#math-and-meta
1 messages Β· Page 187 of 1
if a recipe looks like it could help you in some of your factories, dont feel afraid to pick it
Oh hey, that's actually probably the one I was thinking of.
Yeah, that's definitely the one I was thinking of. Thanks!
the amt of time people spend discussing this all...
I'm gonna have to try it on my set up.
It's complicated and nobody knows the real answers but the devs.
And I sincerely doubt any one dev could explain the entire system front to back.
i think you are probably correct
which is why it probably isn't worth it once you converge on a working design
Also, you made the pipeline guide, McG?
The problem is there hasn't been convergence on an actual working design.
People sure like to claim that a lot
The guide itself even likes to claim that. π
i input my alt receipes and then worked back to see how many uraniam fuel rods I can make.
https://www.satisfactorytools.com/1.0/production?share=WI6tzATEDmDt372I1B7f
Whys it wanting me to waste so many extra things?
I have cast screw recipe, but it still wants me to use the Alt Steel rod I have- and then waste those rods on making screws? π
hmm yup name still printed on that
It's optimizing the number of resources it's using based on how much of that resources you've got on in the inputs.
Yup. I just checked myself XD This has been an amazing resource I've used
You have set it to make 1/min fuel rod
so it does that
and the rest isnt used cause you didnt ask for it
To be fair, you're @mcgalleon, not @McGalleon#8273 π π
I do plan to sort of rewrite it eventually
Authored by "the Genuine McGalleon", no doubt.
Push back the pop quizzes and offer more actual insight
no vip, no buffer, nothing fancy, it just works:
Stillll want your thoughts from those reddit posts though.
i might just turn the quizzes into actual quizz pages and then an answer sheet at the end
was it tested with a dead-locked system?
They managed to change it to dead lock, if that counts?
no i mean "clog one of the scrap refineres with scrap, let the system drown and then take out the scrap and see if it recovers"
I have no idea if they did that or not. Is that a good way to test these?
yes thats the main reason systems fail
Sounds like I have more science to do tonight.
stability and resistance vs interruptions
thats one of the main benefits of the "mergeless" solution too
well, i mean, my design doesn't work if you cut the power to it
Most things don't, funny enough.
honestly, if you sub-comparmentalize your aluminum processing into just pairs of scrap and alumina refineries with a single junction, it can work too
anyone remember the fun "input priority" behaviour of mergers?
a lot of problems with aluminum can be alleviated with realizing that the refineries should never, ever stop
theres a certain rule to merging belts of different speeds
which describes how exactly the mergers act
that rule also transfers over to pipe junctions, partially
iirc, lower speed belts take priority?
ye
well, effectively so
can anyone think of some cases in pipes where
"Lower belt pipe throughput takes priority" might cause issues?
So, that reddit post suppositions that it's not the flow so much as just, each junction assigns priority basically?
So if you draw a line through two junctions to get to something, that thing has higher priority than something that goes through three or four junctions.
If I'm understanding it right.
Any time you produce more output than you need fresh?
I have one that produces 220 recycled and needs 80 fresh IIRC.
if lower pipe throughput takes priority in merges, is it possible to create a pseudo-VIP in certain situations with strategic intermixing of mk1 and mk2 pipes?
that sure sounds like one of those cases
not sure, depends on the case
havent done too many tests on that
but if you think "300/min in mk 1" vs "150/min in mk 2"
then the mk 2 pipe wins here
because it has the lower throughput
the one thing that i'd like to know is whether an input to a pipe network with highest headlift takes priority
no
headlift is treated equal
try a mk 1 vs a mk 2 pump
both will have equal priority
if you merge them into a junction
Hm. The one that needed 80 fresh was getting 120 fresh, which is higher than the recycled.
I'll have to look at how they're piped.
Like, if it takes lowest first, then you should be able to send a full pipe across and get recycled fine right?
It should just make the extractors stutter.
If you slap together an aluminum setup of like... 2 refineries
and then add one water extractor
and you dont add anything else at all
it should work fine and the water extractor backs up
just realized at tier 4 i can run aproximately 75.6 coal generators off 1 normal coal node and 1 normal sulphur node. Can anyone verify my math and/or come up with a way to push that further and maybe make the rations nicer?
You eventually just give up on ratios.
50/min compacted per 7 coal gens
so i assume you mean fully overclocked normal nodes? also, what miner mk?
it is 7 generators for 50 c. coal
so 600/min should be 12*7 generators = 84
mk2 miner on normal nodes overclocked to 225% is 270, the current max belt i have available. compacted coal is typically 1:1:1, but if i use somersloops i can double the output to 1:1:2 for 540 compacted coal. 540CC * 7 gen / 50 cc = 75.6
I would suggest not slooping CC production.
unless you get better belts theres nothing to improve honestly
If you want to sloop power before Nuclear, I would just build APAs.
the numbers will stay weird because its 50 to 7 after all
if you get mk 4 belts you could mine 300/min for a neat 42 generators
why?
you'll want the sloops for other stuff later, and having to rip them out of your power infrastructure sounds like a 'later' problem you'll be cursing yourself for creating
Because those sloops will be far more impactful elsewhere.
using compacted coal for coal power kind of is that way to begin with
by the point that becomes a problem, won't i have higher tier belts that can pull more resources from the miner, allowing me to run more assemblers to compensate for the removed loops?
Slooping 5 Compacted Coal assemblers nets you about 1000 MW of power in total.
when you find that you want to use the sulfur for things that make more power and convert your coal plant back to normal coal, you end up with generators grouped by 7 instead of 8 which is horrible to fix unless you've allocated the extra space for it
I mean, I'd just suggest going for the turbo fuel setup. I did 50 fuel powered gens using 300 CC
If you already have 5 GW of power, a single APA for the same number of sloops nets you 1050 MW of power.
And the APA provides more power as you build out larger power generation.
Lol sorry, I keep getting tiers and phases mixed up
I definitely wouldn't be touching CCoal that early.
quite a few crash sites have them scattered around, just it is the crash sites that aren't the starter biome gimme's
rip, my world is fucked π¦
do gaseous fluids obey the same priority splits/mergers that liquids do? i know gases don't have headlift
Are there methods they can use?
I thought gasses and nongasses were basically "pray. really hard."
and neither can you use buffers to sustain flow rate at max
i've not really noticed any big differences, but builds for gases tend to be a lot more straightforward
like it is usually nitrogen into a bunch of blenders w/o any byproduct
Yeah, it's nongasses where it gets dumb.
This is the one that makes me sad, because gas on train without packaging is pretty infeasible. Even though packaging is more space efficient, fluid cars are somewhat simpler
i haven't gotten to the t9 stuff yet, but i suppose that's going to be some learning experience
Is there a way to fix a save file?
i'm trying to make an overflow setup for rocket fuel, i have a shard encoder for personal use, but i want to use the shards for ion fuel when my storage overflows, but i don't know if i can do overflow with rocketfuel
its not feasible to transport rocket fuel, ionized fuel unpackaged
and for dark matter residue and photonic matter its just....
no
Is it better to build alclad sheets in my aluminium factory or ship ingots and build it where its needed?
No long distance transport for those 2 quantum matters
in what way
ooh packaging it is a good idea, thanks
Dark matter and photonic matter cannot be packaged btw
If I dismantle something my server crashes. Right now even my game crashed
you are either going to bring alum ingots to copper or copper ingots to alum, them's the breaks π
Couldn't you technically just do a really long pipeline though?
DMCs are basically fancy packaged DMR.
I tried to dismantle my blueprint. I thought it's too much at once and tryed to dismantle piece by piece. But even then my server dies
If you wanna die of old age sure
I either die of old age or die of inefficieny so
just dont transport these 2 long distances
ehh, just afk for a night as the pipes fill π
There's no reason to move EPM anywhere.
I guess... π is it better to stop at ingots at the main factory or again finish the production of casings and ship those... or are they similar to quick wire?
Honestly. You could just build 1:1 for those if you want. π Probably most efficient solution.
casings aren't nearly as bad, you use some for RCU's and nuclear, but most casings you make will go into making heatsinks
If you use that recipe. π π
those can be made alongside the rest of aluminum if you import copper or rubber
My casings entirely go to FMFs.
ahhh, i forgot the default fmf recipe takes them too, yeah
Well... Ill start by picking which nodes I want to exploit π which will dictate my location I guess π
Default Heatsinks use Alclad and Copper sheets.
I just have a whole copper node for my aluminum factory.
well at least you don't need it to make wire for batteries anymore
So many copper sheets though.
is the spot above golden coast decent?... not sure I found any other bauxite yet π
Also fused wire/fused quickwire/copper alloy. You can make copper reeeeally stretch really easily.
rip, server dead again
electro scrap. use the resin byproduct from the coke to make rubber π€·
Yeah, if I were building on the golden coast, I'd be using all the oil alts instead of the non-oil alts.
tempered & leached too for copper, they're pretty good β’οΈ
yeh, 2.4x vs 2.5x
Only con about building above gold coast is... that I have to get my trains up the mountain π
no, 2.4444 vs 2.5
Use lifts to bring the solid goods down to the shore.
2.4 is for tempered
why I don't use it to be honest
I also just realized you can make circuit boards entirely out of oil, heh.
both are bonkers
Sulfur seems way to valuable
which is why you could, technically, turn leached into "Iron alloy Mk 2" by just transmuting iron to sulfur
25/min acid really isnt a whole lot
Honestly, I feel like the transmutation recipes are just CSS fucking with us.
that's kind of the idea behind he leached recipes
Guess Ill start with HDD hunt so I have more time to think about what I want to do π
62.5/min Iron to run one Leached Copper Refinery
but isn't there better use for sam?
uranium?
its about 2/min Reanimated SAM
3.75 copper ingot per water for pure, 4.4 ingots per water+sulfur for leached.
aaaaaand im not about to run out of uranium of all things
I just don't see the reason to use leeched recipes if stuff like iron is so abundant
SAM is pretty much "use wherever you want"
We're literally discussing turning iron into sulfur to use the leached recipes. π
leached iron is not worth it as much
but leached caterium and copper are
2.5 iron ore into 1 sulfur..
leached is less space so i'll take that
All Hail Leached Caterium. 66.66% efficiency
vs the 50% of pure and tempered
on that note.... Pure caterium is dead
Tempered took its place, rightfully so
Whut. I still use pure
is there a reason why the tools calculator is using diluted packaged fuel when i have diluted fuel
I wondered that myself.
it just picks one
I can't imagine leeched recipes are efficient if you wanna max out sink points
disable diluted packaged
I stick to pure, not wasting resources.
Yeah, but why does it think DPF is better?
it just stumbled over it first i think?
it didn't used to. and I didn't know if there was a setting i clicked and forgot about
ask greeny if you want
i've been unchecking packaged, just curious
Not my kinda playstyle so im happy with leached and tempered
Can you share the tab using DPF?
Mine defaulted to DF with 10 supercomputers.
Hmmm, but then again getting acid is so much harder than water
its just water + sulfur
I dunno, leeched seems overly complicated for such a small gain
yea but pure is just water
if i want sulfur i can just use a drone
Honestly, one should never judge recipes on that criteria.
I dont wanna use pure recipes because im tired of them
depends. I want to max out my points
They can go die for all i care
"Maxing out my points" is still meaningfully different criteria.
i was just seeing how much rocket fuel would spit out
Oh, that's just Maximize being stupid.
that's why I will use all my plutonium to fuel drones. I might run into radiation issues tho xD
that's what the suit is for
...not.. not that not doing maximize makes much more sense.... why's it making computers? π
never ask why maximize does something
This isn't maximize.
Apparently making computers was just the best use of byproducts
I think it's actually that weird error where it just shows a bunch of recipes at 0% usage.
to be fair, that setup does produce the expected 0 computers
Oh wow. The resource difference between 2400 RF and Maximize RF is weird.
I'm curious if this lift is crashing my server
seems suspicious when aiming with the gun at it
Right side is Maximize, left side is 2400. Both produce 2400RF, 400 CCoal and 400 Resin.
can the new building fit in a 6x6 areaa?
It's converting bauxite into nitrogen. How evil.
let me find the pic 
time to do impure only 6x6 challenge
i turn off sam
Oh, AND converting coal into sulfur. π€£
usually
was done dismantling half of my blueprint, RIP
i'm guessing diagonally?
Greeny's tools having too much fun over here.
thanks :D
you can even fit 2 in there
Oh no
if you stack em
I don't like that
Rise of the diagonal blueprints
Even putting them diagonally already hurts my feelings
How bout double 
What is you just don't put it on foundations at all?
you need foundations
You might.
else you cant put it diagonally
I men I prefer that over diagonally but both kinda yikes
Ah. Fair enough.
this IS diagonally
next up you tell me you build power plants in a blueprint
look at the bounding box
put diagonal foundations, place the encoder, delete foundations and replace with perpendicular foundations
I've got a 6 fuel gen blueprint I use.
thats what i did for the actual BP i use
also, since you can fit Accelerators in the Mk 2 Designer...
I had to upgrade my Accelerators with some sick new quickwire coils
I also gave the encoder beam a sunroof. can't block the beam, that wouldn't be aesthetic
Im suffering the wrath of rocket fuel! I either build 480 fuel gens or just 200... with 3 shards each at 240%
second option doesnt sound so bad
Yo what the fuck is that
My Mk. 2 Particle Accelerator
600 shards tho... but yup
6 in a blueprint. Plop it down 6 times. That's 36.
For a sec I thought those where the traveling pipes
hello guys, don't know if this is the right channel but i currently have a problem. i have 2 foundries making 45 steel ingots/min each and wanna supply their outputs to 2 constructors where one is making steel beams at 60 steel ingots/min and the other one is making steel pipes at 45/min, how can i balance that out?
I switched my Power Shard encoder over to Superposition Oscillators after I filled up my uploader. π
(apologies in case of bad english, it's not my first language)
60 and 45 is more than 90
these numbers dont quite work out
Underclock one of them.
Fuel gens m8. Maybe fit two on the bp pad
Yeah. I've got 6 in mine.
makes sense
Ooh? Goes to play
its just that its quite hard to find good ratios with only mk 1 miners
6 fuel gens?
in the mk 3 bp?
Si senor!
i assume 2 layers?
I don't think you can do 7.
Yep! The uprights are just far enough apart to nestle two more on a platform between them.
or is this all on the ground floor
All fed from a pipe on the floor and a wire connector on the platform, so I can place, wire, pipe, move on.
oh if only we had the mk 3 designer in tier 3 for coal generators...

I wonder how many coal gens you could fit in the Mk3.
gotta be at least... 2
Maybe even 3.50.
And yeah, Mk1 I think you can do 2 fuel gens if you stagger them. Mk2 can do 4 if you get fancy. Mk3 can do 6.
if you try hard maybe even 2Ο generators
Yea I normally dont do alot with the bp maker. Maybe need to fix that
The Mk2 and Mk3 open a lot of options.
you can cut out a lot of work if you make yourself some modules
I have each basic producer with a power pole pre-attached.
see above with my beautiful diagonal Encoder
Foundry and Assembler with lifts.
A smelter house that can eat 1200 ore/min.
A pair of blenders that make enough rocket fuel to feed 36 fuel gens out of HOR.
My smelter houses tend to evolve into refineries π
for the dimensions of a water extractor, is it 19.5 from front (where the output is) to back?
i think so...?
I think "Length" is generally assumed to be "Front to back".
find the longest side
20 m vs 19.5 m 
kk
Width being side to side normally.
2.5 foundations square, which is more like 20 meters
But who knows. Those wiki guys are crazy.
you could just treat it as 20 x 20 you know
half meters arent exactly something you can easily do
We got beams baby.
you usually need a little clearance for the ouput pipe anyway
does fuel type also impact drone speed
just trying to approximate math
(Picture not mine) @oblique hollow given the assumption that junctions favor lower throughput pipes, if I ran the extractors here at full blast would you expect this to work?
kinda
Allegedly this works perfectly normally (assuming not full throttle? But I dunno. That's a lot of water extractors.). I haven't tested it myself.
has anyone figured out a realy good production for ||ballistic warp drives|| that uses as few resource variants as possible?
those are hell
the ||pasta|| for it is the worst part
i need ||200 for the elevator|| and ||they yield the most points in the sink|| so i thought why not make it into a factory...
Now you know why not. β
I sure as shit didn't.
I've got a small factory chain by my base that I hand feed most of the ingredients to, to produce elevator parts with sloops.
honetly i dont plan to make that much, only 5 per minute with the manufacturer actually being somerslooped 2.5 overclock.
I've been slowly replacing my hand feeding with train/drone drops.
I know. I just got my golden nut yesterday with probably the smallest power grid of anyone in this channel that's gotten a golden nut. π€£
Only tapped into my batteries for a little bit!
whats the best item for a sink?
5 BWDs/min. π€£ And going on hunting expeditions and slooping remains and DNA.
I spent the last 3 hours of my game just massacring things.
I also overproduced singularity cells, superposition oscillators, and TPRs and routinely sank those manually.
well i already have 4.46666 pasta per minute...
it was a setup for the ||1000 pasta|| nened for ||phase 5||
im honestly so paranoid about what is a spoiler and what not,.
In here, none of it's a spoiler IMO. π€£
it looks aweful but if you need 5 per min and ur getting 5 per min its fine.
Beautiful.
And yeah, we pretty openly talk about all the phase 5 stuff in here. It'd be frustrating trying to spoiler it.
It is not.
Oh, building material. Sorry.
....maybe. π
Last time someone said 240 of every item. PTSD moment.
if it possible i might make it my goal
and once ive automated everything to build with... ill have no reason to build 
How do i get in this cave?
I've looked around the area and couldn't find the entrance to the cave and this quartz node
Can i mark something as "Finished building in this Blueprint website?
BRO MY URANIUM SETUP IS SO BAD IT CONSTANTLY NEEDS ME TO DUMP THE SULFURIC ACID EVEN THO IT'S LIKE SPOT ON NUMBERS WTF
did yu properly build the recycling loop?
Meh, those 2 pieces make my server crash. I am not allowed to remove them
I have 165/m sulfuric acid going into 2 blenders for uranium pelets, which returns 20+20/m acid, which is combined with the leftover 5/m acid to be 45/m acid for plutonium.
i have a VIP junction to prioritise the uranium output.
you do realize that any hiccup in plutonium lines will throw the balance out of whack?
even better.
I'm experiencing it.
Why dont you use the Uran setup that dont needs the yellow stuff
i think its cuz i didnt have the recipe unlocked before..
suggestion: split your plutonium manufacturing into one set of machines using 40 acid and rest
dang that would have been so much better...
Ok damn, seems like my blueprints are corrupted
honestly i've spent 3 days at uranium i am so done with it i'll just finnish my current game and start over.
Guess no more satisfactory until they fix it π¦
are you by any chance trying to load mk1 blueprints in mk2 or 3?
It seems like when you place a blueprint there is a chance the items of the blueprint aren't actually placed, therefore causing a server crash if you try to dismantle them
Or well if you interact with them at all
for example touching that foundry or the lift kills my server as you can see
My paralysis demon...
I the fertile uranium alt any good?
It's useful for making more plutonium from less uranium, alongside the instant cell alternate recipe.
good depends on you π
do you like the tradeoff?
my math is not mathing anymore, supercomputers are the hell
like, the tradeoff means less uranium and more plutonium but does the trade off equal more energy?
that depends on other recipes in the chain, also what you're burning or sinking or whatever. You need to calculate it completely, not just one recipe
@vapid fable see #math-and-meta message for alt recipe choices
why not put both above?
wat is happening
uh oh the irradiated water got you
i just wanted water for my batteries man
Happend to me too, its sometimes even pink
Works like normal water, you maybe used Atomic Bob
im in the red middle forrest close to radiation protected HD
I've put so many pumps in there that the river shouldn't really be a river anymore, but of all the pumps only 3-4 make this uranium water (320)
Converters destroyed Satisfactory Tools.
disable them then
Ah yes search every converter recipe in the tool. Why can't they have a button like "Disable ore conversion"
thre is
you can disable buildings
omg where
"Buildings" tab. π
but what if u need idk photonic matter too
You can also search ( to get only the conversion recipes.
Greeny refuses to make it any simpler. π
Oh, thats a good one!
then idk
π you'll spend hours and hours making the build, feels like spending a minute or two to adjust the settings isn't too much of an inconvenience
It lumps in the biomass and power shard recipes, but frankly, you probably don't want those either.
The computer is only as smart as you tell it to be π
true but its still inconvinient when u got like 10 projects and u gotta do it for each...
Tweaking the calculator should be done a decent amount- I love disabling certain alts / main recipes just to make things "easier" for me to build
computers are insanely dumb, theyre just incredibly fast at doing little dumb things π
imagine if you had to do it by hand
i, on the other hand, am dumb AND slow
you can literally just disable the converter in the "machines" menu
Row reduce an 8x9 matrix by hand to solve a simple steel system. Very fun to do
Wtf is radiated water
I don't even know what that means, so...
i am having a real issue where with Aluminum scrap building up water and staling the system.
I have 5 Sloppy Alumina: 185Bau/185Water IN >>> 222 Alumina Solution Out
I have 5 Aluminum Scrap: 222 Alumina Solution IN/111 Coal IN >>> 333 Aluminum Scrap OUT and 111 Water OUT.
I have a pipe from the 5 Aluminum Scrap to a junction that heads to the 5 Sloppy Alumina.
1115=555 Water OUT
5 Sloppy Alumina: 1855=925
so thats 925-555=370
I have a 2 pumps pushing 370.
The issue I have is that my 5 Aluminum Scrap water backs up to FULL and stalls the system
I do do it by hand. It's really not hard at all.
I have a sea of note cards on my desk as well π
Honestly, I use excel. π€·ββοΈ
You just gotta work backwards and iteratively.
There's something about physical pen and paper that I prefer, even if I have 2 monitors and could type it in a blank notepad window.
This is basically what row reduction is, just with more context
"more context" takes a very complex problem and makes it a very simple one, as it turns out.
I got a notebook finally, graphing one since I have all these scrap papers with satisfactory drawing all ove my desk
(Which, I mean, is more or less a truism.)
More so you probably have more labels instead of arbitrary numbers in a grid
I thought about how cool it would be to have one of those drawing pads like that, even more so with built in calculator and stuff on them...
The problem is probably still the same difficulty, since often the matrix is relatively sparse
Fair enough. Never did any of that fancy schmancy linear algebra stuff. π
My secondary major was mathematics in college, so its my 2nd nature to overcomplicate at this point. But then matlab go brrrr
how wouldu fix these pipes? they are manafolded out of the refinerys here and manafolded in a hundred meters further back into blenders, but they seem to not do the 600
rather change it to 300-500 per pipeline, depending on the ration of the different destinations (of different 600s pipelines) or is there any better way to fix this?
I would suggest starting a thread in #1038092680493801533 with a lot more pictures.
kk, will do tomorrow, thx ^^
Has this AWESOM sink a max Input ?
It does not, nope.
seems good (if u set up the machines correct)
750 < 780, you should be fine. It'll take a hot minute to warm up though. Would suggest splitting to each branch first.
Imagine if you had to upgrade the awesome sink speed in the MAM
would you not do it on one line? how would you do it?
yes and no afaik
beltspeed as input, but theres like.. 2 billion sth? whats the max number of points u can generate per minute if Im not off
I would merge all of the ingots to one line, put a splitter down, run one line to the pipes, one line to the plates, and one line to the screws.
You can break the display, but it doesn't actually limit the points as far as I'm aware.
interesting..
then manifold from there? makes sense
Ayup. That way each branch is filling with 250 until it backs up.
i can do logistics easier that way aswell
Is it worth to autmate Miners?
I mean you don't have to deal with them for the rest of the game
whether that's worth to you is a question we can't answer
Im currently more or less handcrafting super computers
for my atom fabric
Well to start I would try and fix that first
Miners are fairly simple to automate considering it's only steel pipes and iron plates
I will say, the fact that when you upgrade miners it returns the miners from the old miner is a little bit annoying.
If you've automated them, you can't put them back in your DD.
I just made like 60 in one go and shoved them in there. π€£
But yeah, it could be worth doing.
Tbh I've probably canned like 10k plates and other super basic rss at this point
I never delete anything. D:
I throw away stuff that is super easy to make
If I can't carry it home, I put down a container with my overflow. π
I assume you mean, like, trashcan throwaway, not sink?
Yeah
Yeah, nope, not doin' that.
If I'm out and about I will can stuff to keep my inventory clean
you could also put mk3 on the sides and mk4 to the plates to help get the split numbers closer
If I'm next to a sink I make a little offshoot and do that
and get it all saturated faster
Yeah, true.
@quick solar see #math-and-meta message for alt recipe choices
Just found what i think might be the best recipe combo for EMC rods.
I'm open to judgement
wouldnt fused wire and def. stator be better
Ty!!
cheap silica?
also plastic ai limiters and def. EMC. are good aswell but then you need oil
mine vs. def rotor:
Take it farther. Turbo Electric Motors and OC Supercomputers. It's glorious.
honestly, rn im just experimenting with alts cuz i realised - i suck at them.
is that with fused wire?
yes
i guess the extra pipes kinda hurt
I just realized this a factory layout thing.. it scares me :(
oh yeah the decimals sometimes suck. Especially when one recipe wants 12/m and other 15/m...
but it's worth the over/underclock.
Quickwire I can live with being funky, namely to overflow into storage/depot/sink.
btw does anyone else when making space elevator parts just slap the machines for the parts down and the feed them parts from the main storage trough storage containers?
Yes
Sloops make this easier than ever
If you're in a position to let the game run overnight (or at work, or whatever), you can do one and done batches of space elevator parts as you go.
Is there a considered best recipe for diamonds?
That's a local resources question
there's never a "best" recipe for anything
for diamonds it's mostly just "what do you have and can use to make diamonds"
In the context of a planetary build, you're going to end up using crude oil diamonds, turbo diamonds, and pink diamonds.
Cloudy diamonds and default diamonds are nice for casual play.
no way, i would never. i totally didn't grab thousands of rubber out of dimensional storage to make flexible frames yesterday
A second table on the wiki with an all sloop everything approach would be interesting
So you only really need to execute all those recipes half the listed number.
So if you can muster 24 stacks of RIPs and rotors you can just be done with smart plating forever.
Though you'll want to keep the warp drive related production going for sink points if you want a nut.
So I would say you can safely batch and delete any production for framework, adaptive control, assembly directors, automated wiring, magnetic field gens, and so forth.
Less than, because they're chained together.
True
It looks like I batched 1468 assembly directors on this playthrough, a stupid amount of overkill.
Iβve just reached phase 5 as of a few days ago and so far crude oil diamonds seem to be my favored recipe for large-scale production lines
Starter factories solely for mk6 belt materials or the like are fine to be made with the default recipe, but Iβm working on a 170/min power shard factory rn which needs a fair bit of diamonds
For ionized fuel? Dark matter farm?
Yeah for ionized fuel
150 goes towards that and the rest is pocketed for overclocking
Assuming 20,000 buildings, you'll have enough shards in under 8 hours I think? So you might plan to just use all of it for ionized fuel eventually. Even fairly quickly.
Yep, 8 hours of production is enough for 9600 buildings to get 3 shards each.
Actually I probably could use a bit more, Iβve just realized that I forgot to check if there were any oil resource wells next to the nodes I was planning on using
Not uncommon for there to be some
The additional oil well on the west coast is awesome.
The nerf to the western part of the northern forest hurt the rocky desert, but other buffs have more than made up for it.
So i finished with my water moment with that cave I mentioned earlier beside the quartz nodes/water well 
I managed to properly squeeze in 7 extractors in the cave and 8 outside 
thats like 9000 water when I get mk2 pipes, and 11,100 when you include the well.
Will I need it? probably not

Man, this junction priority thing is wild.
does anyone know why my refinerys are not intaking enough heavy oil residue if my output from other refinery is the same as their input. I have 160 going out and into refinery to be refind into fuel. but the intake aprreantly is not enough.
I got launched... But i didnt know there was so much additional land
i have spent hours walking around the game area to be shown its super small.
Honestly, the death border and land bridges to the horizon landmasses is sort of an attractive nuisance. Because that's exactly the sort of place where other video games hide cool stuff.
Are you talking about the skybox stuff? Only the middle portion there's actually places you can go.
Yeah.. the whole top half of that is skybox.
I was suprised about it, never got launched like that
seems so big until....
@oblique hollow Spot the difference. One of these backs up. One of these don't. They're otherwise identical. Bottom pipe is 120. Output of the right side is 120. Input on left side is 200.
I sacrificed extra goats today it seems. π
You can trade 2-3 iron ore for 1.5 or so coal.
Depends how you feel about that trade.
depends if you like spending tons of iron for saving a bit of coal
Well, there's lots of iron on the map. So at any particular base, if finding more iron is easier than find more (or any) coal, use it
Bearing in mind that where you might only use one pure node for a factory, iron pipes will need two.
i do have a lot of coal available
If you really want, you can make HMFs and motors using only iron, in combination with other iron alts.
Iron Pipe is defo an "isolated factory" situation imho, where you already dedicated all the nearby coal and dont want/need to send in more.
and limestone, right? iron AND limestone?
The numbers on iron pipe look monstrous, but iron is one of the most abundant resources on the map.
im trying to make over 1k pipes
molded steel pipe my beloved β€οΈ
put some placeholder inputs for rubber, plastic and alu cases
The question of whether to use iron pipes, molded pipes, or default pipes, is best determined by the location of the factory. If you're going to pass lots of iron nodes before you get to any coal, by all means use iron pipe.
I'd go copper alloy tbh
for all the wire?
yeah, saves you a TON of refineries while still having a huge output
yeah
and depending on the location you could jsut use reg qw if you have enough cat
Copper alloy remains my favorite copper alt due to the aforementioned abundance of iron on the map.
I tend to view adding iron to something as zero cost yeah xD
I've only used pure copper on my original mega factory that I built back in update 4. Until you get to a point of planetary builds, copper alloy is what you want IMO.
2x yield is PLENTY for such a compact and high-volume recipe tbh
where are the inputs like steel pipe and rubber and plastic coming from/
ah was thinking you oculd make them on location pretty easily
do coke steel with oil, and make the rubber/plastic as well
depending how far away it is
ima build part of it here, where i have the old phase 2 factory
tear the old one down and make all the phase 2 items
What are the best recipe (and consideration) in terms of space for crystal oscillator
got all the oil up the north coast turned into rubber/plastic/fuel
Insulated + plastic limiter and import rubber plastic via train?
Are any of the nuclear alternative recipes worth considering?
you can do it intentionally using pulse nobelisks, you put them behind a thin barrier and then whack them to detonate them all at once
the thin barrier means you still get pushed back but you don't take damage
and there's not really a practical limit to how many you can stack in that spot, you can fly so fast you go through the death barrier and reach Project Assembly
The plutonium ones are good for increasing plutonium output for less uranium waste
Mainly looking at the uranium ones
Every nuclear alt has a use case. Fertile uranium is the most borderline one, where you're sacrificing some of them map's limited uranium to dispose of urnaium waste in a different way.
When making recycled rubber & plastic, is there any upside to using diluted packaged fuel over regular diluted fuel from blenders? I just did some quick math and the energy requirements are almost the same.
But tapping another uranium node to use fertile uranium is probably going to be more work than using default recipes.
There is not, no. DPF is 50MJ/fuel, DF is 45MJ/fuel. DPF is more complexity and buildings for more power.
The one possible upside is having a ready supply of packaged fuel, but that's.. not really an upside. π€£
wow, you just have those numbers on hand like that? π²
I remember there used to be some advantage to using DPF, but they've probably patched it since.
Lotsa weird shit lodged in there. If it makes you feel better, those are the only two energy-per-item values I have memorized.
It's available a whole phase earlier, probably.
ah, because of the blender
Blenders are T7, Packager's T5/6.
Regular cells are decent with relatively easy components, but with the drawbacks of liquid logistics and byproduct management.
Infused cells require less uranium per cell, but with more complex components needed (and an absolute metric ton of quickwire), but also zero liquids/byproducts.
Default fuel rods are less complex, but produce less parts for the same uranium amount.
fuel units give more uranium power, but with more complicated parts needed.
Iβm looking at the wiki. What does late game power generation look like? Do you need to have nuke gens burning uranium or can you just swap to plutonium? And the same for ficsonium?
It looks like you can reprocess any uranium waste and then swap to plutonium but it doesnβt look like you can do that for ficsonium
well you need to burn urarium to make plutonium
but you don't have to do plutonium or ficsonium
honestly if you don't go huge, or like making fuel gens you could skip nuclear alltogether
200 fuel generators (80 if you run them at 250%) is more than enough to finish the game and get a golden nut.
Plutonium isn't necessary at all, but you can do if you want. You can safely tuck the waste in a map corner and forget about it. Just blueprint a ton of storage containers for it. Ficsonium is a pointless novelty.
brain is not braining, I can't think how to calculate the downclocking for load balancing instead of manifold
7x100+11.1111 = 700+11.11111 = 711.1111111111111; 711.11/800 = 8 x 88.8888%
To enter that as a clockspeed, you'd put 8/9*100 into the box.
That will set the clocks to 88.8~%
That'll get you to the limit of the game's precision for an irrational number.
it lets the program round the number for you which may or may not end up in a better internal number representation of what you want
No I mean, the logic behind that, where did you get the 9? Can you explain the math to me so I can use it for future stuff too?
after a while, you just know that 8/9 = .88888888
Yep
damn
Also in the product target box
lol well that's good to know
protip: you can do math in the game's search box too
yeah i use that
i didn't know those other places would accept it too, that's interesting
800/9 is another way to get there, but 8/9*100 works better in my head, as someone with basically no math background.
i like 100*8/9 to avoid ambiguity about order of operator precedence
im so confused. If I get a oil extrarter on a pure node with 240 a min and setup 8 refines taking in 30 a min each. how is my last 2 refines not getting any crude oil
takes a while for pipes to fill or you mathed wrong
I waited for pipes to fill and then started them. its been runnning for 30 min and my last 3 refines arent getting enough
Does your system contain a loop? Pipes work better if you loop the final refinery back to the extractor as well.
oh wait im so stupid that pipe is on the wrong extracter
or the problem exists between keyboard and chair π
Ive been setting this up for the last hour
i actually caught much the same error in my stuff earlier
At least it was caught lol
not before i had 96 generators running off of it π
oh nah
I just turned them off and waiting for pipes to refill again
hopefully I can get my 8 gens runnning
being fair, i'm not even halfway done with what i'm building, so it just was par for the course
what phase are you on
in phase 4
ooh
building out power
I see
im half done with phase 3 sort of. I wanna get my first nice looking factory with all the oil stuff
everythiong else is rlly messu
yeah, my stuff is a mess too, it isn't really messy, but it is a mess
Yea its like neat but messy
very little so far that i've build isn't in need of being rebuilt
lol
this is my thrid play through but the other ones all have less then 100 hours. im trying to neaten stuff up before phase 3
always good
if you don't do that as you go, i've found it becomes very difficult to do
do i build my first coal plant at yellow or purple(my base is green)
Quick question whats the most efficent turbofuel recipie? I have diluted fuel and everything unlocked but the math is a headache
I don't know if it's the most efficient ever, but right now I'm gunning for HOR -> Diluted Fuel -> Turbo Blend
Turbo blend uses least sulfur which is rarest in all combinations
Does use most oil/fuel but you can diluted fuel variants to mitigate that
whats the best recipe for heavy modular frames?
Encased least iron/resources but flexible is more compact
alr ill go with encased even though the numbers are wonky
Rubber is pretty junk later on with the recycled loop
Yeah I dont like encased because bad number = bad layout but can make it work
You need a drone or a train for the rubber so I'd set that up for a 2nd frame factory not first one
my only problem with flexible is it needs more screws
and my best belt is only 480/min
Cause you can do steel/aluminum screw pretty much so it's super compact
Yeah belt is a problem for flexible, tier 8 flexible frame is more viable
Encased then, iron + coal/coke + concrete shouldn't need a transport system
I would go encased for now yeah.
I need to redo my setups and stuff after oil as well

yeah oil changes everything
i finally got diluted so now i can make a mega fuel powerplant
I settled for the bare minimum encased frames recipe and went harder on motor production (namely because I almost have a basic storage full of Heavy Frames already)
and that was before I set it up 
i made a basic motor factory when i was still on phase 2 lol
I took a while to rehash my setup 
along the basic stuff, making 25/min motors with basic recipe.
how much cal per minute does the 8 genrator setup require?
yeah
120/min
thanks
np
I'm working on making an aluminum factory where I have the excess water fed into its own set of alumina refineries, and because I've been having feedback problems I changed the clock speeds very slightly so that I'm making sliiiightly less alumina than I need, and I have the water on a VIP junction so that the worst case scenario is that my water extractors for another section of the factory go down for a bit. Still, somehow, the entire system is getting backed up within an hour of starting it. any tips?
You need the water input to come from the top like the yellow pipe
Orange pipe sorry
π
What recipes?
sloppy electrode pure, as god intended
Always include a sink as part of initial setup.
Otherwise I do pairs of 75% clocked sloppy and 100% electrode, never problems
I mean I thought I had aluminum ingots sinked, but apparently the smelters were backing up
need to diagnose that but it shouldn't be too big a deal
solids are far easier
trying to start a HMF factory producing 10/min, would flexible be better than encased if i have access to mk5 belts?
Do you want rubber in the factory? That's the more important question.
i currently have rubber sinking so i could include it
Then it's worth doing, for sure.
i just want the factory to look compact and a smaller footprint
If rubber is easy to route then you could do adhered iron plate and heavy flexible as part of it. Style choice.
I have no idea which one has a better footprint.
Coated plates, too.
Depending on how you feel about plastic. π
that would be a lot of rubbers haha
Saves a lot of iron and coal.
Plastic/rubber into iron is nice for space especially HMF
does anyonw know a good 2:5 or 4:10 balancer? im using the one from the wiki but it seems to limit flow severely on half of the outputs
The meatball with HMF's isn't the manufacturers, instead it is the density of the mod frames you need
as such, heavy encased frame always wins on density b/c it reduces the number of mf's you need to make
Are the inputs balanced to start with
Yeah they're all directly from 250% pure nodes
so you have 1200 in?
this was what i had in mind for heavy encased frame setup, is there a better way to make this smaller?
if you are going for max density, the recipes you want down the chain are: heavy encased frame, steel frame, bolted iron plate (this one is a nightmare), and coated iron plate
those recipes get you the highest yield/lowest cycle time of any
and it really isn't a very efficient way of making the sub-components
a lot of the visual stuff on belts are changed up for 1.0 - you can only really measure it if the system works or not
first, chuck pure iron ingot in the bin, the recipe stinks for density and power
I think I found a shortcut/skip with overfllow splitters where I can just rleay all my left overs to the end
i was initially trying to minimize the iron cost with that recipe haha
if you insist on going the iron pipe route, which also stinks for density, you want iron alloy
give me a sec to draw something up
until you got better belts
coal is quite far from where i want to have my HMF factory, so i think iron pipe is the only way for me
This is pretty much what I did
but I found a workaround using smart splitters
tysm tho
what about coke?
whenever you are looking at a 5 or 10 way split, consider OC'ing machines to 125% or 250% to make the 5 disappear
just for reference this was the spot i was thinking of, there is crude oil nearby but im using 1 pure node for turbofuel plant
there's plenty of coal around there
moving coke from the islands may be easier
but take a look at this recipe chain
except for the concrete, everything should fit on mk4 belts
ok, what are the rules on where mob respawns occur
oh i only need 90 crude oil per minute with this setup
each (powered) buildable has a supression factor, different buildings are weigthed differently. when the additive supression factor is greater than some unpublished threshold, mobs don't respawn
usually a powered smelter is enough to suppress them
ah so just plain foundations aren't enough anymore?
plus the oil for the coke
and for the rubber
you can substitute in coated iron plate to use some plastic and reduce the steel, that's up to you
yeah i was thinking 90 oil -> 120 HOR -> 360 coke with 60 resin -> residual rubber
I believe I have nullified spawn in a place using only one conveyor line, one pipe line, and one power line.
Do you think a Planning Tool with Advanced editing capabilities and realtime feedback could be of value to someone? It is meant to be a detailing tool, after starting with an optimized setup (like from SCIMβ¦)
I am gonna upload a demo until Monday for you to check out.
yep, works out
thank you, this helped alot
i'd be interested in kicking it around
what i'm using now is the tool at sp.runesun.com and it doesn't have any conception of belting or routing
Gonna try that. Didnβt know about it yet
really it is a glorified domain-specific spreadsheet for hashing out how many machines of each recipe you want
This would be awesome
i find it very useful, i know more or less what i want to build, so it just tallies the numbers for me and allows me to keep track of what a factory build looks like. I find tools like sftools & scim's factory planner try to 'help' by min/maxing and i often have to fight them to use the recipes i want vs what they think is best
also side note.... I havent built many balancers that are tightly packed its either the stacking of splitters and mergers that look like an octopus or its so spread out
what do you advanced genuises use? like for example that 3x 3 balancer posted from JPD
i enjoy building compact balancers for the belting challenge
really balancers aren't very useful in satisfactory
right I agree but its kinda fun
because you control the input rates to pretty much every system, you really don't need them
lets pretend we did lol
balancers are more for when your inputs are variable and you wish to evenly consume from each
yeah I typically try using them when I didnt have proper belts to carry the input on full belts and had to use 3 etc or something weird situation
in games like factorio or DSP, they find more use to mine and deplete resources evenly, but in SF, you just don't have that problem
but say we needed to build a 3x3, is the stacking of the splitters and mergers pretty much the best/most compact way?
about the only problem in SF where balancers actually do make sense is when you have x train cars full of the same item, and you want several production lines to eat what was delivered at exactly the same rate
We never build anything to the scale of factorio in satisfactory
I see a diagram like this and go......uhhhh where do I even start lol
is that a 3->5 that doesn't exceed belt speed?
Its not worth it
I have no idea just grabbed a photo for reference
find another input and call and have 2:1 mergers
yeah
Manifolding W
i've built stuff like that before, but when i do it, it spans an entire factorie's subfloor
even smart splitter and just overflow the other side... fill up one side then the other
yeah its madness
its kind of fun trying to figure out and its gratifying though but its a lot of work for no real difference with other workarounds that are easier
before i got wise about overclocking to eliminate 5 way splits, i used to build nuclear that way
OC'ing to 250 turns 10 into 4 and 5 into 2
can see that
I just built 120 plastic and rubber... and some smokeless powder... thinking of trying to turn next door factory into a little ammo depot and then electronics
yeah, i have a date with electronics soon
what are you doing with so much smoke
i am an idiot
not 120 smoke, 120plastic/rubber... smoke I think might be 60
I need to also do modular engines
ohh no, just thinking of using for ammo factory.. think it would be cool to kinda make an ammo factory
Yeah I have a pretty large bullet farm making me homing ammo and explosive rebars all the way out northeast
mine is south east
water area eith the geyser in the middle
i want that homing ammo just unlocked it
this is my starter oil build. the 3 refineries in the middle make smokeless powder, dpf and heavy tf for weapons, they just steal hor that would be turned into coke otherwise
Blue crater?
no idea map names / locations lol
Probably that lol
looks nice
the camel hump in the pipe keeps the hor from going to make coke if it is needed for any of the consumables
ive seen that before... whats the purpose? something to do with flow / headlift or something?
it's a build i didn't put time into, it was phase 3, lets unlock a bunch of stuff bang-bang
fluids drive me mad
Lower down pipes prefer the fluid, so the bump stops the flow unless enough fluid is flowing in the pipe
the hor won't go to making coke if black powder or packaged fuel need it
oh got it
it can't rise over the hump
so its when theres a huge reserve to make it to the other side
Pipeline Manual my beloved
almost like a dam
Something like that
the black powder & fuel refineries just run until a crate is full
im special lol
it just prioritizes that they get the hor first to run at 100% until they stop
makes sense kinda like the idea
the hor is oversubscribed
the issue for me is the damn headlift... even when using pumps or w/e right it can still screw up...
Itβs super helpful for dealing with byproducts that are being mixed with external inputs
also, why do some lines run better when you loop a pipe back around?
or am I imagining that it helps
complicated answer, but you are essentially doubling the pipe's capacity with it
why pipe sloshing happens is that pipes can't transfer more than their capacity in & out of a segment. if the game simulator picks the wrong direction for a pipe segment to transfer its contents, sometimes things just can't ever catch up
would deleting a pipe and replacing it "trick" it back?
its kind of like when you output from machines on a 780 belt exactly 780, the machine buffers never can empty out
got it
when you loop the pipe around, suddenly you have 2x the capacity
because that needs to also fill up
BUT what if you dont have the 2x coming in? then it can drain it, no?
and that allows things to move at half speed in both directions, so you never have a 'full pipe'
ahh so that explains why the side i had with plenty of water was fine, but then the one with just enough seemed to work but was struggling
to fill up that is
at some point deep down in the code, there's probably a loop 'for each pipe segment, check if neighbor (1, 2, 3, 4...8) has more than me
the order it looks at its neighbors most likely is indeterminate, and it just picks whichever one is less full that it sees first
that's my theory, no way of actually verifying it w/o looking at the code
solid theory thanks for the dig in on the fluid. getting back up to speed with it before doing the fuel facility
semi dreading it... remember it was a pain with package this, unpackage, loop back around, fuell into turbofuel, 132 fuel generators, excess TF used for packaged
proooojjjject
i'm almost functionally complete with my tf plant
yes and no
damn that looks sweet. so you just bring the TF up to the generators then? everything else down below? and is that geothermal?
ive never used that
i'm pumping crude, water and belting sulfer up to the platform
Think of pipes like give way signs
the fuel making part is actually quite reasonable
looks like something out of starwars
well, its a big octagon
light saber battle
never used blenders either, thought I had them unlocked, was going to go down that route but nvm lol
pretty sick
with jump pads
i still need to make blueprint of the full circle
4-input blender recipes are a pita
what you mean pita, I do like pita
pain in the a**
gotcha - so better to do the packaged water/HOR into packaged fuel to unpackage, loop back cannisters, unpackaged fuel into fuel to send to tf? lol
blended tf isn't very easy to build because you have so many blenders doing different things with a refinery hanging around to make the coke as well
might just stick to the cannister loop
ehh, building fuel power with the blenders saves a lot of headache
If you have normal diluted fuel, itβs easier to use that than the packed diluted loop.
Saves a lot of buildings
yeah, i mean, this blender right here makes 50/min fuel
i will need to look... diluted fuel as in alt recipe you're referring to?
Thereβs two diluted fuel alt recipes
i dont recall what the other ways produce to compare
Ones an oil/refinery unlock, ones a blender unlock
i just remember packaging it and then unpackaging gives more than you would originally have
gotcha
or something in those lines, cant remember it was years ago around update 7?
the ingredients are the same, its just the refinery recipe takes packaged water and outputs packaged fuel, the blender recipe does it all with 2 input pipes & one output pipe
same ration of water to hor, but the batch amts are different, as is the cycle times
Iβd probably prefer the blender recipe just to skip the whole packaging step
i try to hang out on coal power until i get the blenders unlocked since fuel power is so much nicer to build with the blender recipe
i might do that, trying to avoid doing similar building than last time which was years ago
the APA's have made that a lot easier to do
Advantage to diluted packed is that it unlocks early, thatβs kinda it π
I had a pretty decent basic fuel power thing set up in early game, made like 20 GW which is a nice amount to have that early
yeah thats solid
the tf plant i'm building is designed to be an easy upgrade to rocket fuel which will triple it's generation, but i'm not sure when i'll be actually needing that:
mine produced I think around 32
120 /130 generators cant recall
wonderful - youll be runnning awhile
yeah, well, 5 APA's on the grid right now
I straight up skipped all the fuel upgrades lol
APA?
Iβm gonna be upgrading my regular fuel factory straight to ionized fuel soon
Alien power augmenter
Powerful building
What should I do for these two?
they're a little fricking imba, imho
grab iron alloy, it got way buffed & is super-good now
id probs rarely use steel rod, molded steel pipe or quartz one lol iron alloy I have used
I just use all the water alts tbh
they seems really really good
Since water is functionally infinite
yeah
i'd probably reroll the 2nd one unless you are about to build oscillators or want molded pipe for HMF's
need to build HMF factory too sheeet
My (almost) fully functional 10HMF/min factory
OHHH AND trains unlocked soon, never built those yet... break and path lanes or w/e WAY OVER my head, need to watch a vid
dig the look broski
If you've already rescanned a hard drive, and aren't going to use either recipe, don't pick. Just leave them. It takes both recipes out of the pool for future HDDs. And if you ever change your mind about using one of those recipes, you can just pick it.
As someone who likes making miners/etc produce exactly how much I need for a factory, trains are pretty annoying to work with
idk why people have such a hard time with train signalling, it's like 'didn't you ever learn how to drive a car'?
Canβt really determine if their throughput is enough without manually timing round trip times or letting it make a whole bunch of trips to see it in action
I getcham but what should I do with both?
E.g., for the first, should I leave it or pick a recipe
For the second, should I pick one of those or rescan?
ive never done trains just have heard/ read people complain about all of that
intimidated maybe... who knows never built them
sometimes signals are a bit finicky, but its like putting stoplights at car intersections
I feel that way with tractors like how do you "know" how much you're getting type of thing? @astral warren
Leave the first HDD IMO. Molded pipe is okay, you do need lots of steel pipes. Fused quartz crystal is probably not useful, stick to default crystal (and silica).
I'd probably rescan the second depending on what you don't have, though.
i like the iron alloy one but theres so much iron... do we need it?
I don't do any iron alts, I stick to default ingot.
it lets you make more iron than a belt out of a miner can mine. very useful
it was also rebalanced to work very well with copper alloy for early/mid game builds
It would be super easy if they just added the same stats to cars and trains that they have to drones
for copper ingots too
I can't remember the last playthrough where I used anything besides default iron ingot. Not that alts are bad, but there's just so much iron.
havent seen drones at all so no idea how they operate.
this is the early mod frame factory i built:
im probs wasting so much coal in one of my builds from tractors as no idea how long it would take to get there to maintain x amount lol
1500 per min
this is beastly lol
there's a lot of locations on the map with 3 iron nodes and a copper right next to it
They just have these super helpful stats about their throughput in the drone port menu
When it comes to bauxite do you guys build one big factory and bring in as much as possible or do it the same way as all of the previous items and do few smaller separate productions where it's needed?
Yeah
Early game Iβd do the latter, but now that I have max belts unlocked Iβm prob gonna make one huge factory
i've not started using drones yet, but the UI in previous game versions sometimes was a little misleading
Yeah it might be, but still better than having none at all like the other vehicles
Sadly there donβt even seem to be any mods that add these stats for trains
would be wonderful
ehh, vehicles have a UI at the stations that sometimes isn't misleading, lol
I did a bauxite collection loop with trains and a big factory in the middle of the map, where there are many bauxite nodes pretty close by
I just have 3 mk 2 miners on coal nodes, briing each to a station, trators go to base. unload at 3 different stations, belt each one in
no freakin idea if good bad or ugly lol
sometimes its empty and my tractors are just stopped.... sometimes they are in the air spinning in 360's
until you get to bauxite processing, where you really are wrangling resources from several places, it is probably better to remain decentralized
So I should stick to something smaller still with only T4 belts? π
I personally would since itβs all gonna get torn down later anyway
