#math-and-meta
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I'm still very unclear how headlift, pumps, and height work into this. I think it definitely has an impact.
I couldn't get my high wall to get past like 5% even with a bunch of pumps on its side.
Seems like the live test case might provide a quicker and more realistic solution for the many asking about that in specific. Something like you showed where you can just answer with "add two junctions, don't ask why".
crab am i gonna have to rebuild these full generators?
they think they're taking turbofuel even tho i purge the pipe system
The problem is the actual number of junctions depends on how many junctions you've used otherwise.
And it wound up taking 3, but now the producers are at least staying empty.
The problem is the consumers aren't staying full.
@ashen girder bro you still at it? ๐
I mean, I went to a dinner party for like 3 hours. ๐คฃ
Very nice. Some good findings ?
Not really, nope. ๐คฃ
Not beyond "adding a bunch of junctions makes a perfect VIP in certain scenarios and does absolutely nothing in other scenarios".
in some scenarios, adding too many junctions just breaks it entirely
@oblique hollow Told you that could happen!
...he is apparently On Break, so I'll leave him be. ๐
Makes the power plant run at 69%, even though there's no reason it should do that... it starts and stops due to lack of water.
All 250% overclocked
Huh. What's the left extractor at?
Yeah, something' weird is happening.
for a minute or two the left extractor will empty out, and run and then it'll clog up for a bit and get full, it's kinda sporadic
If anyone didn't know but ever wondered, you can drag liquids to the trash can.
yep learned that one when I was changing a powerplant over from fuel to turbofuel ๐
not quite
I couldn't figure out why this was refusing to stabilize. Turns out, because it can't. ๐
I kinda wish nuclear reactors got the same kinda buff as fuel gens, 281 is too bloody much,
i love that half of this channel is people realizing mk2 pipes are fucked up and the other half is people realizing how many generators it takes to burn rocket fuel
I mean mk2 pipes have been fine, but only when they are full
i can't just use my old turbofuel lines
wait, why not?
drag the contents to trash, its tedius but no need to rebuild
was there maybe still liquid in them? rocket fuel is a gas not a liquid, maybe it cant go through "wet" pipes?
hold please
nah i did the flush system thingy
oh nvm then lol
I did the same switching from fuel to rocketfuel ๐
oh shit thank you!
side note i wish copypasting building settings would also yoink the power shards out of your inventory and set the OC rate
that worked
This is what 8 lines of rocketfuel into fully sharded gens looks like ๐
...it does.
yea I wish you could copy paste generators and water pumps
the worst part of setting up rocket fuel wont even be building 500ish gens, itll be loading up the power shards
put the shards in the blueprint
Use a blueprint with them pre-set.
๐ฎ
And yeah, copy pasting does set clock speed, shards and sloops.
You just can't copy paste generators.
yeah late game slamming down blueprints for pure with shards is just great ๐
Just tested, yeah, it absolutely does set clock speed and add shards.
why wouldnt they let you copypaste settings on the building you're like guaranteed to be overclocking 100% of the time and also building like 500 of
its still 32 bloody refineries per pure copper node, but its better than 100%
Because you can beat the game without building more than 40 fuel generators, probably. ๐
you can beat the game without building anything if you wanna take that route
but where is the fun in that.
Not at all true.
technically you could beat the game with a stupid amount of biogens,
I would not want to be that person
okay true you would need at least one assembler and particle collider
can biogen power a particle collider at 1%
You can build 500 biogen if you want. ๐
you'd be running literally everything at 1% to maximize power efficiency
I ran my final setup slooped and OC'd.
build a minmax factory, spend 20 hours hunting all the local population for protein ๐
Like, you really don't need 500 fuel generators.
but do I want to not think about power again? yes
despite now thinking about how to build max nuclear ๐
yeah exactly my victory condition here has nothing to do with project parts i just want to never have to think about power ever
To achieve all of the goals of the game. ๐
not converter, but max normal uranium max,
50.4 uranium rods
22.4 Plutonium rods
224 Ficsonium rods
without sloops the last one gets near impossible
And I'm not saying you shouldn't do it. If you want to never think about power again, have at!
people can set their own goals that have nothing to do with the achievements
i like seeing numbers get big and burning 5k rocket fuel by carpeting the ocean with generators gets a bigass number
You asked why they wouldn't do a thing. I was just pointing out both why they wouldn't, and why your premise wasn't entirely accurate. ๐คทโโ๏ธ
"because if you do the minimum to beat the game you only have to deal with this UI oversight 40ish times" is not a great defense imo
time to submit a ticket on the QA site asking for copy/paste then ๐
I already linked it. ๐
lmfao people on the site have been asking for valves to be copypastable for literally 4 years
224 ficsonium? Slooping?
im like morbidly curious what their codebase looks like if they can't just easily expand copypasting from the current buildings it works on to include generators and valves
i know there's some fucked-up class inheritance going on there
it ends up slooping the last encoder step ends up being the largest reduction in resources from the map, (SAM) but my crappy minmax code is still searching for alternate paths
she sloop on my encoder til i [PUNCHLINE PENDING]
If the goal for ficsonium is to remove the plutonium waste, would it not be better to sloop the steps leading up to the waste removal?
(I have not manually checked the math yet, my code may be broken ๐ )
e.g. the ficsite for the trigons or the RSAM or similar
yep, I probably have a math error, seems that residue is pretty cheap, s
You don't actually need SAM to make DMR.
Not in an ongoing fashion, at least.
So, on the one hand, this doesn't appear to be deadlocking, which is cool. On the other hand, it also isn't hitting 600. ๐
You need the pipe to be full to get 600, its even more true for gas,
Consumers have a feed pipe above them, Producers have a collector pipe level or below,
Well, so far my current version is keeping the producers empty and the consumers full.
What spooked you away from that hard drive ๐
That one is later game, superposition oscillator
yeah, i just don't have the unlock yet
By the time you can collect it odds are good you don't need it.
I collected it purely to empty it and be done with dropsites. ๐
i think i have enough atm to unlock all the recipes
tbf they are WELL beyond that point imho 
..there's only 5 extra drives. I don't think anyone is well beyond that point.
so at this point, that's just something i'm going to be nabbing in the final completionist pass
also, at some point, this appeared in the awesome shop:
I mean if he is doing that much exploration, its only about 6 hours of hunting to pay that with coupons ๐
i think that may happen with the 100 hd achievement, but i didn't notice what the trigger was
I haven't seen anyone know for certain what triggers it.
If it's T9, some threshold, or what.
it isn't T9
I might look at mine, I only have 3 HD left 
i had it show up before that
Maybe phase 5 ish
it showed up for me right around the time i finished all the t8 unlocks but well before i had the elevator delivery completed
Oh wait I lied I only have 2 left, the swamp one, and the NASTY red forest one with all the green boys.
im at the point where i can easily and freely build railways and i have found a place where i would enjoy to have my main base. that being said, i am having trouble visualizing how i should be handling different products, given that at this point everything is everywhere. i can feasibly imagine building small outposts near resources, but i don't quite understand how i should think of my rail networks
is it like factorio trains?
Imagine a Satisfactory where you can copy paste valves and generators, quantum encoders fit in blueprint makers, and belts connect between blueprints.
That last one is brought to us by:
Quantum encoders do fit in blueprint designers.
but its cursed
Ever heard of the monkey's paw? ๐
the monkey paw went too far this time ๐ญ #math-and-meta message
You can actually fit two, even.
I'm planning some very stupid things, and even I don't see me slapping down enough encoders to need them blueprinted ๐
Yeah, and even then, you can still blueprint the connection supports just fine.
to be fair i mostly want the 'blueprints connect belts' thing
oh god i have spent so much time placing belts
easily 75% of what i have done in the last week
Yeah, that's probably the least likely thing though.
If it makes you feel better, 75% of what I've done is watching efficiency numbers go up and down.
Oh man, imagine if blueprint mode actually connected belts to adjacent blueprint belts 
So, Im workin on my turbo fuel plant cause Iโm pre-phase 3 and Iโm gonna be making about 3800 turbo fuel. How many generators is that?
It's so perfect! If it actually connected it'd be easily 5 times faster doing this!
you can't even tell there's a gap except for the fact that the items just stop
Why are your belts clear?
mk6
Oh, weird lookin
yeah they got some forcefield stuff goin on
trains to stop the belt pain ๐
but then i suffer the train pain
You can even make'em colorful.
(looks at my 4500 copper powder / min drone network)
I think trains are not that painful
your skies must be like a locust swarm
500 stack size, its 4 drones ๐
ah, yeah if you're just moving the powderized copper that works
but personally i'd centralize it, which means shipping the copper ore about
9 mk6 belts across a quater of the map, or 4 drones, yeah I think I want the latter
Gonna need 3200 coal and sulfur per minute and i dont wanna set up trains
9 across a quarter... oh how i wish it was so small
When you realise late/post game, thats just 3 belts 
3800/7.5=506.6666
I dont have mk5 belts yet
You don't need belts? Issa liquid
thats burn rate pest, you need 507 gens
....a rock hog just pinged me while I was hoverpacking over my platform. ๐
I've been here for hours.. how'd he just notice me? Turd.
its only 202.6667 gennies @250%
Oh, he joined me.
make it rocketfuel, I've got over 500 250% gens ๐
it always surprises me how far those hogs can shoot
They got some range on'em.
Those dirty buggers can still shoot when they are unloaded by the game
i really wish they hadn't nerfed ex-rebar
I was wondering about that, seems to take like 6 to get a rad hog
it isn't that they unload, its that they glitch into the terrain and can sometimes shoot through it
Ive been just using nobelisk to do al my hog killing
the rebar has a sharp taper off of damage with distance
distance from impact or distance from you? I hope the former
Impact.
if you're shot goes farther, it does less damage
I haven't noticed that.
sometimes i'll snipe a hog or spider from outside of it's detection range, and it takes like 20 shots
i really don't mind the increased danger and more leveled up mobs, but give me an endgame weapon that makes it quicker to dispatch em quick, please?
nuke nobelisk seems to kill everything I've thrown one at so far ๐
They have 200 health.. the nuke nobelisk does 150 damage.
Nuke Hogs have 150 health, should one-shot them if you hit it close enough.
Reminds me I need to get that last available drive, nukes for the swarm of green stingers.
in general, i find nobelisks too tricky to aim with
They are REALLY handy when you understand the tosing mechanic.
but the randomness of the toss makes it funky
what i do more often than not is just use ex-rebar with LBF to stay in the air and rpg down on whatever
yeah, the spiders jump and get me, but i can tank a few hits and have inhalers
I've not really seen that issue, I've been nailing things on the head with them, unless the game has some slight autoaim or similar going on
i'm actually starting to figure out the timing to hit them after they've started a jump
Theres some inertia mechanic or something, which makes throwing with momentum tricky.
feels like they are made to deal with different stuff, turbo rifle is super good for hatchers and/or spitter but nobelisks are nicer for hogs/cats
yeah it's tough to throw when jetpacking up
normal rifle ammo is less shots to kill a hatcher
Normal and Turbo both do 4 damage.
you throw when your jetpack boost levels off ๐
Turbo isnt worth the damage and windup time.
yeah, but you hit your target with normal ammo ๐
I couldn't stun spitter with normal rifle, only with wound up turbo
I felt like turbo on single shot was more accurate
they're litterally the same for single shot
Now this game's just fuckin' with me. 5 of the 6 machines are at 98%. ๐
the only time i really find tra useful is to stop a charging spider, and um, you don't want to put yourself in a position where that happens
take off the hoverpack
if you have multiple power grids (i.e. rails & power cables), it causes machines to stutter as it jumps btw them
I don't.
also if you're bouncing btw power grids partitioned with switches
i was seeing that last night on a small pasta line & taking off the hoverpack just made the issue disappear
One hit 99!
is the input buffer full and the output buffer empty?
also if you're dealing with fluids, just build for mk1 pipes and don't bother with mk2's unless your coming off of an extractor. life is simpler
The whole point is literally to figure out how to make Mk2 pipes work.
MK2 fluids has been fine, Gas is far more annoying
I could also just loop this and it instantly stabilizes and works great, even with a 600 freshwater line shoving its way in while recyling 200.
Are mk2 pipes not actually 600m3? My testing shows... like.. 540 or 560. Got a few generators that tick on and off at times, like fluid sloshing. Tried making a 'water tower' to see if it helps my imaginary pressure. Anyone else experience this?
they are technically 602, but only show up to 600 in game,
If i fiddle with a flush or two of the network i can get them going again but it does happen after some time
what happens is pipes often pick the wrong direction to transfer liquid, and if running at capacity, there's no room for them to equalize the transfer backward in the pipe
like if you're running an output belt at full capacity, if the machines pause, their output buffers won't ever empty
and this is why where the pipe enteres the consumer manifold its suggested to either center feed from above, or split and have a feed go to the other end, this means it behaves like 2x 300 pipes with extra capacity
what i want to know the answer to is why do you not have the problem with mk1 pipes?
Is there a way to find out where I'm producing X item, or perhaps where X item is stored in a storage unit? Context: My map is gigantic and built over the span of years. ๐ฆ
probably best you can do is mouse over the containers in delete mode to see their content
changing topics, has anyone found a clever use for this loop:
..turning 400 RSAM into 240 Iron Ore?
huge waste of sam yeah
if you load your save into SCIM (https://satisfactory-calculator.com/en/interactive-map) you can mouse over everything to see the contents and settings of buildings, hopefully that should help. Unfortunately it does flatten everything because it's a top-down view, so multi-floor factories might be difficult to parse.
can we rename this channel to "Mk2 Pipe Support Group"
I hate refineries
do yall think the devs would ever implement a native kind of "megaprint" feature that lets you copy and paste arbitrarily large builds (pulling resources from some special type of storage container since this would easily exceed the combined inventory and depot limit on items), or would that trivialize too much of the game?
i was envisioning some special buildable block you would need to make in pairs that defines the two opposite corners of a 3d rectangular prism
and then everything between that gets copied
and you could make the buildables super expensive and require like a trillion MW to put a cost on it
I already have a blueprint that needs 1,000 concrete and 1,000 steel, and it's just a wall. I'm bordering on needing that special storage now, as it is I need to shotgun dimensional depots for those things.
i was thinking about how shapez 2 having infinitely large blueprints makes the game so much easier but then i remembered that game is infinitely scaling and this game is finite and handcrafted so maybe that would be overkill
but then i see builds like this and wonder
Oh, there's much worse that I've seen ๐
Blueprints have crashing issues on dedicated servers as it is
oh yeah i was ignoring potential code issues
That's the fun of the game-- I personally enjoy the mindless belting of such setups
thinking more from a game design perspective
Putting the work into megafactories is the entire meaning behind them. I could just make this whole thing with fly and infinite builds, but the impressive part is the time and focus spent on the build
yeah that's what differentiates this game from shapez 2 (in a good way for both of them)
s2 focuses much more on infinite exponential scaling with a pretty defined and complex end goal (making a factory that can make LITERALLY any arbitrary part theoretically possible out of several quadrillion possibilities)
whereas satisfactory is more about the moment to moment experience
there's a .txt file floating around on the s2 discord listing every shape known to exist that people building a Make Anything Machine use to check their algorithms against. it is 2gb and not even guaranteed to be comprehensive
๐
You play satisfactory for the more personal experience
I love the giant ahh machines, it makes me feel small but powerful, like an ant ๐
and because s2 doesn't have factory cart stunt parks
yet
s2 is more for those logistics lovers, from what i've seen of it
very much so
satisfactory certainly has that, but also... AWESOME shop!
it's the purest distillation of factory automation games
yep
no practical use for anything you make other than meeting quotas that unlock more quotas
the fun is all in making the things and automating those processes
also the community there is a lot more centered around sharing blueprints, sometimes for big megafactories but usually when someone figures out the new theoretical most optimal way to do some common process in the smallest possible footprint
Funny how people value space more in a game with literally infinite space.
wanna see something scary
..not really, no.
this is the theoretical most optimal/compact build that fits 12 full belts of throughput worth of stacking onto a single 1x1 tile (the only one to do so afaik)
you think satisfactory has spaghetti
that's what drives me crazy about this game
clipping is op for space in satisfactory
if you just care about belt space efficiency you can really bring that a long way
once you stop caring about clipping and purely optimize for space and start doing dark magicks with splitters/mergers and lifts and floor holes it becomes a whole different game
s2 is purely grid-based, very deterministic/simple to layout in comparison
with satisfactory spaghetti i never know how close i am to my crazy idea actually working, s2 spaghetti tells me with no ambiguity
the tragic part about this is that it's going to break at some point because it relies on launching shapes directly through other buildings which currently works fine but the devs have said they plan to add collision for that eventually
the thing that always annoyed me about s1 was how much more complicated a make-anything-machine was, due to floating quadrants being so much more difficult to make
s2 is better and worse in that regard
there are actually two tiers of MAM, one that makes LITERALLY anything (a True MAM or TMAM) and one that just satisfies the requirements of the game's endgame mode where it asks you for thousands of copies of randomized shapes
and those randomized shapes are guaranteed to not have floating layers
oh also true floating layers dont exist at all anymore, they fall like you'd expect now
I wanted to make a TMAM (so that it could make the rocket shapes for upgrades) but it gave me too much of a headache designing it and I didn't want to copy anyone
but the new bugbear is crystallization, specifically layers with mutliple colors of crystals on them, since you crsytallize an entire layer at once and cutting it shatters the whole thing
i don't think anyone has made a TMAM for s2 yet
hmm, so it's harder to use cutting?
no cutting works great in all other contexts, they actually added a "half swapper" building that's pretty OP since it can effectively be a faster cutter if you get clever with it
but specifically crystal layers shatter when cut
so you need to do some wizardry with crystallizing half-shapes and combining them
and then putting that into the overall stack, automatically
ah
but the random shapes for the easier MAM never ask for multiple colors of crystals either
can you get a shape layer with a crystalized quadrant and 3 non-crystalized ones in it?
yes, and that also requires wizardry and is also not on the easy MAM
to be clear the easy mam is the one that actually gets you points in game, the TMAM is strictly for bragging rights
TMAM is always worth it
like if you're given a shape with multiple crystal colors on one layer, it's not that complicated to build a setup to make it
the trick is making a setup that does that for ANY arbitrary combination of colors and non-crystals
AND integrating that into the rest of the MAM
as im sure you're aware, 99% of the work of the TMAM is spent on handling the 1% of corner cases
yep
99% of it is making sure that what you cannot make with your machine is truly impossible
through rigorous testing
s2 has a community verification process where you check your build against a 2gb .txt file of all currently known possible shapes
oof
I should get around to making a program to bruteforce shape combinations
although the more I think about it the less practical it seems
oh yeah they added a mode with HEXAGONAL SHAPES
drones dont have an input delay while unloading/loading right?
Talking about MAMs that aren't the MAMs I'm used to. ๐
yep, it's been a while since I thought about the shapez kind
but for some reason the drone cant support the full belt
(the items stack up to 500)
is the drone fully drained upon emptying?
yes
so i know they did some work on the pipes and how they work. iirc there used to be an issue if you put the maximum 600m3 into a pipe is that still the case or has it been fixed ?
technically it hasn't been "fixed", they just figured out it was intended behaviour. Something called water hammering happens when a full pipe with liquid flowing through loses flow rate quickly, and it ends up lowering throughput earlier in the pipes. It's finnicky and takes fiddling around with to overcome but when it doubt if you have any problem with them in particular you can discuss it here
you can achieve 600/min, it's just hard sometimes
anyway @fossil echo is the port the drone fills at emptied after the drone leaves?
the port is completely empty after the drone leaves
check the supply, there's no way you can drain 9 stacks of 500 in 1 minute docking animation
the belt is overflowing
also is it full when the drone arrives to fill up?
the 3 factors in drone troubleshooting
im making 1200 nuclear waste/min
drone port is empty on takeoff
other port is also empty
is the waste pickup port full when the drone arrives to pick it up?
reactors are getting clogged
interesting, from what I can tell it's an issue of getting the waste to the pickup port
the issue i have with this explanation is why don't we see this same behavior with maxed out mk1 pipes
how can you have 2 empty drone port but overflowing output belt? the extra stuff should have been in the incoming part of the output port
yeah, I haven't got the foggiest idea ๐
they mentioned the water hammer thing in a qna once iirc
it might be something to do with how fast flow rate can change in pipes
I have an overflow splitter on the belt and it is overflowing somehow
I don't know the numbers but if flow rate could change by 300 per second water hammering would be more prevalent in mk2
like don't get me wrong ive seen a lot of explanations that make a lot of sense except they don't explain why we don't see the same issue with mk1s
do not quote me on this
overflow splitter where? Before the pickup port?
very weird game design decision to put such a hidden and punishing "balancing" mechanic on the only upgrade to fluid transfer tiers
on the belt before the pickup port
then it's more likely the problem on the consuming machines rather than the drone port, the output belt of the output port continuously tries to place the item into the belt
like if mk6 belts never actually hit max throughput because they flung stuff off the sides on corners (THIS IS NOT A SUGGESTION PLEASE DO NOT IMPLEMENT THIS)
it'd be "realistic" but also weird and punishing for no reason
the port can store 18 stacks of things and a drone can only take 9
pipes are really annoying but we're still friends
but thatd still be 4500 nuclear waste
Me watching my rotors yeet themselves off of a 90 degree corner 
regardless, a single drone can never empty a filled pickup port
if the port is unpowered it'd block input too
it's the fact that mk2s are sold as 600/m, calcs and ratios and node sizes are literally designed around 600/m, but oops you can never actually achieve 600/m because of physics you dummy why would you even think you could put 600/m through the 600/m pipe google "water hammer"
as long as the drone takes less than 3 or so minutes it wont hit the throughput limit
Is there a way to calculate how much "troughput" a drone can do ? i wanna move 2700 quickwire and curious if i could do that with drone to get the air abit "alive" aswell
you can do it, it's just very difficult
id recommend just keeping it as caterium ingots
the more priority systems and stuff you want to add to them the harder it gets, too
yeah and you can say the same of belts but at least they aren't fighting you in obtuse and confusing ways the entire time
gathered a list of every single recipe in the game if anyone ever wants it for some reason
my oil setup runs 600/min into rubber/plastic and the spare stuff into fuel, when only rubber/plastic is being used it runs at 600 but when overflow happens its closer to 599.8
also some of the broken/weird/nonobvious stuff with liquids isn't even limited to mk2s, like valves resetting headlift and junctions being... generally very weird (look through the last few days of experiments on them in this channel)
or do valves no longer do that
I dunno
Afaik, valves are a "works as intended" feature, just people always misuse them...
do remember though, once you've got a setup actually working at 600/min it feels so, so satisfying
like i get that fluid dynamics are complicated and this is an engineering game but at a certain point it just feels like the systems are fighting you
Haven't heard of valves resetting headlift, though
I just fixed 2080 fuel going into 104 generators by making an oil tower. Let it fill, then turned the system on. I have perfectly flat power lines again.
full pipe = happy pipe
yeah, one thing to remember is if you don't wanna deal with mk2 problems you can just build like you're using mk1s but upgrade them, it's a little unsatisfying but better than dealing with mk2 problems for hours
see but that's what im talking about, it'd be like if mk2 belts had downsides that made you seriously consider running 2 mk1s instead
Best method for avoiding mk2 pipe issues is to just never push through 600/m at 100% efficiency ๐
Also I am fairly certain that the mk2 "issues" are why they will never add a mk3 pipe
mk3 would be hell ๐ญ
but if those issues are self-imposed (as the "water hammer" explanation suggests) then that's just them not wanting to add mk3s
imagine if mk3 was a special type of pipe that didn't have water hammering
special Ficsit tech
literally just a mk2 that works as advertised
Specify pipe flow direction? Yes please!
"liquid can only flow left here because the SAM used to build the pipe tells it that"
we gotta suggest this on the QA site
this belt is overflowing even though it should be able to support throughput
not me though because I'm more worried about a train bug rn
SAM can convert matter, I am sure that swaying fluid flow is not out of it's reach ๐
have ??? chime in with something like "the loop-organ specifies the spin of the windows on the blood highway"
??? moment
if this game was bigger on tumblr id already be seeing art shipping humanized versions of ADA and ???
they truly matched each others' respective freaks
still not as dumb as shipping batman and robin ๐คฆโโ๏ธ
I've heard it's been done
lmfao do people do that?
apparently
that's basically incest
wrong on so many levels
isn't limiting the pipe flow direction the exact usecase of valves?
i doubt Coffee Stain would add a second thing to do it, even if valves do have problems
yeah, but you can still have sloshing problems which reduce throughput
yeah but the issue here is that we're unclear on which of these problems are shortcomings in the code and which ones are intentionally implemented to model real-world fluid dynamics issues like sloshing and water hammering
fair, yeah
and if it's the latter a mk3 pipe could just. not have those
i doubt theyd do it though
so uh. Fun fact, mk6 belts don't actually hit full throughput
isnt that a tickrate issue?
yeah but that's what i mean by shortcomings in the code
mk6 belts should get fixed in the future if it's a tickrate issue
copper/caterium wire or no? uses would max out both resources I have in my vicinity pretty much perfectly instead of hunting across a quarter of the map for more caterium :P (I am NOT builidng 320 constructors dedicated to only wire)
right like the intention is for them to be at 1200 and the solution is obvious (but not necessarily easy to implement)
Thank God no fluid vorticity or corrosion
oh christ imagine if nitric acid corroded pipes
honestly the obvious solution for mk2 pipes is probably to just make them secretly carry 601/m and hide it in the GUI
that or significantly rework fluid mechanics
wouldn't help much, most people only get 550
oh wow, didn't know it was that bad
meanwhile 300 is ezmodo
it feels so, so wrong that the throughput of feeding a pipeline into packagers and running those packages on belts to unpackagers has more consistent throughput than just extending the pipeline
yepp
makes physical sense but it's sad
tbh the best way to get max throughput is to have liquids flow downwards into stuff
removes 90% of headaches
but bottomfed setups are so clean ๐ฆ
I mean, topfed setups are cool too
plus, you only need the supply coming from the top
not the individual machine inputs
lmfao wait should i be building my oil processing plants on a giant staircase
with every process feeding down into the next one
maybe... ๐
I made my oil setup a skyscraper with each node draining from above into machines that needed it, a staircase would work pretty well too
the problem i see with that is that some processes have weird feedback loops so you'd eventually be forced to send something uphill
remember, headlift doesn't simply determine how many meters something can travel upwards overall
oh?
it determines how many meters above where it received the headlift it can go
if it has 20m headlift and it goes 30m down it can go 50m back up
right, it's not cumulative
yeah
ohhhh
it's why people build water towers
that's how water towers work
btw don't bother with really long pipelines to get fluids across long distances, use trains
they're so much better
fluid wagons or packaged into normal wagons?
fluid wagons
ok good that's sane at least
you can use normal wagons if you want but fluid wagons work fine
only reason to use normal ones is if you're dealing with something that's more compact when packaged (like nitrogen/rocket fuel)
even then you can just use more carriages
but yeah, building a few hundred meter pipeline is sorta ok but do not build one across half the map
at least it makes sense that nitrogen and rocket fuel are more compact in packaged form, you're literally compressing/pressurizing them
yep
lol what if ficsit developed tech to compress liquids and made packaged liquid transport more efficient
I don't think that's very Ficsit to try and compress liquids for transport like that, you know how hard it is to compress water?
gases are a different case tho
ficsit would absolutely try
as long as the solution is efficient it's good, but compressing water is not easy
somersloop tech
hyperpackagers that require mercer spheres and output at double efficiency
yikes
and if you try to sloop them you form a black hole and have to reload a save
troll physics infinite water hack lol
problem, physicists?
2 cannisters & 2 fuel --> 4 packaged fuel --> 4 cannisters & 4 fuel
not to mention walking the path of infinite biofuel
layer that a few times until you're carpeting the ocean with generators off a single impure node
You don't even need a node once the loop starts up, that's the thing
it would honestly make sense being able to make infinite fuel out of somersloops, seeing as canonically energy is harvested from them to boost efficiency
I already have almost 6 Industrial containers of SOLID and at least one normal rn. 
I dont need infinite
POV: infinite biofuel generator setup
Oh I forgot the full large buffer of fluid as well
I have legit never used and never desired to create any liquid biofuel on my world so far
you could just make a bunch of these that feed half their input back into themselves and output for free forever but i think the math works out to make it more efficient to use them to double the initial output (which could still be a single self-sustaining packager if you want the node free) since it grows exponentially instead of additively
Jetpack + Zipline = Oh would you look at me gliding a quarter way across this whole zone.
Its ligit a stop gap, but it lasts until rocket fuel for sure.
rocket fuel is based
yeah everyone hypes up how far you can glide with it but i feel like the increased impulse from turbofuel = fewer and shorter pulses needed to maintain height = better fuel efficiency = comparable flight distance
here I am using the hip slang terms, but it's true
Went from biofuel -> turbofuel, zero in between for jetpack ๐
you are literally better of using your alien protein to make dna and use the tickets to buy turbofuel than you are with turning it into biofuel
nah
not for long though... you know how tickets scale
thats a global negative
it bites you in the butt later
hasn't bit me yet and im like 200hrs into this save
any tickets spent makes anything more hard to get for sure 
ive been so liberal with tickets this playthrough and it's so freeing
well I ain't a librol
yeah im gonna get it by running every node on the map through a megafactory i design from the ground up
if i have to leave it running overnight to get 100 tickets instead of getting them in an hour then so be it
biofuel is the better exploration fuel IMO
flight time is more important for crossing large distances
see i also hear that and i feel like a lot of exploration involves going Up
turbofuel is good for scaling quickly
and turbofuel is fine for flight time if you pulse it
why do some alt recipes use irrational or long decimal numbers
true
they all are fractions, but some of them are stuff like 36/43
Its hilarious how many times I watched streamers fall short when using turbo 
it's obnoxious for fighting with sometimes, biofuel does let you just dangle over enemies for 15s without fiddling with the spacebar
was it on purpose to fuck with me..
maybe
the HMF alt ratios are insane
that is exactly the recipe I am talking about
HMFs in general are crazy
Or like steel screws where its a multiple of 13 
my condolences
my HMF automation is 4 storage containers running into 2 slooped up manufacturers
please tell me the only use for HMF is project assembly
honestly fuck it I'm gonna keep them like this
HMF is used for several items later on, and also for building various things
they've been removed from most building items before phase 4, but come back with a brutality in the FMF part which you can't hand craft
HMF's themselves aren't that bad except for the fact you need manufacturers to make them. the real sticky part of hmf's is the mod frame
it would make more sense to make bombs from them
this is napkin math but with only 1500 oil I can run over 900 fuel generators oon rocket fuel. Does that even sound right
Thats a lowball number (without alts
)
This isnt even doing the loop for more base turbo
I also love and hate how simple it looks

Not sure if this would be the right place, but, I'm trying to build a mega-ish train base, and I want to get to oil products being on the train network now, would it be better to make oil products at the deposit and place them on the network or place oil on the network and ship it to dedicated factories to turn into oil products?
I havent done much myself, but.
If you are making a LOT of rubber/plastic its better to make it on-site.
Currently I only have some basic plastic and rubber being fed into my dimensional depot so I can build stuff, I pretty much just started Phase 4 and unlocked the hoverpack so I can build without struggles
Its like doing the ore vs product when you are thinking about it.
But yeah its extremely daunting when you want to go bigger for production.
My train network uses a 1-2 train design, which, feels like, not much at all.
Well, I did place my 4 MK4 belts of Iron Ingots into trains...
Some makes more sense like iron/copper, as you might be doing pure/alloy and thats more per ore
But yeah oil stuff,
if you want it dedicated for plastic/rubber, better to go hard and have the infrastructure ready, than to plan low and need to change.
(if you are satisfied that is
)
I suppose I can figure out which is better by trying it first then
Sinking is never a bad option for excess, and if you plan to do fuel? more rubber in depot for fuel gen building!
pushing oil on the network feels more extendable than doing it all on site as well
...I can't tell if there's some sort of voodoo magic going on here or if there's actually just a net positive loop in the ore conversion recipes
i guess it takes a absolutely unreasonable amount of SAM so meh
which one
I think its more that you can fit more square boxes of water into a square box than you can a cylinder ๐
if you lack oil, the bottom, if you lack quickwire not the 3rd, if you lack copper the second,
Ig third is perfect
I just realised how nutty the gold coast is for computers if you use caterium circuit board + crystal computers 
i want the excess from the storage to go to sink but idk whats the right way to do it. i set up a smart splitter between them with overflow command but its emptying the storage
smart spitter before the storage
any into container, overflow out the side
I like storage beside the sink, two splitters, one for immediate storage, and one for secondary line if you decide to use that overflow for more production.
gotcha thanks
computer factories end up being really easy to build in terms of places on the map with enough resources, I went looking at the 450/m oil resource well in the south, and I can build every resource I need for all 3 stages of nuclear next door to it ๐
Im at the point where I can do anything and im stunlocked ๐
the tool gave me this hm
pick 1 thing and go wild,
maximize AWESOME sink
I mean seems fine if you wanted equal amounts of each?
the thing I am surprised at is that the entire diagram is consisted of whole numbers
except the encased pipe
(and I don't know what I will need more, so I am making equal amounts for now)
ig I don't need stators
I mean motors are very valuable if your aiming at oil ๐
hey yall, currently planning my FMF production, but I'm not sure which recipe to go with. I've set up an aluminium refinery that exports 300 casings, 300 sheets, 245 ingots, but batteries and RCUs are gonna take out quite a lot of my casings.
heat-fused frames seem like a nice option for my setup to use ingots instead, but I'm unsure how much of a pain in the ass nitric and acid and fuel will be vs regular nitrogen gas
and overall i'm unsure how efficient it is on aluminium vs the standard recipe (though with some math I did last night while tired I think it's a bit more efficient..?)
Heat fused is more efficient for aluminium and nitrogen for a little iron and a littl fuel
sounds like a better choice then
you don't need much of an oil node to make 30/min fuel, infact its almost nothing ๐
yeah lmao. 30 fuel a minute is a mf sneeze of fuel
it does only leave 95 aluminium ingots to make fluid tanks but uh. who needs nitrogen transport anyway. somersloops will save me
I'm planning on making a 70 battery/min setup and a 9 RCU/min setup (control system alt) that'll take out a ton of my casings unfortunately
i could make some batteries with the classic alt but i'm unsure between the recipes atm
what are the batteries for? don't need them for drones anymore
specifically for drones and vehicles (oh and supercomputers as a potentiality), since I don't like how OP rocket fuel is and I'd like to have a vehicle fuel source that I don't feel obligated to put into a fuel gen instead
mainly just a personal preference thing
rocket fuel work bad with drone
today check redit with fuel compare
Drones and fuel types
now that drones can take different fuel types and have different speeds depending on fuel type, i have done some testing. flying a drone from one location and back, transporting a full load of limestone
between -2766,-1853 (top left of map) to 792, 2405 (bottom rightish of map), the results are
Fuel - 16 per trip @ 5:32
Turbofuel - 46 per trip @ 5:02
Rocket Fuel - 13 per trip @ 6:26
Ionized Fuel - 9.19 per trip @ 3:47
Uranium Rod - 0.12 per trip @ 4:00
Plutonium Rod - 0.06 per trip @ 3:47
Batteries - 16 per min @ 6:28
this one doesn't seem right
Yeah you can always check in game too
same number of fuel per trip vs batteries is ๐คจ
that rocketfuel time seems wrong
run one drone trip and check fuels
yeah that too, how would fuel be a whole minute faster than both batteries and rocket fuel
consumption looks right, but the speeds are off
is there any way to avoid this other than not using the full capacity?
Just put it here explore it if need https://www.reddit.com/r/SatisfactoryGame/comments/1fg0eh9/drones_and_fuel_types/
don't use valves, and instead choose which is lower priority and overflow into it?
consumption is still sus tho, not sure how it would use the same # of batteries and fuel when batteries have over 6 times the mj
Wiki has info on these
I don't have valves on the feeding lines so ig that's good
if you need to use valves, your trying to balance fluids, and this rarely ends well ๐
Yeah, avoid valves and loop the pipe
gotcha
VIP junction is the best thing for alumna solution
Miss another link with test (My bad sry) ๐ https://www.reddit.com/r/SatisfactoryGame/comments/1fj0t10/drones_fuel_types_testing_2/?share_id=1DSUTRd8ucPtf04cAeNHd&utm_content=1&utm_medium=ios_app&utm_name=ioscss&utm_source=share&utm_term=1
regular fuel eating more than a whole stack per trip sounds about right LMAO
Hardly
Separating fresh and recycled water is way better
simply sink all the recycled water like a real efficiencyhead
Well it is better, since VIP is magic
Did I miss something or is "Cast Screw" alt recipe just straight up better than the base?
straight upgrade
I guess the only reason to use the base is alt recipes for rods then in very specific circumstances?
base -> Cast -> steel screws -> steel rod + base
i've used the base a couple times in my current save despite having cast screws, simply because i already was inputting basically entirely rods into the line so it was convenient
Well it takes marginally more power I guess
cast screws take less power overall
Yeah I meant using the base
ah
yea lil bit more power but the power draw of constructors will never matter unless you're building something so large that you should really just have nuclear at that point
also yall, what would you do with the compacted coal byproduct from rocket fuel? I could obv feed it back in for more but i don't really want to
acc i could use it to make turbo rifle ammo i suppose
and even then!
I have 16 coal + geo coverage + 3 augmenters kicking around.
Nearly 20,000MW
Steel is always useful?
ehhh i've got a factory making 760 pipes and 90 beams/min
won't need more steel for a while
Related question... water on train network, good idea or bad idea?
Why is this lift not connecting to the splitter? The one on the floor below connected just fine
mostly useless but won't get you turned away at the pearly gates
Nvm it worked without the floor hole
water is very very low value to transport but if you want to then that's pretty much all the reason you need
probably valuable when you need mass amounts of water inland?
REAL pioneers frack for water and then transport the water
the currently existing part of my train network exists over the part of the map super rich in water
Although I do plan on building over the less water-rich areas later on, when I get to building the train lines to there.
1200 oil per minute to train should be much more than enough for a while I hope.
For sure if you do some alt madness.
there's some more oil deposits near me as well, but they aren't pure...
no, you lose the ability to benefit from rod recipes
Yoyo,i just unlocked bauxite refining, should i try to find alts before i start setting iut up, or is it not that bad?
starter factory can be done with any recipes really
Well I meant in terms of resource & power efficiency
technically:
- most power efficient screws are steel screws
- most resource efficient screws are base screws with steel rod
Yeah but steel takes some kind of coal and that isnt available everywhere, and Im currently going with a playstyle that prefers locally available resources
in which case, we end up with the classic "depends" ๐
Yeah always. Was just wondering, since most other alt recipes are usually a trade off in terms of resources and/or power
sloppy alumina is very very good, pure aluminium ingots are good if you don't want to mess with silica and are ok with losing some aluminium ingots for it
alclad casings are great
got this, I think it's very good
It's hard for me to not do sloppy alumina, electrode scrap, and pure ingot on the West Coast. The resource proximity is just so good.
Is Rigor Motor pretty good? I see it adds a lot of complexity but it seems to reduce the need for iron by 75%.
iron is the most abundant
comes down to if your iron limited ๐
not worth it imo
is there a application/tool that can set markers on specific locations?
other than the in-game map?
i am basically looking to set a marker on all sloop/harddrive locations
yes
Try SCIM?
i couldnt find the option to set markers there
You can choose "Unselect All Layers" on the main "Map layers" tab, and then on the bottom right is another series of Tabs, one says Artifacts, click on that and select Somersloop and Mercer Sphere and you now have a map with a marker at all sphere and sloop locations. Hard Drives are under the Collectibles tab in the same navigation menu.
Is that sufficient?
yeah,m i know, thats what i am using rn, tehn i set markers ingame at the locations
do i miss something in the hoverpack because mine can fly in any direction but NOT flying upwards
press to go down once, it sometimes locks until the opposite direction
thanks, just found out the sneaking key is locked lol
how much of resource/min one freight car does?
Oh, this data written in station interface... is it correct, like, perfect?
if you have 2 mkN belts in, you can transfer up to 1mkN and 1mkN-1 belts
travel time will change things, but thats the upper limit
Seems to consistently happen to be every time I open a container/machine while actively going up or down, it can bork out and get into a weird state and then I have to reset it.
e.g. I'm tranferring 2000 sulfur/min per carrage in a tight enough 2 train loop
Oh, so i have 2 mk5, so i can connect via buffer and its maximum will be 1mk5 and 1mk4 belt
the main limit is the inputs / outputs lock for 27 seconds when its loading / unloading,
so for higher stack sizes, less often trains can transfer higher rates ๐
Thanks. I need to transfer coal from desert to northen forest(base near pure iron)
Ok, then, can i believe values in station interface?
e.g. stack size of 100
32 inventory slots
3200 items per train car,
if your moving in 2000/min, your train has to complete its loop near to 1.6 minutes (or 2 trains each taking 3.2 minutes)
yes but I found I needed to open it twice
uh, that's hard train math... but i love trains.
Also, do you dedicate platforms to specific resource?
1 resource per car, but I'll group them up to suit where its heading
Or sorting it after unloading? I think this can be done with sinks help
I don't like mixing as it can lead to weirdness
I have station on base, where first car for quartz unload and second for motors load, now i need to transfer coal, i can use 3 and 4 cars, or sort out from 1 and 2
because for coal i have dedicated train
all my trains are also 1 train 4 cars ๐
That's maximum as i remember, for maximum efficiency
if your train tracks are level, it can go much higher
but accelleration goes down ๐
Of course not, i don't have so much time :D
all i have is pillar with 2 straight pieces to make rails cleaner
but it's impossible to make it straight, too much time consuming
and train in canyon bottom looks awesome
i think i'll go with 1-2 cars and sinks with sorters on main base, ty.
I don't want ugly trains with unfilled car "placeholders"....
you can build the station for 4, and just use 2 for now ๐
yeah, that's what i have on main base
because i have multiple trains for one road it'll be a little bit of hard train management, press F
path signals are not as hard as people think they are ๐
my main issue in multiplayer was 14 odd trains rocking up for plastic because 1 guy thought the transfer rate was too low after he clogged half the intersections ๐
if you plan for multiple trains to consume for the station you might also use some extra blocks on the entry ramp, but its a nicely designed station ๐
you just split road on blocks, that's all. Also signs on each station is also necessary imho, to free main railway as soon as possible. I thought about splitting entire road into segments, but i think this will clutter entire road because of trains fully stopping
it's just quick quartz for near production :)) but i rebuild this railways around 10 times before Ada send me enlightment
Thanks for discussion, that was pretty useful for me :)
HMMMMMMM, making intersection before main base for another station just for this coal can help a lot......
more intersections for the trains god!
more blood for the blood god
that'll come later, when i start to finally planning phase 5 production....
Hello, I'm trying to build a versatile framework factory, but i cant seem to find the right spot for the factory. Can someone help me out? I circled where my base is and the nodes with a cross are already in use.
You didn't have trains yet?
no, i have researched everything up until t4
show your alternates
Huh wait
There's only one for frameworks, what about steel? Do you have it?
And how much frameworks you want?
I have a steel factory yes, it produces the beams and pipes. I have a modular frame factory as well. I need the 1000 frameworks to unlock t5 and 6
You want dedicated production only for frameworks or integrate into your current base?
Just connect this temporarily into one assembler then
place somersloop
Do I need the frameworks after using them for the space elevator?
they'll be used in some other components later
if you don't want to automate them I wouldnt
Yeah i opened the wiki and it only said I'll need it for a recipe at t8? Is that right?
they're one of the least necessary ones to automate. you can just container dump occasionally and get more than enough
and wonder :)) that's what i did. There's some alternates that can ease this production. Like with bolted frame and steel screw you can build 10/min pretty easy,
you need 140 for frames and 90 screw for 7.5 plates and 5 frames. If you on way to t4, then you have only 120 belts..
i wrote this all then checked tiers sorry :D
and another one later
Oh then im not gonna automate them
i usually don't automate versatile frameworks and I end up with as huge surplus
I'll just run around between the factories and stuff it into some containers then
not that automating them is hard just you'll end up sinking them all
Yeah, same thing. I just connect my current production to one assembler with somersloop and default recipe. Then doing something else
I do need a factory for stators though right?
yeah i usually keep a sloppy base. often where i start. that I just do what is necessary in the moment and let nature take its course. usually works out pretty well
not really afaik
I would absolutely make a stator, rotor, and motor factory (they can be the same). a few "always need" alt recipes will use stators
stators only for motors, automated wiring, and electromagnetic control rods now
so yeah they don't need a dedicated factory
Motors will become necesary for refineries
I already got a rotor factory, i assume it's best if I place the stator and motor factory close to it?
yeah
not dedicated as in stator only, but I'd always build a rotor/stator/motor factory that can balance between the two. you wont always use a lot of them all but yo will always use some of them
btw yall, if I'm using a resource well pressurizer and want to combine all the fluid into three equal outputs, would I use a VIP junction for that?
Oh like a 3 in 1?
what is VIP junction?
yeah. once you get the right alt recipes for them it's a lot simpler. i don't fuilly automate them until I get the right mix
a fiction
Okay I think I'll just build a low effort factory for them for now then
Thank you for the help guys!
basically I'd set up a rotor/stator/motor factory and then set up inputs for whatever the best recipes I have at the moment is. then I just fill storage and leave as needed. once I get the right trio (usually just steel rotor) i'll automate it
Hey quick question. Does this look like a height for water I can tolerate without pumps?'
yes
Thanks
i mean, no need to eyeball it. if it needs a pump it'll let you know
Thank you
I found out that you can produce anything on the converter conversion chart from just SAM with the right conversion loops. Is it something well known?
Example : 10 iro ore/min from 61.11 sam/min
yes but why ๐
Easier logistics, you can produce anything from just SAM and Oil
I think it's a fun challenge to build from as few raw resources as possible
this would be neat for satisfactory skyblock in theory
I discovered it while fixing my recipe optimizer for 1.0, thought it might be useful to someone
5-10
most items in the game are needed in very much small quantities
apart from concrete, you rarely need more than 30/min of anything, or 10/min of advanced procuts
How do you guys decide which aluminium chain you want to do?
if you want to use silica use one, if not use the other
I was playing around with planning this the other day, still got my notes
In quartz order:
300 bauxite 180 coal -> 270 ingot with Sloppy
300 bauxite 150 coal 150 quartz -> 300 ingot with no alts
300 bauxite 180 coal 270 quartz -> 360 ingot with Sloppy and Pure
Pure alone doesn't improve over base, you lose more than you gain
I find i need a lot of steel beams. But thats because i like to use the steel frame set for a lot of my construction.
usually you would make something worth more from SAM, not iron, lol
it all really depends on what their spelevator t5 goals are
but i would say at least aluminum ingots are needed in the thousands lol
if not like 5k production
I have 4 refineries with Sloppy Alumina. One of them produces 360 Alumina Solution. Second one produces 72, and the other two 504 each. Now I need to feed Solutions to Electrode Aluminup Scrap. The first one goes right to the refinery. But 2-4 refineries have 1080 outcome and should go to 3 refineries. How do I make this work?
is there a reason you can't make all 3 produce 360 per
just belt straight to the refineries
you can do with 1 mk6
well, then you don't need aluminum ingots, but the other product
I'm talking about needing the exact item, not that item being part of other production
unless you dont have mk6, split then merge on first and third
Its pipes, not belts
oh my bad
then just two pipe feeding into a 3-out manifold
isn't it
1080 pm go into the system it's not ideal
Right now its like this
i don't see anything wrong with that
Why is that other one 72 can't you make all of them 360
it really doesn't matter, the 2 504's will overfillinto the 72
Because water output. I feed water back to the system
Seems like the first one is the least matterials... is there some extra step thats a pain? ๐
if you want max aluminum ingot yield you have to run sloppy electrode normal ingot which takes a lot of quartz
usually you would go with no-blender aluminum if you plan less than 8000 ingots/min
above that you use the complicated method
Its my first factory... so I think any production is fine ๐
for simple setup sloppy normal/electrode pure is okay
but ideally enough to feed alteast one other factory
you should at least plan for like 2500 ingots/min you will regret doing anything less further down the road
I don't remember any spot with trivial coal/coke distance
and stop at ingots or produce both end products and ship those if needed?
stop at ingots
make casings at the factories where they're needed
casings/sheets are more compressed though
guess Ill go punch some numbers to figure out where can I even find enough bauxite ๐
you'd need copper for sheets/casings but you can ship them to the needed place
it all depends on how much he makes/min
again, below like 5000 ish its fine to just ship straight aluminum
or just... process it to final product on location and don't ship it anywhere
aluminum has a long way to go to t5 spelevator parts
again both needs copper you can ship some copper to the place
man's making first aluminum place he won't use 1k bauxite per node for a while
that depends on whether you're automating spelevator or not
I stayed up until 3:30 making 400 cable per minute for automated wiring because I didnโt realized how much I would need and I am too stubborn to half production
could sommeone check my math on this?
first refinery is clocked to use 240/minbauxite with sloppy alumina alt, outputs 288 solution, the other 2 take 144 solution +48 coke each, and output 240 scrap and 84 water each.
my main concern is that if sth goes wrong the water will be unbalanced.
even with perfect math direct feeding waste water into a system is the most unreliable method
are there any good alternatives? i assume it wwould be a vip junction thingy?
not even
bc i dont ahve any of the waste water disposal recepies
just clock 2 groups of solution producers. 1 uses waste, 1 uses fresh
like this
for sloppy electrode you want 9/30 bauxite using fresh, 21/30 using waste
I use 4th method, but with 200% overclock
For the purposes of minimizing distance between production lines, is there a good "material adjacency" pattern to follow? Like... For example... Iron, limestone, and coal very close for steel? But... For the whole game.
Depends on recipe selection.
well you can clock it however you like.
for example the bottom right, which you're using?
you could have 1 ref doing fresh water at 90% , 1 ref doing Waste water at 210%
as long as the right ratios are being processed
yeah, my problem was that i only had 1 refinery so far
i now have 2, one with fresh one with waste
thx
I want to do production sections in large volume, expanding on x, y, and I want to do that for each material, going vertically. So for example, I would have a layer of limestone handling, then iron, then coal. They start around the same x y point, and expand from there, with each vertical layer being a different material type. The factory will grow to a certain extent on x, y, and then at the end of the line (arbitrary point to be determined) I will take all products and shift them up to the next "tier" (not layer). Where each teir is a process.
How much total water input do you need for that?
I know that most starting products use raw materials, and sometimes raw materials plus a starting product... And as far as I know, no such starting product requires a manufacturer (or 3 or more input lines)
240 total
i get 168 from waste
So this means that I can (in theory) layer my raw materials in such a way that I always have vertical adjacency to something that is going to either feed it or be fed by it.
And the problem I'm trying to solve is the rough order in which to do the raw material layers.
Mk1 pipes, yeah?
yep
but they are nowhere close to being capped so it shouldnt matter, right?
I've just got a test rig set up specifically for aluminum waste water testing. ๐
this is my full setup, the block on the left is just smelters
I forgot how the ratios work... is it first one number fresh second number waste water or 3/5 use fresh?
Is Alcad Casing any good? I save 100 aluminum ingots for 400 copper
Do I miss sonething?
for this tiny junction you might want to put a valve depending on how your scrap refineries are clocked. I had this issue before where there was alot of sloshing in the middle.
it's good if you value 200 copper less than 50 alu ingots ๐คท
where would i put the valve?
never anywhere. Valves are evil and shouldn't be used
thats what i thought
in the middle, pointing towards the alumina refinery thats making less
yeah not a good idea to use valves tbh
depends on the recipe combo
valve in this specific scenario fixed my scrap refinery turning on and off, this can also be fixed by filling the pipe with alumina first but you'll get the issue again and have to refill it if your input ever gets cut off for whatever reason
Here's my setup. I have it clocked to need 240 water on the right side (4x60), produces 160 water on the left side (2x80), and the input is 300.
the actual ratio on the images are a little confusing tbh , go by clocking of the two groups
the thing with valves is that they are an unreliable method
and honsetly most of the time someone says 'a valve fixed something' it's commonly just time that stabalised it or something else they fiddled with the build
and yet they're still less likely to break than vip junction as was tested before ๐คทโโ๏ธ
wow - cool, two unreliable methods
Whats the most Easy way to get rid of Uranium Waste? Plutonium Fule Rod and then Shredder?
it's stable once the pipes are filled with alumina but again, if the input ever gets cutoff for whatever reason the problem comes back
and you'll have to refill the pipes again otherwise I get the sloshing effect back
I looked at my refineries for 40~50 minutes
There's two separate issues:
- prioritizing recycled water over fresh water
- hitting a consistent 600 throughput
The first one is easy and has about a bajillion solutions.
it's not the water having issues its having that specific pipe setup
The second one is harder, and can be easily solved by looping.
in the alumina part
I'm talking generally. ๐
I've never seen issues from alumina in particular.
Well, I did initially when I had them all manifolded together in an insane way. ๐
it's only an issue I've experienced in that specific scenario where you have an H pipe
its basically the only time I've ever had to use valves and it worked
What are the main alt recipes you need for rocket fuel to be really good? Do you need to package it and unpackage for more power?
So this is backing up. I'm producing 270 scrap/90 water, producing 180 alumina and consuming 270 water, with a Mk2 at 600 intake line.
its a bunch of edge cases ontop of each other that forms a very weird balance of 'yeah it will only happen in this specific scenario'
(Freshwater joined at the bottom left.)
And.. that makes sense right? We expect this to back up.
600 freshwater, 90 recycled water into a Mk1.
!wikisearch rocket+fuel
But is there alt recipes people use before this? Such as diluted fuel?
both rocket fuel recipes are very good
if you're retrofitting a TF powerplant, use the default, if you're building it from scratch and want a simplified build, use the nitro rf alt
going tf->rocket fuel is more resource friendly if you use blended tf
This build will be straight from scratch so going with nitro
sure? there are many alts, follow it back
both RF recipes will get you a fuel build that gives you endgame magnitudes of power
it's something you should look at specifically because most recipes are efficient for 1 or more resources, but less efficient for others, so you have to pick which you want to do
you also save a lot of steps with blended fuel and nitro rocket fuel
yeah, depending on which recipe chain you pick, you'll be horse-trading between crude, sulfur, coal and nitrogen
*dilluted fuel
and really it doesn't save that much
each of the builds actually is pretty comparable on the blenders & refineries
It saves you making turbo fuel and compacted coal
and that isn't that bad to do
you don't need to make compacted coal for turbofuel
rocket fuel however does make compacted coal for you
If you want to deal the with extra steps go for it
yeah, no matter what, it's a big build
hor + diluted fuel is standard oil saving recipe. It's used in every production that needs fuel
do you want a big build that yeilds ok-ish power or a big build that is comparable to nuclear?
you can make 150 / min rocket fuel in a 5 x 5
and i'm sure making that scale works rather poorly
i'm also not quite sure how you'd make a bp that processes 300 oil in a 5x5
isnt there supposed to be sth for produced in? or is it a blender thing and i dont have it unlocked yet?
Blender.
you can make it in a blender or manufacturer with packaged tf
ye thc
This version backs up reliably.
It refuses to deadlock though. ๐ HOW DO YOU PEOPLE DEAD LOCK THESE THINGS.
Oh. Pumps probably, huh.
I prefer nitro for step simplification tbh, using nitro to use every sulfur in the map still yields 972gw.
If you are at a point where you need TW of power, you'd be using nuclear because you don't want majority of your nitrogen gas going into power since using that much power implies you're at mass-mass production scale and that nitrogen elsewhere
just start 'troubleshooting' by placing valves on the lines ๐
wdym
what do you guys feel like is more imporntan side of the cloud? stacks or upload?
mine works perfectly
bit of both
oops, that was meant for Tugboat
speed at the start
obviously. and the cost also makes you upgrade them equally. but which one first. its a lot of spheres
speed is 2x while stack size is just +1
probably the stack
nope
I went with 2:1 stack:speed starting out
its both 2x, +1 stack is 2x for stacks
What'cha mean? Valves where and pointing which way?
Although, I was right. A single pump dead locked it.
think of what you'll be building a lot of (foundation), and what would benefit having in inventory more
Try saving and loading.
Without the pump?
Yes
you can also use multiple depots to upload faster
^ multiple depos fixes slow speed but you don't have an alternative to low capacity
But, you only have one machine active? Try 2 in, 4 out?
๐ Hey, anyone know why my pipes aren't happy? Feed and consumption should both be exactly 300 m3/min, but the pipe flow rates are going back and forth wildly. Would it help to elevate the central pipe?
question: how stupid is it to have a drone hub where from 1 point drones deliver fuel to every other drone port? it feel interesting but not sure if its realistically doable
remove the valves, turn off your gens (flip the switch in the UI), fill the pipes, then turn them on
Let pipes fill first? Omly then turn on first generators. Or overfill slightly?
i find that helps, but try filling the pipes completely first
Yeah I did let them fill, it's definiely better but maybe I need input to be higher than output?
to do so, just disconnect the generators from power
you get into issues when a drone isn't able to unload all the fuel
To dead lock it?
pipes aren't 100% full until you see their flow rate drop to zero
Do the opposite: have one drone port fuel pickup, pht a fuel delviery port next to othwr droneports, assign drone there (at fuel drop,NOT at fuel pickup). Because you can onlybassign one target for each droneport.
backwards, you want one refueling port that drones can go to
And if u put one at pickup, it will block the rest. If you put them at drop they wil wait till fuel is gone there, before fetching new one
also because your hub where it delivers to multiple ports doesn't work. Drones work at a many to one scheme but not one to many
I'll try filling pipes totally without valves, thanks
don't try with valves, that just doesn't ever work
Oh, I finally dead locked it without the pump. Needed to fill up the alumina manifold.
is there a shorcut to quickly gather items from a storage unit without opening it?
I thought the probem was backflow and that valves would stop the backflow
Yes. More machines on one pipe makesxdeadlock more likely, in my experience. 1-1 never deadlocks, 2-2 or, 2-4 does.
Yeah, the higher the overall flow the more sensitive it is.
It was even harder to dead lock all 4 because I was trying to keep the water usage down at 270.
So the clockspeeds were really low.
I moved this junction and the deadlock completely broke.
sample: this one port is taking in 900 packaged rocket fuel/min. For each major factory, you allocate one dedicated drone (in that factory) which goes to this port to fuel the other drones in said major factory.
ooh, i see
Drones only need fuel at one end of their trip, too.
makes my life much easier