#math-and-meta
1 messages Β· Page 179 of 1
if you're at 72 coal gens I'd probably start looking at a diluted fuel power station
or turbo fuel if you're feeling fun
quick query, at tier 5 do you get more diluted fuel from packaging it or from making residual fuel, don't worry about the plastic its feeding the scrap machine
I haven't unlocked turbo fuel. I'll probably just tone down my 72 coal generators as that does seem like overkill.
currently only using 12 generators, but I just unlocked mk2 miners and want to overclock them
ime 48-64 is more than enough to get you to a nice advanced fuel station - depending onhow you do your factories. If you sink everything for constant flow you may want to look into fuel earlier.
Do I want to put the water into a buffer like a water tower type thing? Or just directly into the generators
nah avoid buffers in general
kk
True, and appreciate that your advice isn't situational, but all machines read 100% on efficiency clocker and its been that way for a few hours. will it lock up if the output backs up? thats my only worry.
check out the example diagrams in the wiki
!wikisearch CG
Unless its coming off a train. Then a buffer is pretty important
the direct feed method? yeah it'll lock up if it backs up
and I'm very dubious about the efficiency tracker. It used to be absolute balls, it's unlcear how much it lies now
I've effectively done option 1, but none of these factor in gravity with building above the extractor?
but also the direct feed method is essentially my set up but with waste and fresh connected.
imo basically zero benefit for rolling death dice
One person saying to avoid, other saying important? π
train platforms are basically the only place to use buffers
Only in the special instance of a train unload
ohh
also if you're doing number 1 you may just need a pump going up on each
really to compensate for the train station lockout period, buffers are needed there, but it is the only time in the game you need them
True, when I get a bit I'll switch to your method. thx for the help.
people speaking out against fluid buffers have done their fair share of troubleshooting pipes and the problems buffers cause
no stress. the dedicated waste method is useful for other set ups too, like acid in the nuclear chain, or dark matter residue.
do buffers just not work properly? Seems like it'd make it simpler by getting enough into them and just having them waterfall to the target.
they don't work like people expect them to
no, it is that they mask underlying problems
I stayed off the game since before they announced 1.0 and once upon a time I had an issue with the amount of cat wire getting off the train but it was a pretty extreme amount of wire
the reason for buffers is to deal with inconsitent flow rates, and everything in the game you build should have a consistent flow rate
move the bars instead π
why they're such an early unlock and not coupled to trains is that sometimes you just want to temporarily dump byproduct in one as you build to kick the can down the road (specifically with the HOR on intro oil)
flow rate hover around 60-110. So I should assume when lifting water up ~2 generators per extractor?
nah follow the diagram if you're new, 3 extractors to 8 generators. Remember to do the math
8 gens take 360 water and 3 extractors produce 360
and you're using multiple pipes to inject the water so you enver go over 300 limit at any one point
what oil recipes should i go for
? they're all useful, what are you tryign to do ?
turbo fuel
well if you want more fuel per oil, Heavy Oil Residue and one of hte Diluted Fuel alts are useful
alright thanks
if i put a programmable splitter on output of a storage buffer and set one output to overflow will it only send out whats overflowing before it?
yeah just like a smart splitter
there's very few use cases for prog splits cause a smart will do the job
i'm a little bit confused about pipes
I'm trying to feed 20 refineries with 600 heavy oil a minute, but the pipes refuse to stay full, thus throwing a wrench into everything
I have the inputs all in a straight line, I was wondering if there was a better way to fuss with things to keep a full pipe?
the mark 2 pipes are still fucking up then when at full capacity. Figured they would fix that by launch
it's not a bug
It really feels like it is when you manifold it
you generally need to feed long manifolds with a looped pipe like this, flood the system too
nah, when you have a single pipe a machine can suck fluid from the middle of it right? the fluid in front can decide the pipe behind it is more empty and flows back. Creating a stutter.
pipes aren't belts
@cold flower see my above image with text
I've done that pipe layout, I also found it useful to use pumps where the problem is
i will try the loop
The thing is, like, I have another section of 20 that I have laid out just the same (without the loop) and its been running perfectly, hence my confusion
Gothca, looks a bit wacky, but I guess that's what it takes to run optimally
sometimes directionality can help but considering a stutter can happen anywhere any time fluid is pulled I wouldn't describe that as a consistent solution
often times fresh water or oil products don't need a loop. Sometimes you can get a regular manifold working and it's just stable enough there's no hiccups.
looping and flooding though is just a concrete method that works
not every system needs a loop - very short ones like 1 pipe feeding 3 machines from junctions? prob doesn't.
fresh water or oil feeding something? often doesn't
but anything past the first stage that needs a lot of machines feeding off it? just loop it from the start imo
Adding a shitload of headlift (or just pumps at some interval) also seems to work.
I see, have been troubleshooting my rocket fuel line, and trying to figure out why certian things just wasn't getting supplied correctly
loop and flood π
that's not 100% solution to everything though, that just manages back flow
for example if you're branching off multiple manifolds from 1 pipe? that requires different work
or if there's elevation changes within the manifold.
that ones a big no no>
yeah fluids are wacky. there are solutions like loop and flood for some stuff and for other stuff the more you try to micromanage them the more they will punish you for your hubris
yeah i learned this the hard way recently. running refinery pipes under them with manifolds in logistics floors that go up to them through floor holes is a recipe for random inexplicable issues
MOAR PUMPS!
Practical experimentation disagrees with you.
im at least not gonna put a pump on each pipe of a 20 refinery manifold if thats what oyu mean
In fact, the only way we could get bottom fed refineries stable was with either pumps or 300+m of headlift.
you can bottom feed, but you have to be very strict with layout and this is a good loop lay out for it
No, I wouldn't do it on every pipe.
horrifying
but it works π
To be clear, a bunch of us spent a couple days recently trying to figure out how to make 4 bottom-fed refineries run stably. We tried a lot of different shit. π
hokay, i built the loop, and had to turn off each machine on that line, waited until the main pipe was full, turned on the machines that were near empty, let them fill, turned them off, repeat until everything is full
got full pipes and everything seems to be working just right, so........fingers crossed that's the last time I fuck with that xD
As far as we could tell, it was because junctions remove a small amount of headlift, that coupled with bottomfed machines being entirely too sensitive made it problematic.
btw, is rocket fuel a gas? Does it need pumps to go higher, or is that unnecessary?
(my priority switches aren't working for some reason and i'm not sure why, probably a mis-wire somewhere...)
It is, yeah.
junctions shouldnt remove headlift. i think it has more to do with one building sucking fluid out of one of the feed pipes and the others backflowing to try to level out the fluid, leading to pressure loss
or something like that
They do, whether they should or shouldn't is a question for the devs.
you can also jsut turn a few to 1% to let them flood π much less work
just for next time
So if I have one fluid buffer feeding 36 fuel gens for rocket fuel: should I loop the pipeline back on its start?
here's one cursed solution i fugured out for bottom feeding, at least for this set of refineries that underconsume that full pipe of oil: a fluid buffer with a closed valve to provide headlift
which seems to push the bottom feeding pipes to be always full in a way that a pump doesnt for some reason
Also are pipe floorholes still borked in 1.0? Wasn't sure if I had to stay away from them still
i dont think ive had issues on that front
I've used a couple with no issue so far I just remember they were problematic pre 1.0
...Hmm. You know, I just had a thought
i wonder what happens if you place the hub outside of the instant death barrier...
......
youll probably instantly die over and over
why a buffer?
I've heard the connections to them can still sometimes bug out on build
Ok, just to make sure that I understand the pipeline manifold correctly. would this work, or should the water ideally be elevated somehow?
ive had a floorhole bug out yeah
breaking the pipe segment and replacing fixed it as usual
but still probably better to avoid them where possible
that should be fine yes π
but also fresh water manifolds often don't need the lopp π
Gotcha, thanks for the help
Just wanna make sure that I understand the concept correctly before I start replacing my existing piping
No good reason tbh
buffers tend to wreck flow unless you know what you're doing , but yes if you have 36 gens loop the manifold back to just before the start
I did it initially to siphon off some into cannisters; didn't remove it when I then added the fuel gens
I was really surprised at how economical rocket fuel is - I initially thought I'd done the math wrong on 1x diluted fuel refinery --> 36 rocket fueled generators using nitro recipe
It's insane.
Makes big powerplants from small amounts of crude oil quite viable; I wonder if the devs will buff the power output of nuclear to balance it for endgame setup decisions
I think a full Plut setup still beats it?
in terms of effort:power ratio, not really
nuclear can produce a lot of power but it is orders of magnitude more complex than rocket fuel
idk how the numbers compare in terms of "using all crude oil on the map" vs "using all uranium on the map"
i'd bet that rocket fuel wins if you do that, but this obviously isnt practical since some of your oil needs to go towards plastic/rubber
most of your oil is going into diamonsd
You run out of sulfur pretty quick if you do that.
well oil based diamonds are theoretically avoidable
though theyre very good
but using oil for plastic/rubber is not avoidable
plastic/rubber takes very little oil out of the available oil resource
I was thinking moreso in terms of the power plants people generally make to finish the game with; nuclear is just too much effort for the power output, though unsure if buffing nuclear power output would change much
i was assuming you use all available sulfur for rocket fuel and leave the rest as just fuel
i think nuclear power being optional is intended
devs probably dont want people to be forced to play around with it
considering a lot of people get stressed out by waste management stuff and radiation mechanics
i do wish there was more of a "point" to it though, like some late game thing thats only accessible using the plutonium chain besides just more power
but i dont really have a concrete idea for that, manufacturing somersloops or something would obviously be overpowered
I would love to see an alt for, like, BWDs that uses it.
radioactive motors 
If there was more endgame content (optional content) that had very high power requirements and if they buffed nuclear power output by something like 400%, people may be more interested in doing it
infinite research
even though technically it would be hardcapped due to limited resources
A fusion rocket is a theoretical design for a rocket driven by fusion propulsion that could provide efficient and sustained acceleration in space without the need to carry a large fuel supply. The design requires fusion power technology beyond current capabilities, and much larger and more complex rockets.
Fusion nuclear pulse propulsion is one ...
Like antimatter jetpack fuel for 'minmaxing' or something; something that requires silly amounts of power
Honestly, I just wish 95% of the T9 alts weren't for diamonds. π
π―
Or even a new rifle ammo based on depleted uranium
More alts around reanimated/fluctuators would be cool, maybe some around ficsonium as well
DU rifle rounds, hell yeah.
I might throw that idea on the QA actually
Would be a great alternative use of Plutonium waste.
Or uranium waste, I guess. π€£
I wish we could copy paste water extractor overclocksettings
Non-Fissile uranium bullets? Would be sick
and nuclear gen overclock setting for that matter
Speaking of ficsonium, I wonder why itβs not sinkableβ¦ not that youβd ever want to, but, yβknowβ¦
Once you start down that road, you commit to that road. π
u guys ever build perfect balancer factories for the fun of it
to like yk not waste idol power
https://questions.satisfactorygame.com/post/66fa1888772a987f4a8dd3d0
I've not really dived into T8/T9 much so my knowledge on recipe feasibility is minimal. Feel free to jump in on the feature suggestion though
Yah I was thinking the same today. Rocket fuel is pretty OP. For the average player, if you use the nitro recipe, you might as well forego going nuclear. The rocket fuel is so simple to make and provides decent power.
2 normal sulfur nodes can get you 1800 rocket fuel
Which is like close to 100 GW?
Once you factor in the power required to produce the stuff.
Never. I don't have the time for that lol
My strategy is usually to over produce the materials being used in the next step of production, and store / sink the excess.
its a little fun (if ur good at crunching numbers the math for one resource stuff is js basic algebra) but the numbers get funny after a while
Right, which is why I don't bother. It's just too much math.
like stiched ref iron plates with iron wire to make modular frames
i need to split my input into 235/343 and 108/343
very time consuming but soso worth
(or i just need mental help)
Whatever floats your boat lol
I try to keep all my inputs and outputs as multiples of either 100 or 150.
Anything that's slightly over, I sink
easier to just block tbh
?
you're asking for help. MUCH simpler to just block out nightmare images and not see it
im asking for mental help
is this better
its spoiled now
im not doing this bc i want to make spaghetti im doing htis bc i need to split my belt into 2 ratios over 343
What on earth
bc honestly id rather have a perfect factory with hell flexworks as long as i can hide it in like a cube
I have a pipe full of oil, and when I goto connect a pipe to it the new pipe doesnt fill with oil, like its just stopped flowing completely. How can I fix this?
this is going to be hell and back to troubleshoot once its actually turned on
600 sulfur with 900 crude gives 2000 RF using blended tf + default rf and refunds you 200 ccoal
i'm honestly thinking of building that just to make steel as a byproduct π
compacted steel for some reason is mind numbingly slow though
it is to make it consume tons of power
i think they went a little overboard on the gimping the buf the recipe received, but it is still pretty bonkers and with unlimited shards, it isn't as bonkers
what it allows for is stuff like this
I don't understand what that picture is saying.
its a recipe chain, makes compacted steel out of iron only using the converter to do iron->sulfur and iron->coal
for 3600 iron and 400 sam, you get 2400 steel ingots
For 1600 iron and 1600 coal you get 2400 steel ingots. π
if you have either coal or sulfur handy, it gets more efficient
1600 iron + 800 coal + 800 sulfur = 3200 steel
i'm not saying any is better. these recipes are meant for endgame where resources are getting scarce and you want to max things
Fair enough. π I'd rather use sulfur for power. If you need steel that desperately, use aluminum/iron?
i think probably more powerful is actually iron+limestone -> iron pipe
you don't need enough vers frames to really make it worth devoting the alum to
I mean. What are you building that "resources are getting scarce"?
Because pretty sure max points means a buttload of BWDs which use V. Frameworks.
ever try to max out pasta?
No?
making singularity cells gets to be a thing
i was just crunching the numbers on the cooling device alt... it really doesn't suck anymore
i knew it was buffed, but i didn't realize that it is now better than the default recipe
What makes it better?
they reduced the casing cost and the cycle time
I didn't ask how it was buffed. π
It's still 2.4x slower than default.
In terms of cycle time.
side by side
i normalized the amt by asking how many of each i could make with 225 alum casings
You don't make them with casings.
you make them with heatsinks which are made from casings
Which can be made from casings.
How do they compare using default heat sinks instead?
i'll give it a spin and let you know, but the default heatsink recipe sucks
π Why's that?
lotta copper to make heatsinks with the default
its kind of hard to draw a comparison btw the two heatsink recipes because making them from alclad sheets is so expensive
You're trading copper for oil. π€·ββοΈ
That.. doesn't mean it sucks?
It just means you have to pick whether you'd rather use copper or oil.
its more than just copper, its the power to make the copper
Using no alts, default heat sink takes less power than heat exchanger.
you're looking at pure copper ingot + steamed sheet to make it all efficient and that's a lot of power
Okay, now you're trading 1.5x power for a quarter of the copper.
And you're consuming oil that can instead be used for power.
~300 rubber is nothing, you get that as coke byproduct when making aluminum
It's not nothing. Nothing is nothing in this game.
true, i'm saying that if you care at all about resources, you're making coke for aluminum and have a bunch of resin kicked out as byproduct so you get the rubber for free
And I'm saying that you can absolutely care about resources and not be doing that. π
not free, but it doesn't cost more resources besides power
Except now you have to make your aluminum near your oil or vice versa.
yeah, i'm going to refrain from arguing the point farther. resource amts are different in 1.0 and i don't have a good feel for the envelope yet
if only there were oil near aluminum π
To be clear: I'm fundamentally arguing that WP evaluations are utterly pointless 99% of the time.
i would agree, and i don't go by WP at all
That's exactly what you're suggesting here though.
I don't really understand this sentence otherwise, I guess?
i'm not to the point yet where i'm really crunching the numbers yet, but with u8 and previous, i was looking at how to make 60/min of the phase 4 parts
what i can say is that the cooling device alt always ended up being a problem
So, the problem is when you say a recipe sucks and that's where you're starting from, you're starting from a very different place than 99% of people.
if you tried using it, you'd blow out the map limits for either nitrogen or bauxite
And the cooling device alt literally only changed by using 1 less heat sink and got slightly faster.
The nitrogen cost didn't change.
Well, substantially faster.
32s -> 24s cycle time.
it makes a substantial difference and allows the OC supercomputer alt to be viable
See, that's my point. OC Supercomputer's always been viable. π
Just maybe not if you're trying to build 60/min of all the endgame products.
yeah, i mean i was building pre-1.0 to ridiculous scale
Anyway, for what it's worth I'm building default heat sinks, cooling devices, and OC SupComs in my save. π
I'm also using turbo electric motors and electric motors.
some recipes you just couldn't use becaus choosing them was like 'whoops there goes all the bauxite'
They all stack together delightfully well.
i'm sure they do, but i've never really cared for the ECR motor chain
Why not?
Swapping two stators for one stator and half an HSC.
Oh, wait, two stators for a half stator and a quarter HSC.
i'm aware. more of a logistics thing where you need more than just iron & copper make electric, coupled with the fact i build motors a little earlier in game progression
Do you build motors and then ship them to your turbo motor factory?
pretty much
That's wild, considering TEM uses ECRs, Rotors and Motors.
asidadhadhd so i used iron wire and stiched iron plates to make modular frames 20% more efficient (in a way that leaves the factory running without under/overflow) i need mental hlp
Meaning you can literally just build motors in the TM chain.
my intro mod frame build:
iron pipe might be the best new recipe in the game
at this point it kind of seems like a toss up btw iron pipe and rocket fuel
as long as you have iron to burn
'as long as water is wet'
the buff that iron alloy received offsets the cost of iron pipe early, and there's the pure and leached recipes later
anyway out of the new recipes in t1-8, i think it's a toss up btw iron pipe and rocket fuel
Funny how all of those also make solid steel better. π
If only there was coal near your iron, right?
You can turn a 1200 iron node into 300 pipe
or 1200 iron + 300 copper to 562.5 pipe
yeah, i'm doing a grass fields playthrough, coal isn't as ubiquitous on the south side of the map
Now add in some coal.
only recipe you absolutely have to use coal for is steel beams (which only goes to versatile). You can automate everything else at phase 2 without coal
hey, while at it, add in some concrete for molded pipe
Aluminum beams.
And straight steel pipe without alts is 450 iron and coal to 300 pipes.
kinda need to make beams from steel to get to making aluminum
Find them scattered on the map? π
and solid steel is 1:1
Correct. Regular steel is 1.5 to 1.
Comparing 1200 iron to 450 iron and 450 coal.
Solid steel makes it a quarter of the iron.
in any event iron pipe has other uses as well (weapons, autominer, sam fluxuators)
For sure it's useful. It's just a massive trap IMO.
Quadrupling iron just to save coal.
pure iron is the trap, iron pipe just enables it π
Hey, pure iron is great with solid steel
to use the excess of coal next to your 4 pure iron nodes?
I thought the topic of today was that WIP is useless 99% of the time, are we at the part of 1%.
There's 2.875 more pure iron nodes for every 1 pure coal node
Yeah, that's why tools love picking iron pipes.
did you use a website for this or what app or whatever it is?
thank youu
avoiding having to import a 2nd resource or find a location with both of them in it of itself is a good enough reason to use iron pipes for specific use cases
it isn't a tool like sftools,its a tool for building a plan of what you want to build and keep track of the factories
For sure. Just be careful that you aren't just importing a whole extra node of iron instead. Recipe analysis should always be done locally.
mainly early game especially if people started at grassy fields
Grassy fields has ridiculously easy coal. I don't understand people that think it's bad for coal.
late game, you do end up needing a lot of pipe for hmf's and meh, logistically it may make more sense to make a lot of iron pipe
You start almost on top of a pure node, you have another one nearby with sulfur, you have the 4 in the crater.
you're really limited in gf by miner speed
Not really. Just use mergers. π
Or do you mean for coal?
Which, fair enough I guess?
i'm doing my playthrough there now and needing the mk3 miners to pull the coal off of the two nodes down there isn't fantastic
you have to build steel before you have the mk3 miner to take advantage of half the coal available... mk6 belts to fully get all of it, and like you've already built a bunch of stuff for lower speeds by that point
Yeah.. at that point you should be building elsewhere?
agreed
I wouldn't say GF is worth anything for an end game factory, god no.
But it's a great spot to bootstrap steel.
if i were to tweak gf a little bit, i think i'd break one of the pure coal nodes in the area into 2 normal nodes
I have been experimenting in SFTools with paths for Modular frame construction yesterday and was REALLY surprised about the results... (I switched off Oil input because I did not want to import plastic/rubber)
Basic recipes:
- 240 Iron to 10 MFs... no surprises here
All Alts except for "Pure" recipes: - 50 Iron, 12.5 Copper and 21 Coal for 10 MFs... Iron Alloy!, Iron Wire, Solid Steel Steel Cast Plate, Stiched Iron Plate and Steel Rod
All Alts: - 50 Iron, 21 Coal, 28 Water for 10 MFs... same as above, just Pure Iron instead of Iron Alloy.
First surprise: Iron Alloy is now really good...
Second Surprise: All paths used the basic MF recipe!
is that the best you found, and was it without considering adhered plate+coated iron?
Yes... when I give it Oil as additional input, it just switched to Coated Iron Plate... but the rest stays the same... still using Stiched Iron Plate and Basic Modular frame
49 Iron, 10 Coal, 1.7 Oil and 34 Water => 10 Modular Frames
i think this might be the best you'll get
only when I allow Oil AND switch of Pure Iron the path changes completely...
that 32.5 ingots is crying for pure iron as well
Most likely SFTools consider to Plastic/Rubber too high and skips it for Pure Iron
first time i've actually run those numbers with 1.0... i didn't realize it plays nice with pure iron now
trade 1.6 oil for 10 coal
the big surprise was how good Iron Alloy is now
especially the combination of Iron Alloy and Iron Wire is just funny
i was just upping the module count on what i just posted, and this looks like a very nice build:
1.6 oil for 10 coal doing what exactly?
coke steel?
5 plastic costs 1.6666 Raw Oil...
Adding the plastic to the input reduces the necessary Coal (for Steel) from 21 to 10
steel coated plate no longer exists π¦
mods
heresy!
I'm not 100% sure which other recipes are gone though.
i can't think of any off the top of my head
most likely they broke some balance...
all the cable recipes are still intact
steel coated plate was pretty good for mod frames
CSS has worked a lot to make the recipes more balanced... some were REALLY trash in 0.8
I mean they added iron pipes. That's the most unbalanced recipe in the game
like really, really good
hands down. Nonsense tier recipe
with that Alt it allows a chain of production that cuts steel entirely from the world
i agree that it is the best new recipe i've seen so far
Iron Pipe is REALLY expensive in terms of Iron... without Pure Iron SFTools don't recomend it
so? iron is a trash resource.
like you could guzzle the iron from the map 24/7 and still drown in it
idk if i'd say it is broken, but it is very good
well, until ficsite ingots which will do that for you π
adding Iron as a resource padder is almost as much of a freebe as water.
With and without Pure Iron recipe
Iron Pipe feels like Iron Wire... its a "keep it simple" recipe, but it quickly blows the Iron input up ^^
yeah
replacing copper is more important and wire is generally a less used item. Plus it doesnt' cut the n eed for copper out
there's 2 places it makes sense... 1) early when you're making small iron-only outposts and 2) late game when you're just trying to make buttloads of pipe for hmf's and motors or wire for autwire or anything else that uses cable
i think all of us have built an hmf factory and realized we're 60 pipe short π
funny... "most balanced" Motor Recipe according to SFTools is Copper Rotor Motor...
that was fixed with the EIP change
185 Iron, 16 Copper and 15 Coal to 10 Motors
i honestly dislike sftools resource weighting, i think it's pretty off
does anyone know whether it would be better to do one 7 car train or split it into a 2 car and a 5 car
maybe 3+4? because up to 4 wagons you only need 1 locomotive...
for 5-8 wagons you need two
why did your 7 car train split into a total 10 cars
@vast jungle
wait I read that wrong I thought it was two 5 cars
that was a pretty significant change
its your game do whatever you want
okay, thats still missing from SFTools
4 to 3 changes A LOT
if its the only train coming in and has its own rail (doesn't intersect with other train paths) yeah just go 2 engines 7 cars
Concrete 5 to 6... OUCH
well, i was talking about the 7->6
yeah, that one sounds nice
yea its a closed loop
what that does is it makes it possible to make 45 hmf's on 1560 iron+coal
If it doesn't go up hill, you can probably just use one locomotive?
maybe maybe
SFTools has those changes, greeny directly pulls from the game data
1 locomotive supports up to 5 loaded cars on a 2m ramp.
I'm pretty sure it's like 13 cars on flat rail.
I just looked into the recipes... its still 4to1 with Steel Beam
the recipe was EIB, not steel beam, which didnt change
that's ingot -> beam, not beam->eib
Ahh ok... sorry... misread the changelog
but yeah, they reduced the cost of eib's with both recipes
before it seemed like whatever you tried with recipe combos, you could never quite get an integral number of machines making hmf's
more so for the default, although encased pipes still win on resource use
https://www.satisfactorytools.com/1.0/production?share=PGRMrv76FqHYYPZL3D96 how many overlocked nuclear power plants for this much rods per min?
7.5/min?
where is this from? has there been a balancing patch with recipe changes after 1.0?
they burn for 5 minutes at 100% or 2 minutes at 250%
In tier9, the dark matter crystaisation is also (too?) OP.
It cuts out the need for coal/ diamonds to get rid of dark residue byproduct, only particle accellerator and sink needed (== power)
18 250% reactors and one at 187.5%
(you get 15 reactors at 250% off of 7.5 rods/min)
oh thats good still
i think i'm correct, please double check me though π
cause i wanna also do plutonium waste recycle
and sink the plutonium rods till i can unlock the fiscioum fuel rods and then use the plutonium fuel rods recycle
on a slightly different note, anyone else notice this?
spacing for smelters changed
spacing for Assemblers is VERY tight in 1.0 too
can't really get into uranium rod builds without also getting into plutonium. They quadrupled the waste output of uranium rods when they introduced plutonium (which was later halved so it's still twice the waste compared to pre plutonium)
yeah, threw me off at first b/c you can't naturally fit a splitter btw the ports anymore
they nerfed plutonium?>
i've been noodling if it is any use in bp's
he's speaking of older game revisions
specifically 3.5->4
oh
yeah, lol
well im gonna build one
back before you could just keep the hazmat suit on π
and use drones to transport everything
I like to use belts to supply my Power Infrastructure... less things that can go wrong ^^
drones using fuel have made things extremely easy
agreed, the more decoupled your power production is from everything else, the better
mhm
I dedicated a bauxite node to canister production just to go to rocketfuel for drones
In 0.7 I built a nuclear powerplant where enough of the infrastructure was powered by a nearby Gysir so you could startup 2 reactors... and then activate the rest of the factory
that's one way to do it, i guess
i use rocketfuel for the fuel power gens
and 900 rocketfuel for 450 packaged rocket fuel which can power ~150 drones
how big of a difference in travel times do the different drone fuels actually make?
rocketfuel is about a minute less compared to regular fuel
yeah
kind of seems pretty marginal tbh
over 4km
how do you get the fuel to the drone port? By drone?
'regular fuel' = batteries?
regular fuel = regular fuel
i use normal fuel for my drones
heh, ok
i might swap it soon but dosent bother me too much
rocketfuel is significantly less complex to mass produce compared to battery
not using drones alot and mostly gonna be use for my nuclear power build
and you can cut out batteries entirely if you don't use OC supercomputers
*superstate
difference between regular fuel and rocket fuel is also enough depending on distance to not have to add another drone port
rocketfuel also looks like a great way forward from a (Diluted) Fuel powerplant
i figured as much for the regular fuel delta, but it kind of looks sucky for drones
the redeeming quality of using regular fuel over rocket is you don't have to use bauxite
rocket fuel is just nitric acid + tf
I'm talking in terms of fuel for drones, empty canisters are aluminum
it isn't a great comparison unless you quantify it 'more per what'
what
I have a Fuel powerplant now... and plan to go Rocket Fuel Powerplant next
it's no bauxite vs yes bauxite to power drones
eh, it makes having by product a little simpler but you're probably making dark matter from other parts since yo uwant to save on the SAM ore
you have to pick an ingredient and say recipe xyz gives you more per resource A or resource B
as with the turbofuel recipes, they are more efficient on coal or sulfur and comparing them without acknowledging that your are trading resources is kind of pointless
it's the anti clogging recipe when you use dark matter trap since it's always going to net you positive residue
feed it back into the system to use less diamonds
idk where turbofuel came from I was just saying use regular fuel to power drones to not use bauxite but more drones vs rocket fuel which uses bauxite but less drones
I think you're arguing over something that is unrelated to the topic of drones
funny output from SF Tools... π
Rounding error, can safely ignore
SFTools broken, fix pls

there is also always that one combination of outputs that you manage to setup where it adds random recipes with 0x on the top that are not connected to anything and dont relate to any of your production π
Hey it's trying π
I had set a few resources to zero without switching them off... but even switching them off didn't helped.
But hey, we all know and love Floating Point Implementations and their quirks π
when I ran a drone on packaged fuel instead of batteries (or smth even better)
The travel time was around 4x as long with fuel compared to batteries (if the UI can be trusted)
so downgrading is significant at least
not sure about upgrading (compared to battery)
have you tried plutonium rods?
it's what drones crave
no I haven't done any testing at all
I am just temporarily running a drone on fuel to supply some things without needing to transport batteries across the map yet
could test that at some stage tho
oh neat, the wiki does have Prod velocities
thx, btw do they also run on ficsonium?
not according to their UI at least
I guess my dream of nuclear drones is alive
not only alive but thriving
1x plutonium rod is wroth 250 batteries. Rocking
that keeps supply runs down... and makes sure nobody steals from you drone ports (protected by radioactivity ^^)
discarding numbers < epsilon when
c++ std seems to use 1.19209290E-07F for floats (std::numeric_limits<float>::epsilon())
I already have that
wait and its still showing 0? dafuq
epsilon is the absolute limit of accuracy, however if you don't check that between every calculation step (which you probably shouldn't), then multiple epsilon can compound and you get a bigger error
ah true
but cant you just use a big epsilon for the displaying part? so if it would show 0 anyway, why show it? so 0.0001
where do you draw the line of "this is an error" and "this is very small but needed production"? π
like i said if its displayable
aww yis, 1.0 codegen for Docs.json.ts complete
wdym by that?
if the display text is "0", then it can be dropped...
that's rounding to 3 decimals
well you cant even underclock that far so that knowledge is irrelevant anyway right?
like nobody is gonna build 0.001 constructors
I'd rather display a few rounding errors than not display part of someone's production line (even if it's practically impossible to build that, but to let the user know that it needs a bit more)
but theres a difference between rounding error between 1.1 and 1.2 (exaggerated ofc) and 0 and 0.1
not from mathematical point of view
yes im not saying to truncate in the solving part i mean purely for the visualizer
the visualiser is what user sees, that should be the most correct part
and just hiding the "zero" node could hide a problem from the user...
or hide a problem they need to see
its still funyy to see a node like this π
I also have been thinking about if a button for "add/remove SAM material transformation recipes" would be useful... but its quite a niche application, normally you can just deactivate the SAM input.
the problem with that is "how to define what is and isn't conversion recipe, given any dataset (not just the 1.0 one)"
i mean they are useful in some situations
i think theres a difference between classifying them as alts so they are disabled by default and straight up disabling them
and for that a "manual" solution like a check of raw (raw) should be fine imo
still I have the problem of classification π
yea i thik u made it by definition impossible to solve
like, even if there is a flag in the data that specifically tags it as convertor, a mod could use it for something else or they could change it in the future
there isn't
the only thing that can come close is recipe category, but again, that relies on every recipe having such a category set
yep. i think phrasing it as a "problem" is a bit wrong, it makes people view it as something to be solved
like even if they made the devs add categories and pinky promise that they'll never change them and get all the mod devs to agree, they could still change their mind in the future and then it wouldnt work perfectly anymore
hm, i guess one thing that would never break is a button that removes all recipes labeled [raw resource] ([raw resource]) and labeling that button "button that removes all recipes labeled [raw resource] ([raw resource])
it always does what it says : )
Just code the game from the ground up
The funiest part from a third party perspective is thinking of ideas that might be a nighmare to even think of implementing

Like, machine removal is nice, but sorting the whole thing by progression? 
(probably hell to make)
especially since there's no fixed order of progression
thats what i mean with a manual solution
something like
^(Bauxite|Caterium|Coal|Copper|Quartz|Iron|Sulfur|Limestone|Uranium|Nitrogen)(.+)(\(Bauxite|Caterium|Coal|Copper|Quartz|Iron|Sulfur|Limestone|Uranium|Nitrogen\))
can group those up in a variable if you want
some ideas aren't even that hard to implement, the problem is mostly just how it can be done so that I don't have to change it with every update (I could just hardcode everything but then updating to new version changes from a few hours to a few days)
You would have to have some disgusting method of save uploading and parsing 
that too... like I said, 99% of the problem goes away by deactivating the SAM input resource, so I don't consider it a problem anymore
or converter machine π
implementing such a list once is trivial... doing it in a way that don't require constant maintenance is a lot harder
yeah π¦
also given the fact that I'm working on new Tools (very slowly, but I am) from scratch, I don't want to deal with old Tools more than needs to be done
so if youre working on a new tool why not do a hardcoded solution for the old one?
guys, so, if i wanna use rocket fuel, what way should i go, blender or normal?
and is ionized a good next step for a mega fuel plant?
Rocket Fuel feels like a great way to do a Powerplant for me, both with the Blender and the Refinery Recipe... Ionized fuel... I personally don't think its feasible, too expensive
my feeling is that ionized for power generation is not worth the upgrade from a complexity vs. reward standpoint
wait arent both in the blender? but use the default
and nah ionized costs too much sam
but hey, maybe someone has to go through the "ionized fuel mega project" so we can learn from the experience
but what about oil to power output?
there is plenty oil
i mean, i disagree
i nearly used every oil source in my old save, as efficently as possible lol
of course it provides more power from the same oil, but it costs a lot of other stuff in the process, including SAM, which is the biggest bottleneck in the game
also providing power to power nothing is kinda pointless π
oh also ionized takes way too much power to make with all the particle accelerators, encoders etc
k k
rocket it is
gold coast has sulfur near bye right?
so normal rocket recipie?
instead alternative?
not sure... but the craters west to the Gold Coast have both Oil, Coal AND Sulfur nearby... so its worth looking there I think
i need that coal for
future expansion plans..
1000 ionized for 1000/3 * 250 = 85gw
power used 31729.483 MW (up to 52212.899 MW) xddddd
but ionized is still fucking awesome for the jetpack
its like the best of both turbofuel and liquid biofuel
if you want to save sulfur at the cost of more oil and remove coal, turbo blend + default rocket + default turbo (for the compacted byproduct)
the nitro recipe is alot less buildings and easier to setup but uses more sulfur and needs coal
not sure I will ever use the Jetpack when I finally get the Hoverpack ^^
yes
you will
its still nice for exploration/cannons/getting to another part of the map
the rocketfuel jetpack is hilarious
rocketfuel jetpack is basically like having a hoverpack for exploration
my main use of Jetpack in the past was to get a good high viewpoint during factory creation
but without needing to drag poles
I did that in U7 some times... was fun

the lift on that thing is amazingly good
migth be even more fun with Power Towers
im terrified of the fps loss of having extra power powles in narnia even though thats super irrational xD
I have a power tower line spanning across the map though thats because I used geothermal from phase2 to 4
Geothermals are a nice addition before you transition to Fuel-Power
im on my way to fuel powe rn, cus i am using two nodes for coal power generation
32 generatorsβ¦
I skipped the non blender recipes entirely, didn't make any fuel gens during phase 3
and i was planing on building my plant so that i can easily go to rocket fuel
the blender is so fucking hilarious for oil plants
my old coal plant, some augmenters, and geothermals provided 20gw
but by the time you hunt them down couldnt you just build mroe fuel tower
mis remembered, it was only 15
im still on phase 2 stuff lolβ¦
i just rushed mk4 belts
yeah it was more than enough to power through phase 3, I just went straight for nitro rocket recipe to pad additional power
for phase4
how can consum be higher than max consum? =x
currently automating motors
and finishing prep for my 10 heavy frames a min
and i have a feeling that that is not enough π
i rly wanna produce 5x that much at best
oh you went for the alt? interesting im still not sure which is better
whatd you think about it?
hmm i guess do machines turn off and on constantly and max cons is their average consum if all powered?
I built it in blue crater, sulfur coal and nitrogen aren't an issue
guys, where do i find about 600 coal in a close proximity to the mushroom oil fields?
i already used up 3 of the nodes north of it
maybe ask SCIM?
(Satisfactory Calculator Interactive Map)
That is just making me depressed
build tons of radar towers
dont think i unlocked them yet
what do you think will most people (have to) do if you ask them about resurce node placement? They fire up SCIM
they are nice
its like scim but ingame
when you look at both recipes the nitro one uses around 3x more sulfur which sounds like a lot but honestly not much point in saving sulfur when power is the only thing it goes to (unless you use superstate computers or leeched recipes).
leeched are awesome though
its like pure but actaully building efficient
you need a good source of Computers and Crystal Oscillators before you can SPAM radar towers
ye they are expensive
I am cooked⦠red is in use
blue is factory locationβ¦
ooh right didnt they add a bunch in 1.0?
the 3 impure is another belt full
then the normal could cover a bit more
still quite a bit of coal left to the North and the West
they also removed 3 in the grass fields
or just get the coal in by train
i dont rly wanna touch that node yet
dont have trains yet
its all belt based rn
embrace the train, just give in! π
thats gonna be one of the nodes for bauxit refinment
I dont even produce motors yet
β¦.
i am currently working on motor production
and some overhead to be shipped to my main factory for heavy frames setup
down where the pure node is there where 2-3 nodes, and they removed one coal node on top of a hill near the bigger see in the grass fields
like why?
maybe if someone psychotic enough makes like a global packaged sulfuric acid facility
only reason i picked the grass fields for 1.0 was because i was relying on those

it got into an argument with the nearby iron node and they decided it would be best if the coal node just relocated to avoid future problems
hahahaha
β¦.
waaaait the impures are its children?
could they atleast combine all the shitty impure iron nodes π
OMG⦠THATS WHY THERE ARE SO MANY
thats why god mark created mergers
i'm far more annoyed by a singular impure somewhere that even with a OC'ed mk3 you get barely anything out of, rather then a sea of them you can just merge together π
honestly wouldn't be too bad and you can drone everything. 3300 copper ingots is 750 acid, packaged sulfur acid stacks to 100 so drones can transfer 54000 sulfur per roundtrip
Mk5 miner mod 
i smelt in my main factory so i just have a pipe but ye that works i guess
i mena if youre using trains then thats ez aswell
Dronesβ¦i once build a closed loop drone Network getting 90% of nitrogen to my bauxit and nuclear outpost, and the rest to my main base for the new Frame things
Depressed me did some weird shit
they are better now that they take any fuel
If batteries would be cheaper lol
honestly using plutonium fuel sounds so fuckign awesome
i really should do that
fuck ficsonium
No need to take up half my Production just to keep my drones running
did they "fix" the "always takes at least one fuel rod" issue?
900 rocket is enough to power 150 drones which is honestly a blip in the worlds resources
where drones always refuelled with at least one rod, wasting tons of power?
You just replace 2m waste with plutoniom waste
try to get a factory with a single Motor Manufacturer setup, that should be enough for a start
Naj
burning fuel rods in vehicles does not produce waste .. or well if it does, it gets spread all over the environment out of the exhaust π
Ohh lol
also if you plan to build nuclear, add more dimensional depos for cables
like damn it needs alot of cables
50 motors per minute?
Yes
i will just switch to no cost building at one point again ngl⦠NOt gonna carry around 200000 concrete
"no cost building" ?
no cost cheat
ah ok
π
wait youre doing 50 a min for PERSONAL STORAGE?
what are you building 300 refineries an hour???
personal storage
it can provide more concrete than you can spend
i am prepping for the future π
in my last playthrough I had a small "Concrete factory" BP I put down everywhere I had a big building project ^^
"Oh, there is some limestone"... place BP and done
i have one for smelters, 16x smelters... pretty usefull
like i barely got mk3 belts and started to work on all the stuff iron related stuff i need for 10 heavy frames
i am now building a shared steal plant for motors and frames
just missing around 600 coal rn
then i will build the production for the motors
gonna need around 1k more iron
I remade all my basic production into BPs in the last days... so in theory I just could put them down where I need them
but the DimDepot upgrades make that less useful
coal is really a problem until you transition to Fuel power... I handcrafted my way to Geothermal to make this phase less painful π
32 coal plants can power the heavy frames at leastβ¦
(im edging the limit rn)
my production and consumption is even rnβ¦
i will just rush a fuel plant⦠like i did with mk4 belts
I had 24 Coal PP I think... and adding half a dozen Gysiers helped a lot
I HATE ALUMINAUM
BLENDER!!!
nah but fr post update3 alu is bullshit
2.7 alu was peak
dont have a alt for it
ok mr 100 refineries
even tho blender is not the most efficent
dude, you went bauxit + silica == alu ingot
that easy
no alu slop or smt smt
oh im thinking of 3.x nvm
i got 300 ish pre phase 3 for turbo fuel
cute
I know yall are probably way more sophisticated than I am but just finished building one factory making 5 rotor, 10 stator, 5 motor, 5 rip, 5 versatile framework, and 5 modular frames.
i can out of sulfer
not bad
Was a pain
xd
Did they add more quartz???
i used up like 80% of it in the past
I have a total of 200 something hours and 50 hours recent. So no idea
the alt for quartz is really REALLY good btw
yep
i fucking love it though
also fuck water⦠al my homies hate water
Do you guys use central storage?
with dimensional depots it's kinda pointless, but you can build one if you want
Dim. Storage is kinda "centralized" too π
i disagree!
but having a "mass depot" place to go still sounds good
because? π€
nothing looks cooler then a nice central storge hallway that can store asmuch as you want
the dimensional depo just seems to limited resource wise
you just demnsional depot every item
then you dont need a storage
and upload time and etc
I feel like you can easily run out
240/min is way more than you'll need for anything
i can definitly out build the upload rate of the depo
you can build multiple depots
idk theres tons of spheres around
and upload can be solved by upgrades/more depots
like i have 5 depots uploading concrete
i just see a limestone node and pop down some constructors -> depot
if its 12 different resources i spam in a blueprint for my trains
maybe?
you can have 200 depots built in your world
there's only 33 resources needed to be stored
Ok so build factories all over specific parts, then connect with tractor/trains/drones?
that's 1440/min of each resource needing to be stored
ye just 1 for lowthroughput like rods/plates is enough
and then you build multiple for stuff like concrete/belt stuff (plates/beams/alclad)
the use of spheres vs use is still not that good personally
definitly until you havent unlocked upgrades
you'd have to try REALLY HARD to outbuild that even for a while, yet alone for longer periods of time
Possible with huge dense blueprints
I can see the depot taking over central storage areas for sure
Iβve never tried building trains
"Dim depot breaker"... a MK3 BP full with 1m Foundations π
ok did not look into he upgrades that far
mk5 blueprint go brr
there are 298 mercer spheres on the map
youre not beating 100 dimension depots
still think central storage is a thing i will build
cus its cool
yeah, but realistically, how much of those will you build? π€ and I mean "realistically", not just "build random shit so that I can prove greeny wrong"
around 350
data pulled from my old mega save
350 of what?
how much are they each
they varied between 600-900 concreate alone
So if you guys build say an electronics factory, ai limiter, circuit boards, high speed connectors, computers, etc⦠if you build for surplus of a part you just toss a depot for that item and call it a day for storage?
MK5 BP designer... large enough for small train stations
Yeah like if you need to use say high speed connectors to make x, make an extra 5 for storage where the rest goes to the next part
Or do you build a factory specific per each item only?
even iif you produce even on 100% use, after a while you will have overflow
just put a contained onto the belt, and a overflow splitter before it
so the contained fills, then it overflows into the splitter to storage;
Then a overflow to a sink
thats how i have always done it
still never reached my max possible power consumption lol
only make for storage
if some other factory needs that item, it'll make it itself
I think I try to build too much into one factory
neVER!
wdym by max? isnt it only capped by how many machines u can place?
ye
but i never actually came near my max power consumption of my placed machines
ah, i see
i produced like 120mw of power and had a max consmption of 160 or smt
then a power storage that could support all my production for about 6hours
@edgy leaf would be disgusted by you, i fully support it
with a average consumption of 95 i could keep it running for ever on storage alone π
hello im not sure whats giong on but im disgusted
i once emptied all my belts storage and etc, then deactivated the connection to my. power plants
shit ran for ever
yeah, i have a bp for storage, whenever my storage fills up, i slap another one on top of my battery stack
power stuff
power storage chaining is a blessing
waaait you can make blueprints of power storages?
why havent ive been using that
Can I get a 2nd opinion on my math please?
I have a 1-4 train network.
I need to transport 2100 coal/m across a decent distance, 2 load stations. It has a tested roundtrip time of 8 to 8,5 minutes.
Wagons are 32 stacks each. coal is 100/stack. 4 wagons is 32x100x4 = 12.800 items per full train
The truck stations get filled in 12800/2100 = 6,09 minutes.
So the train needs to drive back and forth within 6 minutes in order to gaurantee full throughput.
With a roundtrip time of 8 minutes, and a fill time of 6 minutes, I would realistically need 2 trains on this lane in order to meet the throughput demand of 2100/m and all should be fine?
you can fit 25 Power Storage units into one layer even with the MK1 BP designer...
yeah, i have one with 16 storages is a blackbox, with 1 power connector accesible
make them stackable and power storage will just be limited by you running to the depot for more stuff π
Send help
and i always just chain them
put a roof on a BP and they are
omg, bp are a blessing π
i just mass placed them with smart⦠and manually wired them
ouch
as seen here
@CSS when zoop for building?
man⦠this save is like update 4-8 times
Shit was wild
had like two depression phases where i sank 250h per phase into it
thats what blueprints are for?
make them in packs of 25 (or more with MK2/3) pre-wired... just make sure to add a few well-placed powerpoles so you can connect them from all sides to each other
totatilng 600 hours in that save
when zoop for blueprints?
smart 
mods pls work again
building buildings without smart is getting out of hand
lets say i use a mk5 blueprint, how many could i fit in there?
should be 6x6
so one blueprint == a nuclear plant?
huh?
in power storage
oh sane you
no time to play the game, only Work, and 1 other game
i still will forever curse the community for wanting pipes
i just sink my time for school into this game π
idk how i havent failed any of the last 11 years
ye idk, i did the same in school...
different game tho....
finished with abi 1,9
i should do my academic comeback rnβ¦
finally starting to study and etc
but noo.. menthal health fucks me over
eh, no need. noone cares about ur grades after u get the next one
aiming for that or better
did my Mittelschulreife with 1.33
i played satisfactory until 4am the day before my 6 oral exams
There is only mk1 to MK3 dir official bps
then 4 hours of sleep
my teacher (neighbor) picked me up
exams started at 10
fuck i was fueld on coffein and adhd meds
i am a proud modded. player
my beloved flying cheat
isnt that a vanilla option?
since update 8
fuck i feel you
hopes all goes well for you
satisfactory helps to have some fun but make sure you get professional help as well β€οΈ
How do you expect someone to answer what fits into a nodded BP designer? π
Satisfactory releases the updates the moment it goes down π
i mean, its not a unknown mod
ah tbh, i didnt even realize they were talking about mk5, i just answered for mk3
should have stated it
i think the mk5 is 48x48
wait so its the same as vanillas mk3?
the mk3 ingame feels smaller
oh then the mk5 is bigger
interestingly a lot of building stuff and etc was mod stuff before it was in game
A lot of like the fram platforms and etc, windows
doors
Bigger blueprints
multi dimensional storage
Mk.3 blueprint designer is unlocked too late imo. For most players, it unlocks when you are just waiting for the final materials. Therefore I bet most won't even use it. And it's also really annoying that they made the encoder JUST large enough to not fit inside
i use my old save/a extra creative save for blueprint designing
So i can have all materials
and wen i need references
wait are we really complaining about mk3 designer after we just asked for bigger than mk1? xd
also why arent blueprints in cloud save π
its really good for manufactureres imo
I am not saying no one is using it. You are obviously using it, but in a bandaid way
the one thing i never use them for
yeah, kinda agree
never used blueprints for production stuff π
it sucks for mk1 since you can only 1 but its nice with bigger since you can fit 2
cant remember if its mk2 or 3
just always for bridges and etc
I should make a water ectraction blueprint
guys, did you know water extractors need no water?
no. It's good that they introduced mk.3.
I am complaining about the timing inside the natural progression of a save file and the implications.
idk its like complaining that you already build your factory by the point you unlock mk6s
its still aspirational and helps the feelign of progression
because that's literally the first thing I did with it.
Unlock, trying to place an encoder and cursing whoever was in charge of game design
its a totally legitimate complaint lol
satisfactory isnt the only game that does it but like games where you get a cool skill 90% of the way through the game and barely use it
thats why you play for 5 years and 1k hours
and theres a reason for
reward the players for progression
if you get everything 50% through then the last 50% is just boring af cause you dont unlock cool stuff anymore
haha i hear ya, I've been play since 3/19/19
225 quartz osscilators a min to much?
Same?
i think that was when the weekend started
I don't know why you make a specific statement into a generalisation.
I didn't complain about mk6 belts.
I did and could unlock them before the last 2 milestones.
I could and did use them for the last few chains.
Mk.3 blueprinter was literally the last milestone I researched while just waiting for the last few elevator pieces to be delivered
everything over mk4 is overrated!!!
wait arent they unlcoked before mk6?
never
Always 270/min
oh wait they need NQPs nvm was misremembering
ok then i was just bad at math
only belt speed change was mk4 from 450 to 480
mk6 belts only need resources from the first tier 9 milestone, while mk3 blueprint needs resources from the 1st and 2nd
oh i remember thatβ¦
when mk4 belts felt unlimited!
Both in speed and cost π
fr fr
I love mk6 belts. finally number divisible by 60 and 100 π
dude my first mk2 belts felt insanely fast
what can they carry?
1200/min
damm
thats WHAT?!?
I could put all my needed coal for my production on one belt!!??
Omg, magical
i sewar they would have made it 1370 or something if they didnt have problems with throughput xD
i swear thats the idea behing all belts
where did it go wrong
60
120
270
450/480
750?
MK3 Miner pure node 250% OC = 1200
780
they used to be 60 120 270 450 660 (900), that changed in update 2
update2? god damm
belts are all divisible by 30, if that is any consolation
ok grandpa
ok grandpa π
i feel old wheni look back at when i first started playing
i was freshly 12
closed alpha gang here π
i remember someone leaking uranium waste processing and everyone freaked out
good times
i wanted to try playing this game with 10/11 π
I started with U3, it was already 60/120/270/480/780 at that time...
ye same
i remember coffe stain adding a patch to crash you game when you unlocked u2 stuff in the game files
and then us finding a work around
i still want my powerd factory floors!!!
best feature ever
just make a BP with powerlines below...
just add a powerpole directly above and connect them through the floor
also useful during construction because the hoverpack works everywhere ^^
not the same
still a need to power line mass factories
wait thats so smart for the hover pack
it truly is "now youre thinking with blueprints"
And you can combine this into a BP that doubles as a crawling space for belts... 2 layers of 1m foundations with the power grid... then you just have to connect them
i like to smack them on the side of foundations so they just hide, like an electric floor to hoverpack around in while I work on the building
i was looking for that in 1.0, thought maybe it would get added
same
ADA: "Remember to switch off the floor before touching it!"
π
that would be hilarious tho
also ok
ok
powerslug greenhouses
less production of shares BUT less expensive
by a lot
its called lizard doggo house
just water space and power
one time cost of 1 paleberry per dog
what produces more nuclear waste?
doggos
or 24 nuclear plants
I still want something to automate consumables 
you can flush nuclear waste down the toilet
greenhouse when?
you can flush ANY item one by one down the Toilet in the hub
including nuclear waste
ye in the toilet flush update but thats not out yet sadly
u cna probably pay a guy on fiverr to do that 24/7 for you...
do Doggos produce more than 1 nuclear waste at a time?
They dont seem to anymore? I have 6 at my base and I have yet to see any
do trucks accept nuclear waste?
mhhh
Ficsonium seems very expensive
i hate it!
how am i supposed to produce 100 a min of it
ye its insane
can someone make a qa post about ficsonium being too expensive so i can upvote it?
like i already cried doing 225 quarty oscilatorsβ¦.
ficsonium gonna kill me
it really feels like sinking plutonium rods is still better
just use it and build storage
afaik you can make more power if you go up to ficsonium, but ficsonium itself is power negative
i had a plutonium storage Bp
#math-and-meta message its more uranium but less other stuff
the swamp was one huge storage
mhhh
hey, its a possible way to spent your Plutonium Fuel Rods AND get rid of the waste
we only use uranium for plants right?
now we can use the Plutonium ones too
You need Plutonium Waste for Ficsonium Rods I think
so no uranium ore extra?
so how much power could i waste on ficsonium rods if i use 100% of all uranium ore
no
only uranium rods uses more rods than urainum->plutonium->ficsonium is what i mean
You use it to make nuke nobelisks.
fertile is a bait
I don't get the design idea behind energy values of nuclear energy.
They implemented rocket fuel so that nuclear stays optional.
But I think that going the extra mile and deal with those complex production chains should be also a lot more profitable than it is rn, especially ficsonium
damm k
