since the steel unlock needs them, i'm right now using the crash site that unlocks with black powder for it, and i can't figure out how to get some black powder researched and made on the route where i'm close to them
part of the trickiness too is getting the parachute out on the first hd expedition to increase speed and mobility instead of going for bladerunners
i have 4 uneven lines of screws making up 750 together, my belts can do 270, is there any system that allows me to make 4 belts with screws that always even out?
aka i need 3 lines giving 200 and one line giving 150
well first of all, can't you just use the uneven belts? use whatever amount is on the belt and be done with it
other option is to make the belts even when merging them
(otherwise you can build a balancer if you want, but in 99% of cases it's not necessary since you can do one of the above)
well not every amount of belt gives what i need, merging and all is what i guess im looking for
well my suggestion was so that you build it in a way that each belt has what you need
so e.g. if you have a belt with 150, you make machines that eat 150 in total
okay i have 4 belts giving, 160, 110, 240, 160, and i need to get that into 4 belts, it sshould even out the 3 x 200 and 1 x 15
so yeah how would that system look
just want my precius 30 rotors
I mean... exactly as I said - if you have 160 on belt, hook that to machine(s) that eat 160
well but not all belts deliver the exact amount, some have more and some less that needed
it'll balance out over time
i need a way to put 4 belts in a system that gives 4 belts that even out
it doesn't matter, if you have belt with 160 and machines that need 160, there's no extra
well not everything is directly connected thats the issue, due to my limited belt speed
if you make a system that eats 160 it will consume 160 evenly
also if you want 4 even amounts on a belt? clock machines and merge them so you have 4 equal amounts
I mean you can remove them ๐คทโโ๏ธ
i need to work with this
or change the clocking
or change their clock speed
or make a system that uses the 160 yo uwere talking about
no i have the exact amount of machines ot make what i need
you can still change clock speed to match the amounts on belts
why would i lock clock speed, i need their max production
you have them set to 250%?
if you have two machines at 100% and you clock one to 50% and one to 150%, you have still the same amount of production, but the machines need different amounts
what are you saying, im not going to clock any machines, they already make the perfect amount i need, i need to even out what i have, not change the sources
see this
you can clock them so you have an even amount on the belts xD
im not going to clock anything if i could just split it, it would be so much trouble to oversee
cant i just have a system to even out everything please
it's much more trouble to actually balance than just changing one number
split all of them 4 times then merge one of each and have a giant mess, congrats, the biggest messiest solution
why cant i just take 4 belts into an system that gives me 4 belts that balance each other, i just need to connect 4 so they even out
there's no "overseeing", no anything.
if you have belt that has 160, clock the machines that eat from that belt so that they eat 160.
you can, it's the biggest messiest and imo dumbest solution
it's literally the least effort solution to just change clockspeed
no no, they want to take up huge amounts of space and time greeny
this is what you were looking for - go do it
"split all of them 4 times then merge one of each"
okay so im just gonna list what 4 connections i have, i need 3 belts giving 200 and one 150, i got them all doing screws, belts consists of following: 6 constrcuots, 4, constucors, 4 construcots, 4,75 construcots
doesn't matter go do the solution you want #math-and-meta message
literally what you were asking for even though there were simpler solutions
you need the belts that way because you're looking at what you have now
if you change clock speeds, you need different amounts on belts
if you change the clock speeds based on what belts you already have, you don't need to do anything else
nevermind i think i found an easy solution, i will just rearrange everything so that each lines gives the exact amount i need
... which is what I was saying from the beginning
WOW
yeah as opposed to those 30 minutes spent making a balancer
@polar crystal here's some info on alt recipe picking #math-and-meta message
im trying to build a pryamid with a foundation 50x50 how many layors will there be?
depends on angle of the sides
I'll figure that out for you if you help me find this eigen vector ๐คฃ
whats a eigen vector
just count up the meters
ive found that it is about 25 4m up
Whats the best place on the map to make a fuel power plant?
near fuel source
the coastlines that have oil are pretty nice for it, lotta open flat space over the water; good for placing the generators which have a large footprint
I have a temporary one (about 4k mhw) but I wanna make one thats much bigger and more efficient
What about building up?
8 or 9 generators per floor
vertical pipes are sorta icky to do, you really want all the consumers for a pipe manifold on the same level
would it be inefficient to use packagers?
i mean, you can, they're not that expensive to run, just a hassle to belt and then pipe and make the containers
i've seen people pull of crazier ๐
I'd argue its one of the best spots for anything oil
At least, imo
tbh, for where your power curve is, i might suggest just making more coal power
i have about 1.7k coal power rn
also coal power isnt as cool
its a lot quicker to build than fuel
esp if you don't have a factory for computers or mod frames yet
i have plenty of both
fair enough ๐
Is it tho? Coal has you plug in coal and water
Whereas fuel gen is just connect oil to refinery, connect fuel to generator
i can get 3 gw of power from coal in about a 45 minute build, giving myself a generous amount of time
you can't really do so with fuel because it takes a couple of resupply trips
generators and refineries just don't stack very well in your inventory
yeah, that's what i meant... and if you're handcrafting stuff like computers or hmf's for it... yeah
i also find that upgrading the coal power plant at that stage of the game with some powershards and mk4 belts is about the quickest way to get some more power
I have some buildings boosted as far as they can go and they're producing like "2.5" of something. When I watch production I never see more than 2 come out per batch. I thought maybe it would alternate between churning out 2 or 3 of the product. Are any decimal amounts of final product wasted, or it some how still works out and is calculated via a time savings rather than the literal number of items per batch?
the 2.5 is per minute
not per craft
bvit late but - the only way you get 'more efficient' is with the more efficient recipes like the HOR alt and Diluted fuel alt - and any spot next to oil is fine
As for building in floors? while building fluid stuff CAN cause issues with pipes and flow - the way you avoid that is to send one pipe manifold to one floor - don't split it among many floors.
That's good to know. I didn't think the game would do me dirty like that.
there are two numbers - per craft and per minute
per craft does not change ever
per minute changes as machine speed changes
Is my understand correct, that all buildings have some idle drain of a tenth of a MW?
So a power consumption of 5000 MW, when my world seems to be doing nothing, could partly be explained by having a lot of buildings?
Although, I would have expected less than 10,000 buildings, which would be only 1000 MW
0.1mw idle iirc
Ok, so no way that accounts for the 5000 MW I can't account for. But does explain some of it
What have you accounted for?
Pumps? Trains? Trainstations? Truck stations? Lights?
I couldnt begin to tell you where all my power consumption is from to be honest.
awesome sinks will keep them going too
That would be a first thing to verify. What is always running.
so i'm using the 4-1 water extractor to coal plant design here. i'm wondering about possibly overclocking when i get higher belts and pipes. at current, eight plants using 120 coal requires 360 water. if i overclock the plants, do the requirements they need increase linearly? like, all eight at 200% require 240 coal and 720 water? and would i need more than 3 water extractors to provide all that water?
yes
i routinely build coal in this 8+3 configuration, and push the clock speeds to 250 on the extractors and generators:
the only thing you need to ever upgrade is the feeding belts
the pipe manifold if you feed the sides and the middle will support 900 water from the three fully OC'd extractors with mk1 pipes
don't MK1 pipes only handle 300 fluid?
they can only transfer 300, which is the most any segment of the manifold needs to transfer. you can inject more in after you take some out
there's a spiffy diagram of it in mcgalleon's pipe manual if you're interested in the math
so how do ya'll do mass storage?
this is nearly enough storage for all the Automated Wire i'll ever need.
here's a better version.
the math works out to 25.3 industrial containers
@median heath this is your fault for answering my question about how many would be needed overall.
i thought you only needed ~7500 autowire for phase 4, isn't that more like 3 containers?
This page gives the exact number of each project part you need
You'll need 60000 Automated Wiring for Stage 4
ahh, i'm off by a magnitude
Automated Wiring is also used to craft more complex project components
This man is attempting to store all the Automated Wiring he will ever need
my mistake was thinking an isc could hold 24000, not 2400
one thing i'm going to point out is that the components that use autowire take a really long time to make, so pipelining it rather than batching it is a goodโข๏ธ idea
Some people just want to treat Project Assembly components as something they don't need to automate, just make a limited quantity of
Then they jam them into overclocked assemblers and stuff to create the more advanced components
yeah, but store the acu's, not the autowire
Oh is he already at that Phase?
pretty close if he's got isc's unlocked
This is pretty much what I did the last time I automated Project Parts.
i thought he didn't automate project parts ๐
acu's?
adaptive control units the phase 3 part that takes autowire as component
cannot craft yet
if youre crafting the auto wire for phase upgrade why not just feed the space elevator ? why make mass storage for it?
Because even though for phase 2 you feed it to the elevator, in phases 3 and 4 it's an ingredient for other things that need to go into the elevator.
oh lord lol
but my point still st ands. why not feed the next machine ? xD
The line probably doesn't exist yet
Anyways, the best way to do it imo is just not to make them until you're building the factory for the next space elevator parts, then just make them fresh in that factory
If a manifold that feeds machines on both sides is called double, how do we called stacked manifolds?
Intuitively those would be also called double/triple/quadruple manifolds
"Layered" manifolds?
stacked manifolds ๐
What's the stacksize for belts though?
Did you know that 36 nuclear plants at 100% make 360 waste and not 1800? Because my nuclear spreadsheet was wrong and i never double checked. Good news is I can process 5x more waste
which waste?
Uranium Waste, just for recycling
then yeah, 10 waste/min per plant
Itโs 50 per 5 minutes which I misread when setting up my spreadsheet
that's a happy mistake to have caught!
I'm going to make the "mistake" of overbuilding coal power again. Won't be any left in the area for steel.
you can always overbuild coal power on the other side of the map ๐
Just have to figure out my preferred arrangement for 160 coal gens.... 80 for now, until Mk3 miners.
I'm staying along the bottom of the map for now. Going to go through T5/6 in Blue Crater, this time.
So I decided to completely max the 4 coal nodes there, and use oil alts in production.
i'm a big fan of just burning one of the spots with 4 normal coal nodes, build 64 generators, and clock them to 250 as belts and miner's allow
I already have 48 at the crater/canyon lake.
Used one node for steel to complete the second SE package.
This one I'll build double so that all I have to do is upgrade the miners and their output belts to being the rest of the generators online, later.
yeah, i do like getting a nice amt of coal power established so i'm not chasing the demand and get forced into fuel before phase 4
also, i think burning the excess coke in phase 3 from your intro petroleum build makes a lot of sense to do
Distance to elevator
the question is not necessarily how to call the type, but how to distinguish "double manifold" between double horizontally or having two layers
It's my 2nd manifold twice removed...
i kind of punt on the term manifold being the catch-all for arbitrary belt topologies
the wiki page on manifolds is pretty lacking compared to knowledge we have here, so I'm looking how to improve that, and ran into this naming problem
the problem with Discord replacing forums is that information about a subject is no longer freely available on the internet, but only in hard to find conversations
triple and quadruple manifolds are unambiguous
If you ever wanted Docs.json in spreadsheet format, I built a macro that generates it from the latest version.
https://docs.google.com/spreadsheets/d/1Ma7j4bJ0mEN7jAQlGnt8B_zNqetRypxuyduyMG19qmU/edit?usp=sharing
Just thought I'd share in case anyone wanted to go nuts with IMPORTSHEET() ๐
oh this is nice, I can finally see what's actually in there 
Currently regenerating, bear with me 
it will lag much less if you replace /edit with /htmlview
it doesn't like having that many tabs though
I'm skipping intro-petroleum tho ๐
Move the elevator?
Bruh you can just do that?
Second and third order manifolds. But I can't see a case for third order subdivision outside of "max the map" scale builds.
Manufacturers use 4-level manifolds for 4-ingredient parts
I straight dismantle my elevator as soon as parts are sent. Build it again after I start making parts for the next package
aha, I guess n-level could work
I mean orders of tree branching. A single belt feeding a single machine is a 0 order manifold.
A standard manifold is of the 1st order.
A belt that branches onto 4 manifolds, each feeding 4 machines is a 2nd order manifold.
Etc
ahh, yeah that's yet another thing
you mean a mix between manifold and balancer?
= opposite of an injection manifold
No. A manifold of manifolds. The reverse of an injection manifold.
hey, if that's your thing ๐
I haven't yet. It's more of a thought experiment right now. But you could use injection of parallel bus belts to extend something like that.
I usually reffer to any manifold of manifolds as an array.
My first oil extractor on this file will utilize all necessary alts to support adhered plate, steel coated plate, insulated oscillator, and caterium computer production.
That works too. As long as it's a commonly recognized label.
How can i fix my water pipes flow rate going up and down constantly
It was staying up at 300 but after a while it starts to fluctuate
I have use arrays often enough. Almost always dictated by belt thruput limits. Like if a recipe tends to hit the belt limit on 1 input, when i build lines of machines with their input manifolds, those thruput limited inputs will be their own manifolds. But the lower thruput inputs can all be fed by another manifold that runs past the start of each of the machine lines, so a manifold feeding each line's input manifold.
pre-fill pipes
So should i wait for them to all fill?
i generally recommend that, yes if nothing else it aids in debugging problems
Alright i have plenty of pumps so my only theory is the fluid buffers i have before my coal generators is causing issues
Things that have been known to help...
- Prefill pipes
- Loop manifolds
- Do not feed machines from below
- do not use valves and buffers
- check headlifts
pipes behave a little differently when they are completely full
because there isn't any room in them for 'slosh', the coming and going of fluid follows a single direction better
Wdym by dont feed machines from below?
liquids like flowing downward and prioritize inputs at the lowest altitude, if you're pushing fluids upward, especially to multiple levels of consumers, it is common to see the higher ones starve
quick addendum as step 0... check your math
"Feeding from below" means you ran the pipe manifold beneath the machines and the branch pipes have to go up to get to the machine input.
Generally you should run your pipe manifolds above the inputs of machines and send the branch pipes downwards towards the inlets.
Alright i currently have my pipes going up a bit to reach the coal generators which i could fix
i think you should be ok with that, but the pumps may need to be placed a bit differently
I already know this is a "stupid question"
BUT
What happens if you feed liquid to a buffer above the level of the machine inputs, then the output of the buffer drops below floor level to feed up to them?
Would you be able to join my world to help
i think it actually depends on how full the buffer is, lol, iirc they provide headlift proportional to how full they are
Im completely lost to be honest
I removed them for now but i can re add them
if you don't mind rebuilding, it would be significantly better to build the coal generators near water
They should. And I've used one before on early aluminum so that the buffer level acted like a PIV
dismantling refunds everything
