#math-and-meta

1 messages Β· Page 124 of 1

deft lichen
coarse hull
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no sloppy alumina, but yes, pretty much that

deft lichen
#

either way that diagram is not really clear (and has a bunch of typos)

deft lichen
coarse hull
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which numbers

deft lichen
#

without sloppy alumina, you need 2 refineries to make alumina solution

coarse hull
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yes

deft lichen
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ohhh my bad

coarse hull
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πŸ˜„

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that one is for aluminum casing specifically

wind spade
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generally better to make setups in online tools than by hand, saves time and is easily shareable πŸ˜›

deft lichen
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still, you get useless silica and worse bauxite usage

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also OCing the blenders...why? just write 3x blender

wind spade
coarse hull
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ill try getting that sloppy recippe

coarse hull
oblique hollow
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floating point error my beloved

coarse hull
subtle roost
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can someone explain to me how i calculate splitting belts to get a certain output? or is there a tool for it

wind spade
subtle roost
wind spade
subtle roost
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due to me working with non-fissile uranium, i didnt want to have that stuff laying around in overflow or manifolds

full abyss
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How many nuclear Power Plants should i run to have a reasonable Production for the last space elevator stage?

vapid gorge
full abyss
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Hmm ill check

vapid gorge
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We can't tell what is 'reasonable' to you. is it 5pm each? 20?

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big diffs πŸ™‚

full abyss
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Hmm.. 15.009 mw only for this

vapid gorge
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I'd probably aim to do at least 2x this much not including what the generators tehmselves would take then

full abyss
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Well, at least 12x Nuclear power plants so, to have 30.000mw and be safe

vapid gorge
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+the MW for hte power plants

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they take up a substantial amount

full abyss
full abyss
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Let me calc it

vapid gorge
# full abyss Oh indeed

partially 2x because a lot of the more resource efficient recipe chains consume a LOT more power, you'll probably want to overclock a bunch of stuff for convenience, and you'll need production for vehicles and personal components

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40GW + nuclear power needs to be safe is what I'd aim for I guess

full abyss
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Maybe 20 nuclear power plants so

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Damn 😦

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Yes, calc suggest 20 power plant

vapid gorge
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that's very managable from 1 uranium node

tender lark
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Ok I read that, what's more efficient turbo fuel or fuel for the gas generator

mystic moon
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Effeciency is difficult to quantify

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My preference is diluted fuel

thorn bane
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turbofuel needs sulfur and is more complicated, fuel needs more buildings and more oil, but oil comes in huge patches so thats not really a problem

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also blenders make both alot easier/smaller

main shuttle
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have they ever tried to reverse how the game views the destructible stuff so that destroying it would improve performance instead of degrading it?

vapid gorge
main shuttle
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well that's a strong assumption 🀣

gritty moat
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agreed

vapid gorge
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if you feel the need to level the map you should accept hte pain that comes with it

main shuttle
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i assume that kind of action by the engine is cpu dependent

oblique hollow
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as a game dev you are forced to make assumptions and set limits

wind spade
full abyss
silent sphinx
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@jagged hawk it looks like a bad mod.

pulsar bough
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Does anyone know why my power fuse keeps breaking? I've tried getting more power but it doesn't work. Also, it shows on the charts that the production is higher than the consumption rate.

vapid gorge
pulsar bough
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wdym?

vapid gorge
# pulsar bough wdym?

when youre generators are down, do you try to restart them while they are still connected to your factories?

pulsar bough
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yes

vapid gorge
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so you're trying to restart them with the same situation that tripped them initially?

pulsar bough
vapid gorge
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well ok but starting a system connected to a factory is a bad idea, even if you made it bigger it'll almsot certainly not start out doing full power.

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so in general you almost always have to restart a power station while it's disconnected from the main grid

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once you get Priority power switches you can make it so the power station never crashes and just the factories get shut down first

pulsar bough
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Im still very confused

vapid gorge
pulsar bough
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yes almost double

vapid gorge
# pulsar bough yes almost double

ok, so if your station makes 2000mw and your factory only needs 1000mw, as you're power station starts rebooting and it only starts making like 800mw, what do you think is going to happen?

pulsar bough
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it wont work

vapid gorge
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and trip a fuse

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hence 'don't have factories connected to a power station as you reboot it'

pulsar bough
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but thats what confuses me, when I look at the chart it says the production is higher then the consumption but still trips

vapid gorge
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because suddenly all the machines will spike in demand

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pls ... just ... try to restart it w/o it being connected to the factory

pulsar bough
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how do I do that? do I disconnect the electric cables then turn it back on?

vapid gorge
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yeah have 1 power cable going out to factories and dismantle it

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or have a switch if you've unlocked them

pulsar bough
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k

pulsar bough
pulsar bough
chrome abyss
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im considering starting a new save, because the location where i am i just not good, wjhere do you guys advise for me to start?

vapid gorge
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Also locations are only good/bad depending on what you want to build with specific recipes. that's how you should plan out factories.

chrome abyss
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hmm

vapid gorge
# chrome abyss hmm

unless you've unlocked basically all the tech and all the alt recipes there are no spots which you can do everything. And not even then really depending on what radius is allowed in your definition

chrome abyss
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hmm

wary tulip
knotty ginkgo
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Does anyone have a excel with all recipes?

chrome abyss
knotty ginkgo
vapid gorge
knotty ginkgo
vapid gorge
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wouldn't it be simpler and faster to make plans in tools and paste the link in a spread sheet to keep track of what resources are needed?

knotty ginkgo
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Building the spreadsheet is the fun part, but it should be based on correct data

wind spade
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no reason to use any of the online rankings

vapid gorge
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i think they jiust want the numbers

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in a table

wind spade
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numbers for what?

vapid gorge
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each part per min in the recipes I guess? seems like they are trying ot make a spread sheet planner

cinder silo
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I'm not sure ranking alts is a good idea since their usefulness changes based on resources at hand.

vapid gorge
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I don't think ranking is part of it

cinder silo
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Oh, I just saw that "alternate recipe ranking w/spreadsheet" thing posted above, I probably shouldn't skim text.

knotty ginkgo
vapid gorge
wind spade
knotty ginkgo
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I just noticed, the values of the doc are not wrong. Its just the sheet which rounds numbers like 1.5 to 2

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and if you export the values, it uses the rounded numbers

vapid gorge
sullen bone
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I don't wanna do it. I don't want to place 1609 fuel gens

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Max turbofuel with my nuclear and plutonium setup though

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It will use all sulfur on the map. Oh and the 25 batteries PM needed for space elevator

oblique hollow
wind spade
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no reason to do turbofuel if you do nuclear

main shuttle
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i wonder if 1.0 will finally put a saw on the crafting table

sullen bone
coarse copper
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So your power generator reach 1000000MW output?

wind spade
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easy with nuclear

viscid swallow
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alt recipes are your friend if u want to make that much of power

deft lichen
wind spade
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"easy" as in "you don't even have to max nuclear" πŸ™‚

nocturne seal
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is getting 1.000.000MW with turbofuel possible ?

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and with diluted fuel

vapid gorge
viscid swallow
main shuttle
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i still love the fracture mechanics on the rocks & pillars

rough drift
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got a quick question about pipes, I have 3 lines of 600 oil a minute (getting turned into plastic and rubber respectively). each line of 600 has 20 refineries attached to the end of it, feeding in a manifold style, but not all of them are active at once, is there any reason behind that?

median heath
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Because you didn't build the manifold correctly.

rough drift
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any further explanation besides that?

median heath
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I'm assuming it looks something like this in terms of it just goes and then immediately stops at the end?

rough drift
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yes

median heath
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Fluids are not solids.
You cannot thinking about pipes in terms of belts.

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If you build the above, fluid flows to the end, hits it, and sloshes backwards.

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This reduces your overall throughput in the pipe.

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Left is A way to fix it, right is B way to fix it.

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This is C way to fix it.

rough drift
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ah ok

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trying to get a better idea but basically the left arrow is the input, then it just moves around in a giant circle to prevent underflow to everything?

median heath
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Only answer I can give you is "build it and find out."

rough drift
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oh wait

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figured out my issue

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turns out i didnt realise how much heavy oil residue plastic makes

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difference of like 300 heavy o residue that i didnt account for

coarse copper
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I don't understand, if you prefill those pipes and machines, you don't need loop because liquid won't hit the end

median heath
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Flow isn't continuous.

Everything in the game happens in cycles.

tame vessel
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continue

rose lion
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Im begining calculations on my mega iron factory

wind spade
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you can also use some of the online tools to calculate stuff for you

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(also megafactory is not recommended)

rose lion
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I just like the idea of a giant factory for iron and thought of the challenge to calculate it all by myself.

cinder silo
wind spade
viscid swallow
# rose lion

use alt recipes u to help u with this goal u have

grim wadi
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I have 960/m iron ingots coming in, how would you recommend splitting things up? this is what i came up with. any improvments to this?

wind spade
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decide how much you want, and plan backwards

main shuttle
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so did they remove the jetpack hog when they introduced the rock chucking hogs?

nocturne seal
nocturne seal
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can someone explain to me why my Biomass Burner Power Plant is not working even though the capacity is bigger than max consume

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apparently I tried turning it on around 10 times, didn't work, then it worked and stopped, and now it's working somewhy

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weird

wind spade
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capacity is how much power you can generate if all gens were running
max consumption is how much power you can consume if all machines were running

neither of those have nothing to do with biomass gens

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biomass gens work when power productions is less than power consumption

nocturne seal
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it was a drop pod connected to my base

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πŸ’€

weary wren
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whats a good space evlator phase 2 set up?

wind spade
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that's a very generic question

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you can finish it with one machine of every type

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or with 100s of machines

weary wren
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yea i just check the crafting recpie

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I am only at mk3 of convyer belts, would adding another lane help?

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wait ima see if i could increase the consumption first

main shuttle
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idk if i've ever landed on a nice round number like that

main shuttle
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would it be possible to mod the game so that different species of mobs attack each other, not just the stingers vs everyone? or is that too difficult to do with the AI

brisk shoreBOT
weary wren
stone jetty
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I hit the object limit. But over 2600 drones will do that.

wind spade
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2600 drones probably contribute very low to the object limit

stone jetty
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True, but when they're all full of resources, it adds up.

wind spade
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resources in drones are most likely free, do not add to object limit

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in general, resources inside containers are

stone jetty
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I tested it with a object counter mod, when I assigned a full drone to a port to unload, the object counter spiked up.

wind spade
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that may be some path markers for the drone

stone jetty
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Or that, yes.

wind spade
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items inside containers are usually just a property of existing object, I don't think they will be counted as another UObject

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since UObject is usually something that's placed into scene

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which items inside inventories aren't

stone jetty
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They do not count, I believe. I think your marker theory is most likely correct.

odd wagon
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is there a easier way to understand the caculator

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i get confused and my factory ends up looking like shit

wind spade
odd wagon
wind spade
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no idea about that one, I don't use it

odd wagon
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alright dont worry

wind spade
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you can try other ones tho, some are in #welcome
maybe those will suit you better

nocturne seal
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I have used SCIM for a while

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I might be able to help

nocturne seal
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for example, instead of 6 Reinforced Iron plate or maybe 7, I try to do the default ( 5 ), double it or 1.5x

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because if you wish to go the hard way you would need to do stuff like getting 67.5 screws per minute and 33.85 iron plates for example

arctic vine
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lads i have the following situation:
i got three 731.25 belts and one 206.25 belt going into a line of 20 assemblers needing 2400 total.

each assembler can process 125 per minute, meaning a 731.25 belt can supply 5.85 assemblers.

my issue is that i cannot properly place manifold injections and the system remains unsupplied

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where should the three injections be placed?

wind spade
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I'd personally just have each belt go into assemblers that need exactly that much

arctic vine
wind spade
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no, that'd just mean clocking a few assemblers and instead of puttiong 3 mergers, you put 3 entry points for belts

thorn bane
# arctic vine lads i have the following situation: i got three 731.25 belts and one 206.25 bel...
arctic vine
wind spade
arctic vine
wind spade
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then yeah, you'd add 3 more assemblers

arctic vine
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but thanks!

wind spade
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but adding 3 more machines is hardly "rebuilding everything" πŸ€”

wind spade
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also for the future, I'd recommend not building the machines if you haven't yet figured out the logistics

thorn bane
arctic vine
thorn bane
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#screenshots message πŸ™ƒ
for stuff like this i prefer to actually calculate how much is used and and come to a nice ratio, but for most other things i just use overflow

arctic vine
thorn bane
thorn bane
amber umbra
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Interesting document link above. I played around with those belt compressors a fair amount. They're interesting.

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Kinda niche in usage while taking more effort to implement, so idk if I'll actually use them at all.

vapid gorge
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belt compressors are for people who lack the resolve to solve how much you want on each belt in the first place

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and then complain that the compressed belts don't have the exact number the process they want to use it on needs

thorn bane
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well it just means you dont have to calculate it anymore, so its just easier.
you dont really need exact numbers as input if you just let everything fill up, as long as 1 step in the production has the desired machine count/clock speed. that way the machine will balance themselves to only take as much as they need.
before it was kinda tedious to build them since you need to configure smart splitters and do weird belting, but now with blueprints its gotten so easy that i honestly dont see any reason against it.

vapid gorge
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You still have to calculate a production based on what you’re feeding it? And very few, if any, recipe will use full belts of multiple items

thorn bane
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well lets say for example you have a factory like this
stell ingots -> steel pipes and steal beams->EIBs
combined into HMFs

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say you want to double your HMFs by just doubling the manufacturers
this means you need more steel beams and more steel pipes
but you can just increase the manifold and the bcu will take care of all the logistics
and if you notice that your ingots are lower, then you just increase those too by increasing the manifold

vapid gorge
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You.. .still have to calculate how much you're providing and how much you're using

thorn bane
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no you just add more if youre low

vapid gorge
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and then run out? is your initial idea you're making 10x as many resources as you plan on using like some sort of madman?

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this looks like a somehow worse version of a bus

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and if you want to build in steps where you're making huge amounts of waste you can just build the first belt to feed the initial build project
and then, if you really want, use a second belt to feed an expansion without having to rely on running allllll the same damn belts the whole way. So restrictive in layout and space consuming

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I keep thinking I've seen the worst thing on the internet for the day and more keeps popping up. Truly the end times.

rough drift
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whats the go with mk2 pipes not being able to supply 600 a minute to whatever machines its pumping into

vapid gorge
rough drift
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is there an easy diagram or video i can follow?

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i know ive done something wrong with my oil system but i dont know exactly what as im still learning how fluids work in the game

vapid gorge
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Thats ok - there's a few basic rules to go by for consistent pipes if you like

rough drift
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yeah i do feel like ive done that already but I will try and flood the system again by turning down the clocks on each of my gens to fix it ig

vapid gorge
rough drift
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sure

vapid gorge
#

pipe shape and elevation changes can really impact things

rough drift
#

gimme like a few mins to get a couple screenshots

vapid gorge
#

no stress

rough drift
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i'll quickly whip up a calc production plan too so you can understand the math side of things

vapid gorge
rough drift
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im using triple overclocked refs for sake of space but i might need to change that if it isn't producing enough, but it should be

vapid gorge
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Ok the only yellow light i see is on an extractor- what is the issue you’re having at the actual factory?

rough drift
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fuel gens arent getting enough fuel for some reason, causing fluctuations with power. 2nd set of refs arent getting enough heavy oil residue from the plastic production, causing it to stop and start in the middle section of the refs there. Some heavy oil isn't being used either, which is weird considering it should be consuming enough

vapid gorge
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Ok work backwards further - is there any stuttering of the plastic refineries?

rough drift
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there are three refs at the very back constantly backed up with fuel

vapid gorge
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Those are the fuel refs what about the plastic that makes the hor? Any backed up?

rough drift
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oh no not fuel i meant hor

vapid gorge
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Ah so several plastic refs have full HOR in their outputs?

rough drift
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yeah

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could be a cause of having all 24 refs going into one pipe section because its 600 hor being made

vapid gorge
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And the fuel refs - I’m assuming some are starving of HOR?

rough drift
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yeah every now and again, its inconsistent enough for that to cause issues with the gens

vapid gorge
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Oh yeah any inconsistency would. Ok trouble shooting

Set 1 of your fuel refs to like 10% and let it flood completely and set a few of the fuel gens to a low clock

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That’ll let both sections flood

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Once every fuel gen is flooded put it back to it’s regular clock

Wait for every fuel gen to flood then do the same

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If after the whole thing is flooded an it still ends up starving you know for sure there’s a flow or math error

rough drift
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would it make a difference to have a different section be the output for the 10 fuel refs?

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cos some of the refs seem to be pumping out more fuel than others because of where the input for the fuel loop is on the gens

thorn bane
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you could always just use 2 pipes at 300

rough drift
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as in the output

vapid gorge
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as in multiple chunks? shouldn't

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did you do the flooding

rough drift
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yeah

vapid gorge
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and has it started stuttering again?

nocturne seal
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it's hard to make it look good

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somehow :(

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like it's not impossible it's just harder than usual

ivory wedge
frosty owl
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To make fluid flow unreadable

deft lichen
vapid gorge
nocturne seal
#

Idk how to explain it but you or someone else had sent 2 ss's and I lost that one but I will need it now

vapid gorge
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it's why it was done at an angle

rotund sedge
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Full mk3 belt on iron rods is backing up

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Despite the constructors being on the desired speed

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All of the constructors are oced to 200%

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To get a full belt of iron rods

oblique hollow
upbeat cloak
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how big should i plan if i want to build a centralized quartz processing plan(where every node will be processed into cyrstal oscillators/silica) and then will be distrubuted to factories needing them?

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Because probably proccessing every node is a bit excessive right?

oblique hollow
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Its more excessive to process at a central location because of logistical overhead

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Produce what you need at the closest possible quartz node and then deliver exactly ehats needed from there to the destination

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You can process centrally, but you have no real good methods of distributing items back out from there to other sites

upbeat cloak
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fair

oblique hollow
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And also it may be a bit nonsensical to move quartz from, for example , the desert to the forest only to move the product back to the desert where its needed

vapid gorge
# upbeat cloak fair

on top of what mcgal has said - depending on the recipes you choose in your world you may need very little in terms of silica/quartz/oscilators

upbeat cloak
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yep fair

vapid gorge
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chances are you'll have to move it in a much more complex manner shipping it all to a central location when you could also just use it when you need to and maybe move it 100m

upbeat cloak
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yep

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i saw someone do it for copper but fair

vapid gorge
# upbeat cloak i saw someone do it for copper but fair

look honestly - doing that for any product is often a massive pain - we're not saying you can't but you also can't plan 'how big' to do a thing if you don't know what the goal for it's use is right? forward planning often leads to pain

upbeat cloak
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yep

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it does indeed lead to pain

oblique hollow
rotund sedge
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Yes

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So they all make 30 rods a min

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Should work out to 270

oblique hollow
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right my mistake its 15/min to 15/min
so 30 to 30 now

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then whatever is using the rods seems to be the problem i guess

rotund sedge
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Hmmm

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I'll check the belt between modukes

oblique hollow
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you can try sinking the full belt for now to see if theres some issues there

cinder silo
#

You didn't upgrade belts on the fly or anything around the splitters did you?

rotund sedge
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Nope

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I'll check if I mis placed one as mk2

cinder silo
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Alright, I only asked because I had a 1 metre piece of mk1 bring a factory to its knees before πŸ™‚

rotund sedge
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I may Check if it's a mk2

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That's causing a two module backup

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I should probably do that rbh

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Sink any items incase of module backup

rotund sedge
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@oblique hollow fixed the backup

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i had to drain the constctors

thorn bane
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i was thinking a bit about stators
if you swap to caterium wire, compared to making your wire out of caterium, then you effectively swap 30 caterium and 45 steel to 45 caterium and 30 steel (more for swapping fused wire to fused quickwire)
do you guys think 15 caterium or 15 steel is more valuable?

gritty moat
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bottom right seems more valuable in my case

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i can make thousands of caterium wire per minute, but my steel is limited rn until i bring over my 4 normal nodes of coal to my other 2 iron nodes

oblique hollow
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its really hard to value caterium vs steel as they dont have the same usage

thorn bane
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hm the more i think about it the more i actaully agree i think
getting a second caterium node is easy but building 10 million steel pipes is so tedious

oblique hollow
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you wont need as much caterium as you need steel
theres not that many recipes for it

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so it doesnt quite matter as much what you optimize for unless you wanna max out production of something

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so yes, the choice is "whatever seems more convenient to you"

thorn bane
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nah this is just for normal progression through the tiers
notably for automated wiring

thorn bane
oblique hollow
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thats for you to answer

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its your convenience after all

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not mine or lucky's or anyone elses

thorn bane
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and yet, as i said above, luckies way actually seems more convenient

oblique hollow
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well if it seems that way to you then it may be what is right for you
its your call after all

thorn bane
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but that doesnt mean that you cant talk about it
see what everyone is doing
how they value steel vs caterium

oblique hollow
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sure.
In the end it might turn out differently once you try building it

thorn bane
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ye im kinda committed to my fused wire and def. stator approach now, and im not gonna rebuild it (sunk cost and all xd) but i might try the quckwire stator for my next playthrough

median heath
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@static marsh my full starting location opinion (series of screenshots):

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GF - this is the place I consider "best"

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Because it's just open, flat land in a straight shot out from the nodes.

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NF - Circled is where most people "start" even though it isn't in the starting area. The actual start location in the NF is pretty damn good imo.

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RD - In my personal opinion, the best starting biome.

My recommendation is setting up on the west side. Because the 6 normals are equal to the 3 pures, but easier to work with imo. Also that area is the largest section of flat terrain on the entire map.

static marsh
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oh, Grass Fields... um, I go here short walk to the coal generator area

median heath
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To each their own, I prefer the bottom left.

static marsh
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I want the plentiful water; I like to coal rush

median heath
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Also, if you feel like trying NF again, I recommend going to the actual starting spot instead of over to Speedrunner's Bluff.

static marsh
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And my thus-far ONLY starting location in the forest is...

median heath
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Yeah, I don't recommend that as a starting area, personally.

static marsh
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I landed very close to the top left of the spawn area, then. It's where I saw iron when I searched for it

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so if I go rather far southeast, I'll find a pretty good coal pit, I see. 3x pure + 1 normal?

median heath
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Coal Lake West, yes.

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Which is much closer if you start in the actual start spot of the NF.

static marsh
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Do you always get the actual start spot if you skip the onbaording T0? Because I sort of like doing T0

median heath
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Wouldn't know, as I always do T0.

static marsh
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Anyway, right now I'm going to work for a bunch of iron plates and concrete so I can get a good supply for foundations so that I can build a proper coal plant (I only have one sad coal plant with an underclocked pure miner and an underclocked extractor)

median heath
#

Unlock Concrete Foundation from the shop. Then all you need is Concrete.

static marsh
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I've done unlocking alternate foundations before... I liked the aesthetic, but not a certain bit of overhead. Namely, a single full stack of concrete and a single full stack of iron plates would match up perfectly

median heath
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Ok? It's all temporary and to be deleted later anyway. So I just go for cheap, simple, and effective at that stage.

static marsh
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I'll grant, 5 stacks of concrete only need +2 stacks for a 10x10, as opposed to 5 stacks concrete + 5 stacks plate

median heath
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Because?

static marsh
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probably because of the issues I had. I had to snake down one of the pseudo-canyons to make my phase 1 goods, and it was a huge pain

median heath
#

Other location is just better in my opinion. So I don't recommend it.

median heath
static marsh
#

It does look like I'd have enough space to build an actual factory further southeast from where I am

median heath
#

Oh, if you've haven't seen it, just walk to the area in your current save. It's a really nice spot +6 pure irons.

static marsh
#

I think I'll build up my power first, so I can just lead a huge chain from an 8-coal gen (7's worth after overhead) to have something decent to build in the first place

oblique hollow
#

some mysterious source you forgot

true junco
thorn bane
dense canopy
static marsh
jovial wyvern
#

All the discussion yesterday about precision in #satisfactory got me wondering. If production machines store clock rates as percentage values with four digits to the right of the decimal point, how is that number stored in terms of the game's actual code, which I would assume is some sort of binary floating point value?

Did CSS use some form of decimal representation internally, and then use decimal math on these numbers?

I ask because some numbers that are exact in base10 are not exactly representable in base2. The decimal value for 1/10 (0.1 exactly) converts to a infinitely repeating four digit binary series (0.00110011... in binary), for example.

oblique hollow
#

then it just does the math for the new time and uses that for the recipe timer

#

We dont know the exact implementation

#

0.1 would convert to 0.10000000149....

#

which is a pretty negligible error

#

1 extra cycle after a billion other cycles

#

roughly 3 years of ingame playtime needed for that

#

same for 0.333333... repeating

glacial jackal
#

I would imagine for things like that they need to store them as BigDecimal

#

however, if you do rounding-to-nearest instead of rounding-down, then the game should balance itself, given the high clock speed

#

BigDecimal is a concept where a number stored as a string instead of a number

#

it implements its own maths

#

I'd imagine it quadruples the memory for computation (which is not a big problem here) and slightly slows down the operations, which, again, not the major problem of a game engine

oblique hollow
elfin wyvern
#

yeah even 3 would probably have been enough

tulip fiber
#

quick question if i make pipe manifold that backs into itself i has to use valves?

oblique hollow
#

no

#

Valve not needed

wind spade
grand osprey
#

Good Morning y'all, I'm having a perplexing problem
I need to produce plastic for computers, a lot of it, and I wanted to do something more with the heavy oil than just coke, so I wanted to turn it into fuel. This lead me into making a build where I package the fuel to be used.....somehow (still not sure).

The problem is that I've checked the math a bunch, but my constructors for canisters and thus some packagers are running up short, causing a blender or two and a couple plastic refineries to be idle because the pipes aren't being cleared fast enough.

The second picture highlights what points in the build come up short. I've tried hand feeding the starved producers, letting it run for a bit, and the problem still remains. I'm perplexed.

Edit: Also, the constructors and Packagers before the ones getting starved are slowly filling up, one after another towards the ones being starved. That's weird, right?

thorn bane
grand osprey
#

Yes, everything is running

thorn bane
#

hm i just checked the math and it seems fine
so the problem is the constructors are not getting enough plastic?
that has to be a problem of the bottom plastic refineries right?

#

is any of the petr. coke or the HOR of that bottom part backed up?

grand osprey
#

The constructors, yes , they're not getting enough
The Pet Coke is not backed up
I thought it was the plastic refineries for the canisters, but the math should be right...
Checked the constructors and packagers, and all of the const and packagers save the last 2 const. and last 2 pack. are completely full with their inputs

thorn bane
#

id just try and overclock the bottom plastic and HOR part and seeing if it fixes stuff

#

sounds like a missing belt or pipe on one of the inputs or outputs

grand osprey
#

I double checked for pipes and belts, and everything is connected
I'm not sure how much to overclock, I don't particularly want to put a smart splitter at the end of the packager/container lines to get rid of overflow. I'll try it
I'm probably going to try something like this elsewhere on the map and i'm confused why the math isn't adding up

thorn bane
#

no i mean just for testing purposes
just plop some power shards in there and see if it works
cause that would mean that the problem has to be the refineries

#

btw i personally would have just used the top plastic for the canisters with a smart splitter of going to canisters first and any overflow as output

grand osprey
#

The top plastic refineries are for a Computer section, so they're already used and accounted for. I just wanted to do something more with the heavy oil than just coke.

Trying the overclocking now, gonna let it run and see what happens

#

alright, so, I overclocked the refinery that i had under to 125%, and i'm running into the same problem. 1 const and 2 pack at the end of their respective lines are being starved

#

I guess I did my math wrong on how many refineries I need for the canisters?

thorn bane
#

no 15 is right its 580/2/20=14.5
thats so strange...

grand osprey
#

And all the packagers and constructors before those points are all full of their respective inputs again as well ( i took them all out as part of the test)

thorn bane
#

what percentage are the last machines running at?
to figure out how much plastic youre missing

#

(the constructors)

grand osprey
#

100%

#

or, wiat

#

One constructor at the end if at 70%, but it's not being starved it's keeping steady. The one that is starved is at 100%
But the packagers are at 100%

thorn bane
#

are the last 4 not full like in your screenshot or only the 2 connected to the last splitter

grand osprey
#

As of right now, all of the constructors have enough to be constantly producing, and the last two are very slowly filling up
The last 2 packagers are being starved, with the 2 before them in the line being slowly filled up

thorn bane
#

ye need to wait until the second to last is full until the manifold is at 100%
i guess that takes some time

wind spade
#

last two fill at same rate

thorn bane
wind spade
grand osprey
#

but this is with an overclocked refinery, so that plastic line will eventually full and backup if I keep it that way
Do I need to make the manifolds different to better balance it out?

wind spade
#

but last two are last row

thorn bane
grand osprey
#

They're all at 100%, save the one i have at 150% for testing

thorn bane
#

did you underclock 1 of them before? if so by how much?

grand osprey
#

One was at 50% to produce 290 plastic to make the 580 canisters for the fuel

thorn bane
#

hm that seems right
youre sure you didnt accidentally underclock 2 or something

grand osprey
#

oh.....I underclocked 2 of the cosntructors by accident

thorn bane
#

ah xD

grand osprey
#

Only 1 needed to be, I have it underclocked to produce 40 canisters a minute

thorn bane
#

this is why i dont underclcok

grand osprey
#

Alright, well!!!!!!!!
I'm gonna pull some of the canisters and plastic out, let it run, and see what happens
Do you just overclock a producer to get amounts below 100 then?

thorn bane
grand osprey
#

like, 165% on one instead of one at 65% ?

thorn bane
#

no just 2 at 100%

#

but ye you get yellow lights and "50%" efficiency numbers so i get why people do it

grand osprey
#

Oh I see what you're doing

#

Going to report back a little later, a power issue has somehow arisen + i should get started on my day , but fingers crossed it works later

thorn bane
#

aight hope it works

median heath
grand osprey
#

Working on a turbofuel plant, quick question:
How much turbofuel does one generator use? I can't seem to find it in game anywhere

thorn bane
grand osprey
#

thank you!

median heath
#

0

#

Because you don't use Turbofuel for power 😭

rose garden
#

does anybody see anything wrong or something i could do better in this plastic rubber and steel factory

vapid gorge
#

it's real hard to see exactly what you're doing with what recipes like that. Only thing I'd change is use a planner

rose garden
#

i tried that but the one i used didn't seem to be able to use the heavy oil residue for the petroleum coke witch messed a lot of it up

sour cargo
#

Didn’t realise how helpful chat GPT could be with math, I however am still bad at math

#

Working on solar power grid with mods but want a consistent output in the nighttime

rose garden
gray violet
rose garden
#

in your opinion is the extra steel worth it or do i need more plastic?

gray violet
#

u can make even more steel with an oil tripling setup

#

itll just make ur setup more complicated

rose garden
#

ok

nocturne seal
#

For a 2km space between both train stations, needing 4320 transfer rate p/m, having 1 railway to get in and another to get out, how many trains and how many freight cars would you recommend ?

#

I was thinking maybe 8 freight cars per train and 3 trains

#

( the items stack up to 100 )

tough dove
#

that probably works

nocturne seal
#

now that I'm making the math, assuming the train takes 120 seconds to go from a train station to another, and more 40 seconds to load / unload, it will take 320 seconds in total to make the whole thingy ( 5 minutes +- )

#

each freight car can carry 32 stacks in 5 minutes, or 6.4 stacks per minute

#

I need it to carry 43,2 stacks per minute

#

so 7 freight cars should do it

vapid gorge
#

in general it's safe to do 1 belt per car though

nocturne seal
#

mathematically 2 with 4 freight cars should do it but better to be safe than sorry

vapid gorge
#

No idea - stacks per min is a really bad choice to convey throughput because you have different stack sizes and belts don't care about it

#

and you'll always be limited by belt speed

distant crater
#

For me i will run the train system first to see the item/minute transfer indicated for each freight station.. then tweak the system..

vapid gorge
#

eh, if you care about looks at all making stations bigger can be a huge issue. Or even just if you're a bit squeezed for space.

nocturne seal
#

pretty much I need to bring 2160 iron and coal to a huge steel facility

vapid gorge
#

you'll want to use more than 1 station too

nocturne seal
#

I thought 1 station would be enough

vapid gorge
#

each platform can only move X parts per min through

#

doesn't matter if the trains are carrying it all

#

And you know you can't move 2 full belts on a platform right?

nocturne seal
nocturne seal
vapid gorge
#

Ok so you haven't looked up much about trains it seems - that's ok

do you know platforms lock out belt input outputs while loading/unloading

nocturne seal
#

oooohhh

vapid gorge
#

yup xD

#

the more trains you have stopping at a station the lower the max throughput on each platform

#

and if you have 2 incoming trains both delivering high throughput cars to the same platform it's gonna get clogged fast

nocturne seal
vapid gorge
#

it's about 27 second down time each docking

nocturne seal
#

damn

distant crater
vapid gorge
#

in general I would recommend 1 train per station

nocturne seal
#

me about to make a 12 freight car train

vapid gorge
#

unless you have a very long return trip that's a safe volume

nocturne seal
#

is 4km considered a very long return trip ?

vapid gorge
#

so lets say the max throughput for a delivery platform is 1100pm - and you have two trains coming in and both have 900pm exptect on cars that are delivering to hte same spot - how will that 1100 receiving platform ever move 1800?

#

if you don't want to do the simple 1 train per station with 1 belt per platform I highly recommend you read that train throughput link I shared

#

I think the very max a platform can move is about 1250~ pm depending on stack and train travel time - so you can never have multiple trains delivering more than that to the same platform - and quite a bit less with more lock out times

wind spade
#

Tbh if travel time is long enough, adding a train actually increases throughput

median heath
#

Train testing for Ondar:

Maximum incline (which is greater than 2m ramp), with full cars and only 1 loco.

From a dead stop, the maximum ratio is 1:3.

If you have a running start of at least 90 km/h:

  • With a maximum height difference of 100m, the limit is 1:7
  • With a maximum height difference of 200m, the limit is 1:4
  • Beyond that you must use 1:3

(1:6 can handle up to about 135m and 1:5 can handle up to about 160m)

#

Side note: Trucks can handle 3x this incline without issue πŸ˜„

#

8m tilted wall OP, plz nerf

small pollen
#

noted...

oblique hollow
median heath
oblique hollow
#

yeah no i wouldnt test or usethat anyway

median heath
median heath
oblique hollow
#

huh wait

what exactly do 100m vs 200m mean here

median heath
#

Height difference.

oblique hollow
#

same horizontal length, different height?

median heath
#

Same angle, different height.
Inherently different horizontal.

oblique hollow
#

A consistent horizontal length and different heights would yields different slopes too

median heath
#

Except there is a maximum slope.

#

Which is the first parameter. Using maximum incline.

#

Unless you're saying the "alternating 2m and 4m" max incline definition we have been using is not actually a thing?

oblique hollow
#

no wait i think i misunderstood the point

#

So this is just about "how far up a maximum slope track can a train get with x starting velocity"

median heath
#

Well, the first point is "what ratio can always handle maximum slope"

#

In the course of finding that answer to be 1:3, I saw different lengths of train getting to different heights before stalling.

So I then went back and tested the second point of "how far up max slope"

#

Because if your height difference is only 100m, using 1:3 is a stupid waste of space when you can use 1:7.

#

It also means you can just use 1:7 all the time if you wish, so long as you make a small flatness every 100m in height so the train can regain speed.

oblique hollow
#

Right so the table on the wiki is mostly right then.
We could replace the 4m double ramp (impossible slope, or whatever ramp it was that was the steepest ) with whatever maximum slope it is

median heath
#

I'm assuming that is what Ondar was after when he asked me.

oblique hollow
#

Well for practical purposes you would usually use the 2m double, anything thats steeper is somewhere between that and the 4m double limit

median heath
#

Given how easy it is to do max incline with a beam, idk. Seems pretty practical.

wind spade
#

rails on a beam look unrealistic 😦

median heath
#

Pillar.

oblique hollow
#

I guess it depends on preference

wind spade
#

rails on pillar look even more unrealistic

median heath
#

You look unrealistic.

oblique hollow
#

For spirals i expect the data to look a lot worse due to curve resistance

wind spade
#

I'm aware

median heath
#

I would never advise spirals, so I will never test them.

oblique hollow
#

It still wouldnt hurt to test

#

As people do use them

median heath
#

People ain't smartishly.

wind spade
#

nah just ban everyone who uses spirals

oblique hollow
#

even if the end result of this is "turns out spirals are bad" and we can double down

wind spade
#

they are already bad πŸ™‚

oblique hollow
#

Like "hey look heres some more data, spirals suck"

median heath
#

I could be persuaded to test 2m continuous ramp if that is needed. But I am not touching spirals.

oblique hollow
#

Uh sure. That would then be a good test to verify the other part of the weights table

#

Since nobody but me ever really touched that part

median heath
#

I'll start with 1:8 full and see if that makes it.

oblique hollow
#

From a dead halt it should fail according to the data

#

Or worse: the brakes could be too weak and it rolls back

median heath
#

Rolls back is still a fail πŸ€·β€β™‚οΈ

median heath
#

Although 1:8 can still make a 100m height difference with a running start.

oblique hollow
#

Right so thats consistent

median heath
#

You can probably manipulate running start numbers with a small decline before the incline tbh.

#

Instead of doing 100m -> flat -> 100m, you could do 100m -> drop 10m -> 100m.

Overall length would be shorter than using just flats.

#

I sent Ondar the save file that has max incline set up already. So poke him if you want to test it out.

I'm going to nap.

hazy dune
#

anyone have that image detailing having a floor for all stages of a production line vs a floor for each

wind spade
#

huh?

hazy dune
#

i can't exactly describe it

#

it's been years since I've seen it

#

it has a diagram of an entire production line on one floor, with each floor being a different production line, then on the other side a diagram of each floor being a different stage in one production line

wind spade
#

sounds very specific. Also which production line? πŸ€”

hazy dune
#

someone posted it once and said "I think im going to follow a different strategy this time"

hazy dune
fresh helm
#

i can use convoyer merger with convoyer mk1 and mk2 and mk3. One for every entry ?

median heath
#

Yes. If you really want to.

fresh helm
#

ok thx

delicate wave
delicate wave
#

the pink line traced is recycled

median heath
#

And the issue is the Blenders are backing up?

delicate wave
median heath
#

tbf this seems a very jank setup.

delicate wave
#

it is a bit yeah

#

rebuild angle?

vapid gorge
#

VIPs have no room for jank from what I've seen

median heath
#

Like why are you re-elevating the pipe on the back and why is there a second pump on the green pipe over to the left?

delicate wave
median heath
#

I don't do that though?

delicate wave
#

not you specifically

median heath
delicate wave
#

the thing sometimes done*

median heath
#

I don't recommend doing it either tired_jace

delicate wave
#

oh shit i misread the diagram. That's two inputs on the right side of the screenshot. i see what's wrong

median heath
#

Input direction shouldn't matter.

#

Given this works just fine.

vapid gorge
#

could there be jank from this?

median heath
#

Possible.
The cleaner you run the VIP pipes, usually the better.

vapid gorge
#

having tiny sections of pipes can make things a bit weird. And also maybe the pump was place ON the pipe w/o thep ipe being rebuilt

delicate wave
#

i had 2 pipes in the exact same location

vapid gorge
#

well, like putting splitters onto belts , putting pumps on pipes can cause issues too

delicate wave
#

tbh didnt even know you could put pumps on the ground until just now πŸ’€

vapid gorge
median heath
#

This is why I build all the non-pipe pipe stuff first and then connect the pipes.

Same way you build all your splitters/mergers first and then connect belts.

delicate wave
#

well, it works now :D

#

my nuclear power is now reliable for a while at least

#

gotta make the stuff to reprocess the waste tho

median heath
#

What recipe is this btw?

delicate wave
median heath
delicate wave
#

oh, duh, encased uranium cell

#

i dum

median heath
#

Ty. Something I want to try. Will report back in a bit.

median heath
#

@oblique hollow do we have confirmation that Blenders do not take the same fluid from multiple inputs?

#

We do now πŸ˜„
Idk how it is coded, but apparently once the one input receives a fluid, the other input is locked out of taking that same fluid as an input.

Also don't know why it was coded that way tbh πŸ€·β€β™‚οΈ

true junco
#

Well. Thats good to know. Also puzzling that they chose to do that.

vapid gorge
#

maybe so you can't insta solve recycling?

#

might also be a pipe thing where only 1 fluid per pipe?

median heath
#

So inputs = pipes?

median heath
vapid gorge
delicate wave
median heath
sand epoch
#

Why would you need to use the 2nd input to solve recycling? Couldn't you just merge it into the first?

median heath
#

It isn't about need.
Was about seeing if possible.

uneven burrow
#

hey guys how do i split 100 ore into 40ore and 60ore without smart spliters

true junco
#

1 Regular splitter.

uneven burrow
#

well then it gets split to 50 and 50 :/

oblique hollow
#

yes

#

but it will not stay like that forever

uneven burrow
#

:/

oblique hollow
uneven burrow
#

well the 10 dosent get used

#

and it overflows

oblique hollow
#

yeees, and?

uneven burrow
#

the miner keeps turning off and on

terse scaffold
#

how many fuel rods would i need for around 36 reactors

uneven burrow
#

and the power grind keeps jumping

#

up and down

oblique hollow
terse scaffold
oblique hollow
oblique hollow
#

36 x 0.2 is 7.2/min

oblique hollow
terse scaffold
uneven burrow
oblique hollow
#

you split 100/min in half
50/min on one belt (it needs 60)
50/min on the other (it needs 40)

uneven burrow
#

ohhhhhhhhh

#

i get it now thanks

oblique hollow
#

we just talked about the belt that gets 50 but needs 40

median heath
#

Stop gif spamming.

pulsar salmon
#

I LITARALY PUT ----> ONE <---- DOWN

#

ONE

median heath
pulsar salmon
#

4

#

not spam

#

spam would be 40 at once

#

-in every one

jovial wyvern
#

Perhaps you could enlighten us as to how these images have anything at all to do with Satisfactory, Math and Meta, or Design and Architecture?

pulsar salmon
#

desighn >:)

#

bye

median heath
#

Troll. Got it πŸ‘

pulsar salmon
#

no

#

not troll bruh

#

anyway byeeeeee

thorn bane
#

<@&387163995947270144>

vapid gorge
#

@fallow tulip pick a recipe for an item you think you might be buildign a factory for soon

fallow tulip
#

pressed esc and apparently cancelled the choice jacelul got the drive back though so re-scanning it now heh.
idk didn't really like any of the choices anyway.

wind spade
#

Also better to pick a recipe than to reroll

vapid gorge
#

eh, you might as well pick a recipe and not waste time as they'll just keep popping up in the pool

and I'm pretty sure you had one of the most efficient plastic/rubber recipes in that lot

fallow tulip
wind spade
#

So easiest is to check what the recipes do yourselves

fallow tulip
#

very introverty pointy viewy

wind spade
#

Because when checking, you'll focus on the things important to you

fallow tulip
#

wouldn't ask if I wast stumped by the choices i was presented with hehe

vapid gorge
wind spade
#

The linked message and the wiki article both list some points about how to pick a recipe and what to look for

fallow tulip
#

cant even ask for opinions aside opinions that every recipe has equal rights

wind spade
#

You can, but you'd get more value if you asked concrete questions about things you don't understand, not just "what to pick"

uneven burrow
#

is there any way to split a 30item per min conveyor into 12 and 18?

#

with just spliters*

vapid gorge
uneven burrow
#

ooh

#

right right thanks

thorn bane
jovial wyvern
deft lichen
#

so the question becomes "do you want an easy answer that might be totally wrong, or a complicated but correct answer"

thorn bane
deft lichen
#

he did, from Greeny

fallow tulip
#

I got the easy answer "figure it out".

anyway moving on from conversation that keeps looping and annoying everyone involved.

I have some long-term-temporary factories which just clog (run horribly inefficiently) while I worry about building so I have a feeling some of the recipes would work well as a sink lol. As long as it increases the sinkable item score we're good SnuttsGood

fallow tulip
#

not many mass produce beacons. So if the person didint intuitively pick crystal beacon means person doesn't really need mass produced beacons... that is humble guess.

wind spade
wind spade
fallow tulip
#

oh. makes sence. didnt know that till now heh. havent reached nuclear yet so havent considered that.

thorn bane
fallow tulip
#

so most who ask probably havent reached it yet and dont pick it lol

wind spade
fallow tulip
#

maybe not that low but it is low lol.

karmic jungle
#

Can confirm, I have been playing since release and have never reached nuclear

wind spade
#

you didn't reach nuclear in 5 years? πŸ˜›

karmic jungle
#

Nope! Granted I only have 130 Hrs

thorn bane
wind spade
#

you played 130 hours and consider that "playing since release"? πŸ˜„

karmic jungle
#

Well I bought the game at release and have been playing since then so yes

thorn bane
#

anyway you can just write "only used in nuclear"
instead of writing "Choose any recipe you want" since they clearly dont know that its useless to them unless they do nuclear

wind spade
fallow tulip
wind spade
karmic jungle
jovial wyvern
# wind spade why so?

Beacons are used for two things. One, they can be used to mark locations, which now has been superseded by just using the map itself. And two, they are used in an alternate recipe for the nuclear chain.

In the first instance, beacons provide no additional utility when compared to simply using the map, and in fact have caused confusion to the point that people come here asking questions about their use. The answers to those questions generally take the form of "just use the map". When presented with three recipe options, one of which makes something that people recommend to "just use the map" instead, that recipe is not recommended over the other two options.

In the second instance, the use case is for an item used in the nuclear chain. People that far along in the game aren't asking "which alternate recipe should I choose." Since the question isn't being asked, no recommendations can be made. For people still in Tier 3, when the alternate recipe first becomes available, a recipe dealing with nuclear products is unhelpful compared to other more Tier appropriate options and would not be recommended.

And finally, it is well known that beacons are being removed from the game by the end of 2024. When presented with three recipes, one of which makes an item that is being removed from the game, that recipe generally is not recommended above the other two options.

That's why I think there is a general consensus that Crystal Beacon is not recommended.

wind spade
#

removed in 1.0 is not a valid point to not pick it now, because it's general recommendation to start a new save anyway, half of your factories may not work and with todays video probably even tons of miners would need readjusting

"people that far along in the game" very often come here with "oh I had no idea alts are even a thing". People just explore too little

And picking unhelpful recipe means it no longer blocks the space for more useful recipes for later rolls

oblique hollow
#

if you do still care about production and "maximizing nuclear" or whatever, the beacons are still on the table
Whether you wanna not do that stuff though because 1.0 changes it to rotors instead is a different choice

uneven burrow
#

w a d e r
b o t t o m t e x t

jovial wyvern
#

I disagree. If a player chooses not to start a new save and instead deal with having to fix non working factories, etc., then having chosen a recipe for an item that no longer exists was a waste of time. Choosing either of the other two recipe options would waste less time.

In the 1.5 months I have been in this server I have read two discussions centered around confusion with using beacons. I have yet to see a discussion where someone building nuclear products has said "oh I had no idea alts are even a thing". People who explore too little don't find uranium nodes, certainly not before finding a crash site.

If you are getting Crystal Beacon as one of the three options so often that it feels like it's blocking a third more useful option, then your recipe pool at that point is pretty darn shallow. Choosing Crystal Beacon over two other more useful recipes simply to free up a slot would not be a recommendation.

If you were to list every combination of Crystal Beacon and two other alt recipes available at Tier 3 and present that list to experienced players (ones who understand the use cases of the recipes), how many of those combinations do you think would have Crystal Beacon as the majority choice?

true junco
oblique hollow
true junco
#

Sorry. Wasnt necessarily directed at you, just response to you. Probably should have "at" the person you were talking to.

vapid gorge
#

you could even argue that a beacon recipe being used for a uranium rod system will be simpler after retrofiting to rotors

jovial wyvern
sand epoch
#

Always more to grow the blocklist πŸ™‚

vapid gorge
#

Because the beacon recipe is fine and the closest thing you could come up with an argument against it is beacons don’t exist in 1.0

And if that’s the case it’s completely out of context and you’re either making a bad faith argument or it’s just a terrible position,

vapid gorge
#

and you didn't say 'I didn't like it' you tried to make it objective

jovial wyvern
#

Reading is fundamental. Which part of "I think" in my original statement confuses you? Perhaps Sev can help you understand what an opinion is. hehe

Greeny asked me for my thought process behind my opinion - an opinion which was originally prefaced by "I think" - which I then provided. Do you expect every paragraph after that to begin with "My opinion is:" to ensure that people know it's subjective?

Just curious, when was the last time you saw Crystal Beacon be recommended? My personal observation is that it isn't. Heck, the most common answer I have read here for the question "which recipe should I choose, A, B, or C" is something along the line of "each recipe has its place, and you'll eventually get them all, so pick one that suits your needs currently". That's not a recommendation for any particular recipe at all. If that's the general consensus here (and it seems to be based on my observation), then it's accurate for me to say that the general consensus does not recommend Crystal Beacon, simply because it doesn't specifically recommend any recipe at all.

median heath
#

I am not part of this.

jovial wyvern
#

Probably for the best <-- for clarity this is my opinion. hehe

jovial wyvern
#

This is math-and-meta, and the discussion above isn't, so I think I'm going to leave it where it is at this point.

wind spade
#

"This recipe is not recommended" reads differently from "no recipe gets recommended because of subjectivity"

frosty owl
vapid gorge
frosty owl
#

I won't kinkshame πŸ€·β€β™‚οΈ

old plover
#

Question for the mathematicians out there:
I have a pair of truck stations (load and unload) with a single truck carrying several types of items with different stack sizes. Is there a formula to calculate the maximum roundtrip time? (In my case I just tried with a single truck and it's enough, but when I wanted to do the math I blanked)

versed violet
# old plover Question for the mathematicians out there: I have a pair of truck stations (load...

I think you need to start with calculating average stack size for your item mixup, then multiply that by slot count of the station and divide by belt capacity. This will tell you how long it takes to fully fill the truck station = clog. As long as truck can make a full trip within that time, the station will keep items flowing. If the truck inventory size is smaller than truck station capacity, use the truck inventory size (can't remember the values, haven't looked in there for a while).

old plover
#

You think it'd be bulk average stack size, not accounting for the throughput of each? In my case I have four 100stack sized items flowing for a total of 1080/min, and one 500stack sized item flowing at 90/min. I would imagine the coefficient of the 500stack size would be minimal and averaging all to 180 would be a stretch?

versed violet
versed violet
#

I have a hard math question for geometry majors:
The viewer will be moving on straight axis.
I need to build a set of columns that is 16x16m at the base and 8x8 in the middle (pipe foundations)
I want the viewer to not be able to see past the clumns, making an illusion of infinite column room.
How do I arrange the columns, so the viewer has no straight line of sight past the columns?
The column bases cannot overlap.
Number of column "layers" should be minimized.
Example arrangements on pic - none of these work as there are straight paths between columns.

knotty ginkgo
#

Just a quick doodle, but 4-5 rows with a different offset should be enough

#

@versed violet

jovial wyvern
#

@versed violet Is there a restriction on the column placement? Are we limited to a 1 meter grid for positioning the columns, for example?

#

Assuming we cannot clip column bases into each other, right?

vestal terrace
#

The offset column should be offset by 1/2 foundation or something of the like

#

I would use the nudge inside a blueprint to copy paste this arrangement

main shuttle
#

have they announced any kind of "we're finally doing away with the islands to the SW" alongside 1.0?

#

kinda tempted to set up a decent sized base in that water but i don't wanna dedicate too much to it if it's about to get nuked from orbit

median heath
#

Anything you do now is going to get nuked from orbit, as 1.0 necessitates a restart.

main shuttle
#

ah k

#

didn't know the nukage was going to be that substantial

true junco
#

The known recipe changes and the node changes alone seam like enough reason to start fresh in 1.0

That said. They have stated they wont delete the SW islands. They also said they would extend the boarder to be able to build there. But they arent putting any content there either. So its going to be an even better nuclear waste dump.

Unless thats all a ruse like when they said they wouldn't have pipes. Lol. (Its still on the map they showed when discussing nodes)

median heath
true junco
#

Maybe. Pretty sure it was in one of the videos. I believe they said they would extend the kill border, keep the islands, add no content to them (so no collectables or nodes) i assume they would also touch up any terrain out there too just to not have any glaring defects.

static marsh
#

Then I look forward to getting to make them into a hub of sorts

versed violet
#

Howerver, this five layer arrangement does. Huh, I'm pretty sure I tried it before πŸ˜…

versed violet
#

All that for underground cho-choo line. Need to decide how close to bring the rail to columns themselves

simple aurora
#

Just watched the 1.0 rebalncing video and IMO there is one major thing that was overlooked - the diluted fuel recepie badly needs rebalancing (heavy oil residue + water => fuel) In update 8 this recepie is EXTREMELY OP!

median heath
#

No?

#

Diluted is fine.

HOR is what needs to be addressed.

thorn bane
simple aurora
#

Diluted fuel is OP.
Here's some Quick calculations to prove it.
Producing 1 m3 of diluted fuel requires 0.5 h oil residue and 1 unit of water. Let's assume we get the oil residue from plastic production. In that case oil 1 m3 of diluted fuel requires 1.5 m3 of crude. Comparing that to standard fuel production (and refining the polymer resin into plastic for equivalence sake) we can see that producing 1m3 of both not only requires the same amount of crude, but diluted fuel also yields 30% (!) more plastic as a side product . It gets even worse when we factor in production rates. One refinery at 100% will yield 40 m3 / min of fuel l, while consuming 60 m3 of crude, enough to power 3 fuel generators (3.33~ exactly). One blender however, will produce a WHOPPING 250% of this amount, 100 m3 per minute, enough to power 8.33~ fuel generators, while requiring only 75m3 / min of crude, only 15 more than the refinery (!!!!) And yes, it does require more water, but water is basically free. The first time I got this going I felt sorry I ever built a fuel refinery. This needs to be nerfed

analog meteor
#

ig they buffing fuel gens so we could nerf that but idk

wind spade
analog meteor
#

no dont remove that

#

who cares if its op. jus dont use it if you think its cheating

#

or use a mod or smth idk.

simple aurora
analog meteor
#

what are you guys writing

median heath
#

The problem isn't Diluted.
The problem is HOR.

thorn bane
analog meteor
#

yes hor alt is very usefull

#

i dont see it as op. i think its just doing things more efficiently at the cost of complexity. im trying to find a real life analogue

simple aurora
old plover
#

nvm what I wrote

thorn bane
median heath
median heath
#

πŸ™‚

analog meteor
#

it uses too much sulfur for me

#

i think thats why many ppl dont use it

thorn bane
#

100 rubber with hor diluted fuel and recycled plubber is 33.3 oil
without HOR and with def. rubber its 50 oil
i dont think thats op

analog meteor
#

"plubber"

#

what..
dont edit it

thorn bane
median heath
#

Why are you so fixated on solely Rubber and nothing other than Rubber?

thorn bane
#

beacuse HOR has 2 use cases, plubber and power
and for power you have turbofuel

median heath
#

Agree to disagree and move on, plz.

analog meteor
#

you need a ton of wotr extractors. i know from experience

analog meteor
#

turbo fuel ok just before you get your +1 giga watt

median heath
#

You should be breaking 1 GW in Coal before you ever reach oil.

analog meteor
#

yeah i did

#

ig like 10 gw

median heath
#

So how in the fuck do you have Turbofuel "before you get your +1 GW"?

analog meteor
#

i had abt 2.5 gw of coal

median heath
#

When you move to oil, you already have more than 1 GW

analog meteor
#

but after that. just a simple diluted fuel thingy ok

median heath
#

So it is now impossible to achieve anything before 1 GW

analog meteor
#

ok change that to.
turbo fuel ok when you just got oil.

true junco
median heath
true junco
#

ROFL. i might try that at least once. lol

#

i do love pipe work tho... i'll try the packaged sushi water bottle pure ingot refinery build but only if it makes the piping more complex. lol. BP the packagers ABOVE the refineries maybe? lmfao

vestal terrace
vestal terrace
versed violet
vestal terrace
versed violet
sand epoch
thick phoenix
#

How mutch smelter can i put together for a tier 2 miner to run it fully automaticly?

median heath
#

That is too vague of a question.
Partly because you're thinking about the question the wrong way.

thick phoenix
#

What exactly do you mean?
I have a tier 2 miner and my question is how many smelter should i use to fully automate it?

median heath
wind spade
analog meteor
thick phoenix
#

I just wanted to know like 1x MK2 Miner (Pure Iron) how many smelter do i need to fully automate iron bars

wind spade
thick phoenix
#

I just want to know the iron bars… πŸ˜‚

wind spade
#

the game gives you all the numbers

#

it's simple math

thick phoenix
#

all good ill search by my selv

wind spade
#

open miner UI - see how much it makes
open smelter UI - see how much ore it needs
do a simple division

#

you gotta learn these things if you want to play this game πŸ™‚

analog meteor
#

jus divide input by 30 i think

analog meteor
wind spade
wind spade
#

so that they won't have this issue next time they need something

analog meteor
#

@thick phoenix you know pressing (n) gives you a built in calculator for sf

thick phoenix
#

Its okay

vapid gorge
fierce ruin
#

hey is my consumption supposed to jump like that, granted nothing is stalling rn?

#

found a problem

analog meteor
#

wait

#

what. how many mw diference between low and high point. i need to do science

fierce ruin
#

I play with mods anyway

still onyx
fierce ruin
still onyx
fierce ruin
#

Oh yeah, that I know

ornate owl
#

My consumption is perfectly flat. An ouput is full or input not getting fed.

versed violet
#

Check my math question:
Are Plutonium Fuel Rods better used as truck fuel than sunk for points?

1 stack of rods = 75 TJ = 7 659 200 sink points
1 stack of packaged fuel = 75 GJ = 27 000 sink points.
1000 stacks of packaged fuel = 75 TJ = 27 000 000 sink points.

By sinking fuel instead of rods, you gain ~3.5 times the points.

median heath
#

Better is subjective.

versed violet
#

I define utility function as max(sink points)

oblique hollow
#

processing wise, they are worth more

#

i dont get your scales here

old plover
oblique hollow
#

153k points vs 270

versed violet
# oblique hollow processing wise, they are worth more

Plutonium: Stack energy 75,000,000 MJ
Fuel: Stack energy 75,000 MJ
That means plutonium has thousand more energy per stack.
Rods are 153,184 point per piece, or ~7M per 50 stack.
You need 1000 stacks of 100 fuel to get same energy, 270 points times 100 times 1000 = 27M.

oblique hollow
versed violet
oblique hollow
#

sink both?

versed violet
#

Trucks need fuelz!

thorn bane
versed violet
oblique hollow
#

5.5 hours of runtime for a truck
vs
10 seconds

thorn bane
versed violet
thorn bane
#

but ye realisticly ADS or TPR give way more points consistently to where the downsides of radioactive trucks just isnt worth
like you could sink your rods and use coal, which is pretty much free, sink points wise, so its kind of a weird way to think about it xD

ornate owl
#

Yeah or just sink straight crude. Even better sink points ratio than fuel.

fierce ruin
oblique hollow
#

Yeah thats

#

That sure is a something

fierce ruin
#

xd

analog meteor
#

wait what. i dont remeber it producing 600 at default??. is this an unpdate or a mod or smth?

fierce ruin
#

mk++

#

Add lots of tuned up buildings

analog meteor
#

oh ok

fierce ruin
#

turbo fuel factory looking good

#

800 oil residue per minute

#

1600 regular fuel per minute, granted nothing is stalling

lime junco
#

What's a good ratio of plastic to rubber? I have 3400 polymer resin and in my plans so far I'm splitting it 50/50, but I realistically don't know which I'll need more of

true junco
#

It depends a lot on what recipes youll use. And what design choices you make.

Like if you use a lot of coated foundations and mk2 pipes, youll use a lot of plastic in building.

There are a lot of recipes that are very productive that add plastic or rubber to make a basic item. If you use those a lot you will need a decent amount of either or both rubber and plastic.

Ultimately. For production You are better off figuring out how much you are actually going to need when you need it and build what you need at that time.

For building materials i make a modest amount of both and send it to storage. Ive never consumed either so fast that storage wasnt full when i went back to restock my inventory.

vapid gorge
lime junco
#

so.like move pr?

vapid gorge
#

move pr?

lime junco
#

Like I assume don't move oil

#

But would you then move the resin?

vapid gorge
#

Oh I mean you can - but I wouldn't build the oil products until you have a thing you need it for

lime junco
#

And do residual rubber/plastic

vapid gorge
#

whether you process the oil where you extract it or where it'll be needed is up to you

lime junco
#

Oh that makes more sense

true junco
# lime junco And do residual rubber/plastic

The most plastic or rubber per crude oil comes from using the following.

The max HOR per crude recipe.
Diluted fuel (packaged or unpackaged).
Residual Rubber.
Then a recycled plastic/rubber loop.

wind spade
true junco
#

I get the feeling this abundance of polymer resin is because its a byproduct of their Fuel production for power.

terse scaffold
#

how many bauxite nodes are in the game

wind spade
#

at least two

versed violet
terse scaffold
median heath
#

poor?

#

Also he did clarify he was guessing with "I think" so the "wrong" declaration is a bit much.

bleak wagon
#

is 8,600 screws per minute too much?

median heath
#

Yes.

bleak wagon
#

how many should i make per minute

median heath
#

0

#

It's the "per minute" part that is the issue. πŸ™‚

wind spade
true junco
#

You should make exactly as many screws as any given machine demands. And you should make them immediately prior to the machine demanding them.

(This is an opinion/recommendation)

vapid gorge
#

dont centralize screws why do yo uwant the pain?

bleak wagon
#

ok, I'll keep that in mind

#

I can just leave it at 960 rods per minute and make them into screws as needed

wind spade
#

why are you making 960 rods? πŸ™‚

bleak wagon
#

Because I can

vapid gorge
#

that's going to be reall exiciting for you when you get the alt recipes that can cut out Iron Rods and Screws entirely from the game

wind spade
#

or steel rod

burnt wraith
#

don't let the haters stop you from building the 960 rod factory of your dreams

bleak wagon
#

Im using steel rod

#

I had an extra steel line in my steel factory so i decided it would be fun to turn it into a shit ton of steel rods

median heath
bleak wagon
#

mhmm

#

I cant wait to unlock trains so i can take part of the steel rods back to my main factory for modular frames

median heath
#

You have trucks right now.

#

Use those.

bleak wagon
#

dedicated server says otherwise

median heath
#

Multiplayer....

#

🚢

bleak wagon
#

and im almost to trains anyway so i dont want to setup a truck path

wind spade
#

that's just driving on the ground

median heath
#

If we weren't specifically talking about multiplayer, I would point out that trains are not an upgrade.
They are different. They are not better.

bleak wagon
#

I also want to use a train out towards my steel factory because i want to take back steel pipes, steel beams, and encased industrial beams, as well as some steel rods

median heath
#

Again, in a non-MP environment, truck is fully capable of handling that.

bleak wagon
#

yeah

median heath
#

I will say, the 1.0 MP overhaul should make it so I don't have to clarify that 😭

wind spade
fierce ruin
#

so with plumbing you always want to have more on the output, right? or 1 to 1 production is fine?

median heath
#

You never need to overproduce in any scenario.

fierce ruin
#

k thx

median heath
#

Math shit:

Powder (alt)

  • 1 Sulfur = 1 Coal

Battery (base)

  • 1 Sulfur + 1.25 Baux + 0.027 Water + 0.0335 Copper = 0.689 Oil + 0.8975 Iron

Instant Scrap vs. Sloppy + Electrode

  • 1 Sulfur + 0.3 Water + 2 Coal = 0.3 Oil

Steel

  • 1 Sulfur = 2.333 Coal + 1.333 Iron (vs. Base)
  • 1 Sulfur + 1 Coal = 0.5 Iron + 0.625 Oil (vs. Coke)
  • 1 Sulfur = 1.222 Coal + 0.222 Iron (vs. Solid, base Iron)
  • 1 Sulfur + 0.803 Iron = 1.222 Coal + 0.683 Water (vs. Solid, Pure Iron)
median heath
#

Quartz-specific followup was asked for:

Silicon Circuit Board

  • 1 Silica + 0.0909 CSheet = 1.8181 Plastic (vs. base)
  • 1 Silica + 1 CSheet = 0.649 Plastic + 1.948 QW (vs. Caterium)
  • 1 Silica + 1 CSheet = 2.7272 Rubber + 4.0909 Coke (vs. Electrode)

Crystal Computer

  • 1 Osc = 7.333 CB + 9 Cable + 18 Plastic + 52 Screw (vs. base)
  • 1 Osc = 4.333 CB + 28 QW + 12 Rubber (vs. Caterium)

Rigour Motor

  • 1 Osc = 9 Rotor + 9 Stator (vs. base)
  • 1 Osc + 3 Stator = 3 Rotor + 3 ECR (vs. Electric)

RCU (base)

  • 1 Osc + 32 Casing + 1 Comp = 8 Heat Sink + 4 HSC + 24 Crystal (vs. Connection)
  • 1 Osc + 3 Comp = 24 Casing + 20 CB + 60 Rubber (vs. Control)
median heath
#

Uh... @wind spade

All I did was turn off oil and Pure Iron... and Tools added this whole 0 = 0 = 0 = 0 arc to HMF production (not on maximize, it has a defined target amount)

mystic moon
#

Weird behavior nonetheless

median heath
#

Why is a rounding error generating random af recipes and parts that have nothing to do with what is being made? 😭

thorn bane
#

weird
it seems its pure iron ingot that fucks it up

jovial wyvern
#

Well, if you're making zero of everything, then zero of anything can be included in the recipe. hehe

thorn bane
jovial wyvern
#

Took me a hot minute to process your math above, Sev, but I see the trades there now. Neat!

median heath
#

Read the following in the your best prescription drug commercial voice:

The above data is only available while resource supplies last. Not valid after 1.0 recipe rebalanced. See devs for details.

#

If you or a loved one have been affected by Thinking Weighted Points Matter, talk to your FICSIT-approved mental health professional and see if MetricsThatActuallyMatter is right for you.

jovial wyvern
#

I can't read fast enough to simulate the auctioneer voice speed of the commercial equivalent of fine print.

vapid gorge
#

yeah I've reported this to him bfore, haven't seen it that extensive though

wind spade
wind spade
#

well basically, although at this point Tools are like 3.8

median heath
#

πŸ‘

true junco
median heath
#

"max" vs setting a specific production

This has always been a thing.

#

It has a different way of solving both contexts.

wind spade
true junco
#

Clearly. Just odd that in this one im looking at now i can maximize steel to produce 98899 ingots then set it to 98899 ingots and it changes from 100% to only consuming 84.622% of iron. But no change to coal and crude oil consumption.