#math-and-meta
1 messages · Page 206 of 1
What’s desmos
(by writing this i found a mistake in the wiki)
use backquote to enter the debug console and type stat FPS
online graphing calcultor
Ahhh
oh that sounds trippy
I am for sure the dumbest one in the room so this is excellent. Always surround yourself with smarter people ❤️
i can already tell youre a smart person
Can you use desmos to calculate how I can get my wife to leave me alone for an hour or so, need to finish my planning 😂😂
Your platforms should eventually level out to 602, 301 to each buffer.
"accidentally" spill a pot of soup in the kitchen
this can go 1 of 2 ways
im putting money on him having to end up cleaning it up
My average tick rate (accourding to server stats) is 29. Is that good or bad in terms of "T6 belts skip items if your framerate is low"?
Ugh laura, I hate waiting for your trains with their timers. 😭
Seems low.
why are u trying to look at my trains!
To show you the 602!
u can take the hypertube to the other side of the train station
its not timered so most of the time theres no train waiting there
Ehh.
its very fast
It should show the same number as the current one, I just have to catch it between lockouts.
amazing efficiency...
Fun fact, the formatter only runs when you open it.
If you leave it open, it gives up all pretense of being in cubic meters.
Yes but after clean up probs get the boot. Not a terrible idea 😂
Whatttt
thats crazy
this fat ass doesn't even have 4 ports like it's solid storage brother, what's even the point
Amazing throughput
I get stuck figuring out where to put the train stations and where to take them…. Do you guys have a method on how you plan them?
Although, that suggests they store it in mL, doesn't it. 🤔
in my current build im placing my train stations on opposite sides of the rectangle
Speaking of trains, I'm looking to start setting up an endgame factory with rail lines bringing in mass amounts of raw materials and had two main questions. First, I assume best practice is to have a rail loop around the map common to all resource trains, then use signals to split trains off the main line to gather their respective ore before rejoining the main artery. Is this the case or is it still better to have separate lines for each resource? And secondly, is there a rule of thumb for the ratio of resource nodes to storage cars? I was planning on a system where 1 normal node gets 1 car (so 2 impure nodes get 1 car and 1 pure node gets 2 cars). I assume it's possible to make any ratio work depending on how long the line is and how many copies of the same train setup you have running on it, but there has to be a rough starting point somewhere
Also any pointers on station design would be welcome
dont do seperate lines for each resource. also put signals on the main "artery"
Put signals everywhere! (That they belong)
i personally plan to transport 1600 items per minute per car (stack size 200)
Buffer all platforms.
And this is where the timing stuff I see you talking about in this channel comes in, I assume
well, it kind of always applies but can be ignored if the ur transporting very little per train car
like sure, depending on ur timing u may only be able to transport 700 instead of 1600, but if ur only planning to transport 600 max then u can ignore it
I'm aiming to transport like a third of the resources on the map to this location
Can you just throw more trains at this particular problem?
Nope
Interesting username i must say
just fyi its generally recommended to not do that, because as a rule of thumb item count drastically decreases as the items get more complex
here, if i want to transport 1600 items per minute the time between train arrival times has to be between 81.24 and 240 seconds
Recommended not to do what, have multiple trains on the same line?
move all tne resources to a central location and process them there
having all the trains on one shared network is recommended
That's what I'm aiming to do, are you saying it's a bad idea?
you want something like these for trains buffers #design-and-architecture message
its not a bad idea, but it can make thing more difficult
Like I should process stuff onsite before transport to reduce stack size?
also to reduce lag, the game isnt really optimized for doing everything in one place afaik
and it generally makes logistics easier.
but some people dont care and welcome the challenge and accept the possible performance losses because it can be fun to just make one huge factory
Tbh I find having a bunch of small factories all over the place more of a headache than centralized processing but also I'm still shapez2 brained
The game is really designed around independent factories scattered across the map
Yeah im planning to make multiple factories since it just makes life easier overall
Signs help.
yep, but u can also just do everything in one place if u want. youll be kinda fighting the game a bit tho
It wants you to transport things arouond
And having well named stations.
Also, trains are fun
Don't be like me and leave every station named the default thing, and just remember your HMFs are in Stockholm.
back to go to the topic of tran efficiency and just throwing more trains at it
Y axis is how many items u can transport, x is time
if you want to transport 900 items per minute (stack size 500) with mk4 belts then ur train needs to arrive between every 433.28 and 1066.6 seconds
That's so slow. D:
thats 7.23 minutes
How many days though?
if a train arrives at the station more than every 7.23 minutes then you will not be able to transport the 900 items
isn't that fixable with another train (to some degree?)
thats not to say transporting 900 stack size 500 items with mk4 belts is difficult, you have like a 10 minute window where ur throughput is sufficient
So does that mean you only see improvements from a second train once it hits a 15 minute round trip?
1027 seconds is the peak efficiency for that.
aka 17 minutes... at exactly 17.1166 minutes u reach maximum potential throughput
train comes more often than that? loss of throughput. less often than that? loss of throughput
More trains primarily helps if you need a shorter time than you actually have, I think.
Is it possible/plausible to make a train loop that takes that long?
Since it's time to next train, not round trip time.
the number only cares about time between train arrivals
Absolutely yes.
yep exactly.
the easiest way to fix this is to just set the train to wait until fully loaded/unloaded
So if your window is 7 - 15 minutes, two trains would only help if your actual trip is 14 - 30 minutes.
The more I learn about train logistics math the louder the voice in the back of my head telling me to just run conveyors across the sky gets
yeah now thinking back about it that's pretty obvious but hey it's 2am 😄
I know it's the devil but it's so loud
just do this, add a bunch of trains and remove all the ones that arent necessary.
the unnecessary ones will start piling up somewhere
If you're lucky, literally!
If you haven't watched trainsplosions, they're pretty amazing.
Okay, I read a comment about belt-to-belt connection introducing lag.
So I replaced all the belt connections with mergers, and now the belts are flowing at full line rate.
The Crash at Crush was a one-day publicity stunt in the U.S. state of Texas that took place on September 15, 1896, in which two uncrewed locomotives were crashed into each other head-on at high speed. William George Crush, general passenger agent of the Missouri–Kansas–Texas Railroad, conceived the idea in order to demonstrate a staged train wre...
LMFAO "The story made national headlines, and Crush was immediately fired from the Katy Railroad.[12] In light of a lack of negative publicity, however, he was rehired the next day and continued to work for the company until his retirement, in a career spanning six decades.[13]"
two people died
Imagine showing this to someone from 1995 and telling them it isn't prerendered
Ehhh, it actually sorta is.
I think his computer was running at like 1fps. 🤣
He just sped it up in the video.
Super slow live simulation is still simulation!
🤣 At that point it's just... rendering though.
I think of "prerendered" more as "made by the devs to look better than anything acheivable in the actual engine players have access to"
Oh, that's fair.
I'm old enough to remember the presence or absence of prerendered cutscenes being a thing people cared about. Unless they still care about that?
I just remember people in like 2007 talking about it like it was cheesy
You can take my WC2 cut scenes from my cold, dead hands.
Broke: prerendered cutscenes
Woke: FMV cutscenes like Red Alert
Hmm, nitro rocket fuel or turbo blend fuel into rocket fuel?
I already made half of my power plant with the latter recipe
But then I found the alt and now I'm wondering
I don't really have coal in the area but I do have drones
not really, pre-render isn't as common now
it just looks out of place if suddenly the game turns on ray tracing and stuff
also takes less spaace
that hasn't aged well 😛
Yeah, I've noticed that. It's super inconsistent for belts too.
almist straight out of a creepy pasta
afaik they aren't suposed to snap, you were probably just getting it on a pipe endpoint?
What do i do with the excess water from making aluminums scrap? Is there a way to get it to flush automatically?
use it within the system
They're supposed to snap to the blender inputs
blue line is fresh water, red is waste
I've never heard of junctions snapping directly to machines
my god that looks complex lol
Yeah, it seems like sometimes the line breaks it, or it's too far, or who knows. It breaks on all machines though, in my experience.
how? it's 2 pipes
But it DOES snap to the connection points
example diagram of hte ratios for different recipes
Sometimes
are you talking about the ones on the foundations?
yeah I have to imagine it's snapping to like one side of a pipe joint where 2 ends meet
I run a blank pipe first, to line up the junctions
Then I put the junctions in line with the inputs, angling them like so
It's not strictly necessary but I like how it looks
Sometimes they snap in place aligned with the inputs
Sometimes they don't. It's unclear what triggers it
You can snap splitters/mergers on belts the same way. And it breaks the same way.
they do snap. whats annoying is totally vertical ones dont snap. u have to place them against a wall to get them aligned (it has to be a wall, foundations dont work it makes them be slightly offset)
They do, until they don't, because they're lil assholes.
yes its really weird, not as simple as COD makes it out to be i had the same experience
It doesn't always though. That's my point. Sometimes they just snap anyway.
thanks, brother, but I've already went with 6 stacked small buffers since I had 2 Mk2 pipes and the industrial buffer is too thicc for me
no, junctions can and do snap mid-pipe to align with machine inputs & outputs
it's just not consistent and often depends on the angle you rotate the junction
yep. just do either horizontal or vertical and place on foundations/against walls
Eh I just manually align them
Never gonna look close enough again if it's off by a 1/10th of a unit -_-
btw tug i removed even more pumps
you generally only need 1 small buffer for 600 pm from one platform unless it's a long trip
the evil powers of autism prevent me from doing that
even if its a long trip one buffer will suffice.
This is what i came up with.. im a newb compared to you folks
you might need a big buffer if it's a long trip
Oh I get it, but I'm beyond cares now. Factorio 2.0 tomorrow
gross
Says the person with two buffers on her platforms for 600/min. 😉
it's 2+ kilometers, so I decided to go with 3,600 m3 just to be sure
Thank you for this
My point is just being cheeky.
i know.
Just spent 20 minutes troubleshooting and "fixing" an issue where my line of 600 SAM feeding into 5 RSAM Constructors was backed up despite throughput looking normal. Only to realize that since I was using 780/min belts, there was never a throughput issue to begin with: a backed up line nudging forward 4 ore at a time has the same throughput as it would if that same 4 ore was all spaced out evenly. But god does it look so much neater to have everything flowing.
I put a dummy junction down by the input and now it's snapping. I'm guessing it's a distance thing. Half a foundation is too far for snapping.
The only criticism of manifold designs relative to balancers that I will accept is that having backed up belts everywhere looks uglier than constantly flowing belts
It's 21st, you're off by a week
plenty of time to reach phase 5
like 3km? yeah 1 buffer is fine
Is running km-long pipelines still better than fluid transport trains? I assume so because that's how it is irl but you never know.
It feels less cheaty than doing the same thing with belts for ores
Even though it's essentially the same thing
I built a separate point-to-point train line for one of my wet concrete builds and getting the buffers right was a puzzle
I can't seem to find this node, is it bugged, or not ment to be there?
Isn't that the node that's just under the ground mesh? Iirc it's invisble but miners can still snap to it
The only belts that should be backed up in a manifold are the ones between the machine input and the splitter.
Seems like you were correct, interesting bug?
Ores are testing the latest stealth technology in the area
I know, and some people don't even like looking at those. The issue I was running into was happening because the last two constructors on my manifold were prefilled with 100 raw SAM before everything got up and running.
You can place the splitter close enough that you can't even see those. Sounds like user error.
This one unloads 900/min water reliably
People who care about this kind of stuff also tend to not like clipping lol
You don't have to clip.
so 450 each? you could almsot certainly use small buffers then
If you put splitters as close to constructors as possible without the ghost turning yellow, you can still see a bit of the backed up input
I gave up on screwing around with it after some comically unsuccessful attempts
in general use fluids where yo uget them. but yo ucan do it
this does 600pm unloads for reasonable train trip times
Recently I keep running into situations where I'm like "man I wish I had some crude oil for plastic and rubber in this electronics factory"
you could process it at location and move the plastic? it takes a lot of space so often good to have it at another location
Yellow doesn't mean it's clipping necessarily.
Yeah really I need to just suck it up and convert the entire Spire Coast to plastic and rubber manufacturing
POV: you are running into throughput issues after finishing your megafactory and missed running an input belt from one of these splitters to the machine
Okay?
Lol sorry not an actual critique but I kept having that happen to me
Yeah, I've had that happen a lot too. 🤣
Also upgrading belts when they're that close fucking sucks.
Personally I like doing lifts directly out of the output/into the input, with a splitter/merger on the other end
Also, you could just use Mk6 lifts. Then you definitely can't see anything paused. 😛
No items visible here!
I don't really recommend that
wtf
This lets you do stuff like having two layers of constructors staggered to take the same input belt
make a dedicated plastic/rubber factory that feeds certain processes. Rather tha njust having a massive hub
no overclock??
Is this supposed to discourage me? I play this game to build stuff like this
has issues with clipping, totally fine with floating constructors 🤣
I don't have issues with clipping, I'm saying some people do
Personally I'll clip as much as possible because this is an engineering game and doing the same stuff in a smaller footprint is strictly better
Well, fair enough.
Also I'll usually run some beams under the floating constructors to make them look supported, I just finished setting this build up and wanted to make sure it works before doing aesthetics
it's more that it turns into hot garbage. like the image I showed. that's 9k plastic/rubber pm and 10k alum pm.
trouble is logistically it's a mess because it doesn't have direction in to where to go afterwards.
If I'd kept it the trains and belts coming off woudl have been a nightmare.
if you build a very large factory that has a point then you can build with that point in mind
Meanwhile, @edgy leaf's goin' all "America, fuck yeah!" on the map.
Yeah but that seems to run contrary to the whole "lots of mini factories all over the place" style the game pushes you towards
At some point "mini factories" are pretty big.
nah, big factories just need to have a point. Like this. This has a point
Like you're encouraged to automate as many random parts as you can with given nodes since you'll need them later
if you work from the top down, not really
my poiint is to use up oil and spread it in the environment
the trick there is to find locations and use a mix of recipes to build top down all on location
In my experience, working top down for every new part to automate is exhausting comparing to just mass automating base resources you know you'll need eventually
for a first playthrough, definitely
once u know what ur endgoal is working top down is a lot easier
that's because you spend a lot of time unlocking everything.
once you unlock everything? make new factories top down. Play around with recipes
yes but unlocking everything takes time
also one could argue that im doing exactly what cobalt recommends because i already know what im going to do with every last drop of oil
imo playing straight from t9 is a lot more enjoyable on 2nd playthrough
once im done there will be less than 40 oil per minute left in the entire world
And more importantly, factories that will necessarily be outdated eventually
The nice thing about this particular factory game is that there's not really any time pressure. Resources are infinite.
The only factory game with real time pressure is Factorio with biters on tbh
😂 Yeah, I think I've seen that.
99.702% oil utilization
Captains of Industry and DSP have limited resources as well.
CoI also has maintenance issues
You could be making fabric with that!
maybe ill pipe the last 37.6 into an IFB somewhere
im already making fabric
well not fabric, but filters
same thing
Pipe it into a massive storage array and build a museum around it
Will the elevated blender's headlift counteract the lower blenders need for headlift or do I need to add pumps for the bottom blenders
btw i know u can make estrogen from horse urine in modded minecraft (gregtech). is there a mod like that for satisfactory yet?
DarkSydePhil?
dyson sphere program
You can do it in real life too
i just buy mine already done from some funny internet websites
What would be the satisfactory usage for estrogen lol
Should be fine. Just keep an eye on it to make sure it actually is.
"Forcefem" research tree on the MAM
what would be the minecraft usage for estrogen???
Minecraft modders be wildin
Jumping further, apparently https://www.reddit.com/r/feedthememes/comments/12yu8z3/an_update_to_my_estrogen_mod_making_everything/
HRT, duh.
Pioneer makes her own already.
yea they'd need to add testosterone
makes u stronger == makes u able to carry more items
I love that this is your takeaway
I mean, it's a fair takeaway.
it's likely that steve is already 150% test
At least.
Now the real question, would they be brave enough to give you a syringe gun to forcefem the wildlife
Bimbofied radioactive hogs when
why arre yall so obsessed with forcefem
Truly #math-and-meta
I've said it before, I'll say it again. "-and-meta" covers a lot of ground.
yes lets get back on topic. what would the ratios for estrogen be?
what if you make it in the converter from alien DNA somehow
good idea
Put alien protein in the foundry to get steak. 😄
would it be a pipeable liquid or solid tablet?
id imagine liquid first then further refinement to a tablet
Honestly, we could use a new building where we can automate inhalers. It'd go in there.
estradiol esthers are a lot better, pills hurt the liver
[ADA voice] "You are now authorized to use the FICSIT-brand vape shop"
If we're expanding inhaler recipes and effects, it seems like a nobrainer to add psychoactive inhalers derived from mycelium
dont we already have mycelium inhalers..?
Something using turbo fuel that lets you super jump
Isn't that just an alt for a normal medical inhaler? I want something that makes the pioneer trip balls
make it so that the mycelium inhaler gives u an irl intelligence stat boost
Okay here's some more BS: The one on the right down the manifold? Snapped just fine.
This one refuses
this is besides the point you're making but i had never considered using the 45 degree offset like that and I like it a lot
The other 8 down that manifold, also snapped fine.
It lets me place the junction closer to the input without kinking the pipe
Yeah I usually place mine further out and use horizontal to vertical for aesthetics but this looks cooler and is more compact
Here's a completed section
Try doing it in the other order?
Didn't seem to help
Yeah, didn't think it would. 😦
Chrome finish is so addicting, I have to stop myself from slapping it on everything like that one Spongebob episode
There's also this issue: Both pipes are regular, not 'clean' pipes.
The overlapping junctions apparently cause slight clipping on the pipe and prevent the flowmeter from showing
But only on one side
Yeah, that happens too. 😂 I've got a manifold like that with 3 machines, the middle one's input doesn't have an indicator but the other two do.
Oh yeah, I forgot about the clipping thing.
Apparently power cords can make them not show up even.
Just satisfactory(tm) things 😊
you got Clean Pipes(TM) for free
If you rotate the junction another 180 it changes back (they ate not perfectly symmetrical)
Yeah probably but I don't want to reconnect them all again
It's weird that the junctions aren't symmetrical across their hitbox
Wait, so the model itself is symmetrical, but it's not centered in its hitbox?
Correct
Lol. Lmao, even.
Example: see here
Well, there's a long axis and a short axis. I thought the long axis was along the pipes?
I rotate 90 degrees
Yeah the 'long' axis is along the main pipe. The 'short' axis is parallel the weld
If you look, they actually aren't totally symmetric. One pipe sticks up more than the other pipe.
The 'main' pipe and then the two welded sections
But it's still the same physical length. Just the hitbox isn't square
I cannot figure out why this is only 45% efficiency
Show us the full system
Machines working at less than 100% efficiency means either
- they're not getting input fast enough
- they're not able to output fast enough
Is silica output backed up?
Are you using the alumina fast enough?
If either of the outputs backs up, production stops
No, its got two empy industrial containers
its output is 240m and the next refinery is using 240
Use smart splitters to sink the overflow silica.
Better yet, get yourself a hard drive and find the sloppy alumina alt recipe
Is it always using it, though?
Because your first picture showed fluid in the output buffer
That only ever happens if it's not able to output fast enough
That means there's alumina backing up downstream
I changed it.. The fluids always confuse me in this game. My first refinery is taking in 120 bauxite and 180 water per minute outputting 120 alumina solution and 50 silica per minute. (Does it matter that the alumina solution is (12 m3) solution.) My next refinery I had to underclock to 120 alumina solution and 60 coal per minute outputting 180 aluminum scrap and 60 water per minute
cool... i just unlocked alumina so I'll have to go out and find some hard drives cause I believe it doesn't allow you to unlock it it in mam until you discover it right?
@glossy wagon what tier of belt do you have access to right now?
Thanks guys for all your help
mk 4 belt mk 1 pipe
I susually save a few hdds for bauxite unlock yeah 🙂
get mk2 pipes unlocked 🙂
should be trivial at this point
Because you can be building multiple refineries instead of just one
Mk4 belt is 480/min, so that's your limit on incoming bauxite
my bauxite im transporting across the map on a 120 node
Overclock your miners
Always always ALWAYS overclock your miners to 250%
ok
Unless it would exceed the belt limit
Mk2 miner on a pure bauxite node pulls 600
Which is a perfect ratio for sloppy alumina
this is my first time ive ever completed phase 3 so its like a whole new game up to this point...
Yep. So you can do it just fine with an underclocked machine.
Yeah if you do the math and you need 150% of the throughput of some specific building, you can either overclock one to 150% OR add a second building underclocked to 50%
Here's an example of an aluminum plant I made today https://cdn.discordapp.com/attachments/558721941410807812/1295137804682002432/image.png?ex=670d8e93&is=670c3d13&hm=2be0c31fd4e36a5cb1a467ef96242f9be7e65ceceb7ae5a7525b0589ef30c131&
This module is a blueprint
White is sloppy alumina refinery
Directly feeds the aluminum scrap refinery, which outputs into a wet concrete refinery
Yeah someone just helped me out with formulas... I'm not a smart man (forest gump gif*)
Sloppy alumnia + pure ingots simplifies alumina production soooo much
Yeah, pure aluminum ingot is a good recipe to match with this
Honestly if you're having issues with aluminum it might be worth taking a break to go hard drive hunting
I appreciate all youze help though, big time
@ashen girder
Yes.
I have the lower half of the map pretty well covered... I need to get the hazmat suit for some of them because the radiation fucks me up
You can either use slooped up constructors and refineries to turn animal parts into packaged liquid biofuel or buy turbofuel from the awesome shop to reach tricky drives
And smokeless powder in the awesome store gets you a lot of ammo for 1 ticket if you sloop the ammo constructor
Yeah really the only hard drives, sloop, and mercer spears i dont have in the lower half are because of radiation
Oh wow, you have that much and just got to aluminum? Impressive
Or rather, you have that much stuff this early in the tech tree
There are more drives than alt recipes so you're not gonna miss anything
i pretty much have all the tech i can unlocked.. including the depot
only need 23 mercer spears to compelte it fuly
Oh also, I'd recommend when making byproducts to use a smart splitter to overflow the excess, like so
I have a small question about logistics. I see a bunch of pictures with guides involving a bunch of machines with splitters in sort of a design like ++++ and I have to wonder how is that productive? Wouldn't it just jam up the frontmost machines and leave the lastmost machines needing recourses?
No, that's how manifolds work.
It does jam up the first machines, that's the operating principle
The 'jam up' just sends resources further down stream to be collected by the other machines in the manifold.
Isn't the point to not jam up machines for maximum throughput?
Imagine if the belts from each splitter to the machine had a maximum throughput exactly equal to the rate the machine consumes resources at. A belt leading into a backed up machine does exactly that.
if parts in = parts out and no belt limits are exceeded, it doesn’t really matter how the machines are belted up
It frees up slots at exactly the rate the machine consumes them, because that consumption is what frees up the slots
This is called a manifold and it works all the way up to the capacity of consumption
If your machines in the line need 600 resources in, and you feed them 600 down a manifold, they'll all be working
It just might take a little bit to start up
The only caveat is that manifolds will take a bit to get running at full efficiency while stuff backs up
simple - what happens when you send more to a machine that needs less?
But if you do your math right, the input and output belts will be moving at the same speed they would be with balancers
Works with fluids too. Here's a manifold of fuel gens:
First machine in the line is full
Last one gets just enough
I'm going to admit this does hrt my dumb brain. Let me see if I have a screencap of my current build that I'm going to dismantle since we just unlocked driller 2s.
As long as you're supplying enough input to = consumption, it works fine.
It is kind of magical watching all the intermediate belts back up while the net input and output belts move at full throughput with no interruptions
Okay so this is my current "all-in-one" iron factory - or at least before I fine-tuned it but the input lines are the same. Please don't kill me for this
Lol my starter factory looked almost exactly like that
Yeah there's two ways you can load machines. That way you're loading them is called load balancing, where you split the inputs evenly into each machine.
The other style is the aforementioned manifold.
Like this.
The only situations in the base game where balancing is actually necessary are for loading early game biofuel generators, and for dealing with nuclear waste
And train stations I suppose
Belts in Satisfactory can be hard, but there are two primary methods for getting items to where they need to go. Here is how they work and how you can use them in advanced scenarios.
If you're watching this, let it be known that I made a few mistakes which all of you helpful commentors have pointed out. Here is my follow-up video where I elabor...
Here's a video explaining the differences in more detail.
small nitpick, every means of passing stuff in a belt or pipe network is a manifold, then there are subclasses of that that evenly distribute or have other properties
I think I'll have to give manifolds because it's so much less painful to just add up machine input/output instead of having to whip out ms paint to try and balance stuff.
That's not a joke
I used ms paint.
We've all been there
haha, yeah
Yeah I'm just speaking generally. But you right
in general, building quickly and compactly makes using manifolds make sense
Might I recommend, Obsidian
Plus it de-spaghetifies a lot of stuff.
The other big benefit of manifold designs over balancers is that they're more easily expandable, since you just slap more modules onto the end of the line
It's a free piece of software for note taking and making stuff like this
GOD I NEEDED THAT THE WHOLE TIME
It's free for non-commercial use
i do most of my designs with sp.runesun.com, which gives you views like this:
I came here for copper and found gold it seems
caterium*
^^^that was just me noodling out whether the bolted recipes could be of any value
So now this means I can just create a manifold and add machines when needed instead of just raw balancing everything. Moreover this means I can MUCH more easily expand the factory.
Oh yeah and devising balancers that account for weird fractional amounts of buildings will make you want to kill yourself
yeah, you still have to heed practical limitations
manifolds can only be as long as belt capacity allows
It would if I didn't find a site with a balancer for that very thing.
So manifolds are limited via the travel speed of the belts, where currently it's 120/min, right?
For mk2 belts sure
Everything is limited by the travel speed of the belts tbh
Hence I said currently.
You could always add a second belt further down the manifold if you want
Still working on t4.
well, belts go up to 1200/min
I am working on t4 I don't got the big nyooms.
yeah, mk2 belts are 2nd most expensive belt in the game
Mk2s and Mk4s are kinda weird because they take a more complex resource to make
Most people just design around mk3s and mk5s
mk6's too, but by the time you get there you don't really care
Yeah steel beams and alclad sheets are so easy to churn out
Looks at dedicated R. Plate maker
Reinforced plate is easy to make sure but steel beams are even easier
Valid.
And aluminum, though a complicated process, churns out LOOOOTs of ingots
everything that you make from aluminum thought east lots of ingots as counter point 😛
Aluminum stuff is hungry yeah
So for the current time being, the manifold I could make with one Drill2 on a normal vein would be connected to... 4 smelters?
For iron? Sure
Right now you're more limited by belts than miner throughput
Iron and copper ingots have the same ratio
Eventually you'll always want to fully overclock your miners
Always overclock your miners to 250%
To pull out the maximum amount of ore
Unless it exceeds belt limit
You're generally always gonna be limited by the amount of raw ores you can draw out of node
Okay so rush Logistics 3 and then overclock the miners 3x to make a bigger manifold.
Pretty much yeah
Yeah. I generally design to the amount of ore I can pull out of a single node
not anymore as of v1.0
Well not at the end of the game sure
And the only real math I need for this is (Belt speed) / (Item smelted/min)
since i still have it lying around, here's my early game rip & rotor lines:
But a mk2 miner on a pure node can extract 600, which you won't be able to pull until mk5 belts
Correct yes. Or more generally (Input/m) / (Consumption/m)
Since you won't always be providing a full belt of things
I mean it's still better than... well
And fractions can be either overclocked or underclocked buildings
ultrawide?
1440p babyyyy
This is some serious spaghetti. Some literal linguini. Assured angel hair. Focused fettuchini
Thank you so much. This makes fixing everything so much easier.
weird, the ss is not 1440p lol
Yeah I didn't screengrab the whole window
ah ok running 3440x1440?
Yeah
nice gen set up
It's about to get bigger
This is only half of the production
I just finished the left half
The set of 10 blends on the right is making nitric acid for both the sets of 12
Damn. I was hoping to create a system where I could use a priority power switch to remotely disable the power to a satellite portal, so I could always just have one main portal at home. But you can't link back to a home portal even if the satellite portal it was linked to has its power shut off.
Yeah pretty sure you have to keep them on
Or else way the startup power cost again
I don't care about the start up cost.
I wanted one master portal at home, and to just link up to it on demand from satellite portals.
@limber cairn
I cannot post this in #satisfactory but this is what you want to do.
This guy gets it
Could you give some examples of when you would utilize a junction like this? Still learning ways to optimize and this looks basic yet interesting!
Most commonly used for recycling waste water from aluminum production
Scrap produces water a byproduct
Personally I don't bother to recycle it with a junction like this. I just use it to make wet concrete and sink the concrete.
The first and most common situation is ALuminum production
Where you have water as a biproduct in a lot of cases, alts ir no alts.
most people prefer to reuse that water in the production, rather than try and find a way to get rid of it.
Okay, I’m still early in the game on phase 2 of the space elevator so I still have a ton to learn!
You'll get there soon enough.
It's with oil that you start dealing with bi-products.
Buildings and recipes that output 2 things from 2 different slots.
If either one backs up, the machine shuts off and stops producing.
I still havent done my aluminum stuff but I am thinking on both reusing water as well as shipping it off elsewhere to be burnt off(Diluted Fuel mayhaps)
Yeah, I saw that watch Imkibitz currently let’s play with fuel packaging.
Im trying to utilize smart splitters in storage room to dump over flow into a sink to keep everything moving
I mean that is an option but seems like a hefty logistical load
Is there a general formula for items per minute througput knowing the length of a train loop? Bc I just spent 10 hours setting up rails for a factory(over two weeks) and was on the final stretch when I realised my quartz throughout wasn’t high enough neither my oil(i know fluid trains are less efficient but they also look super cool)
@edgy leaf can help you out with this
Ctrl F her comments in this channel to see the math above
doing math with blenders is so fun
Soon I'll be making 6 thousand fuel per minute on diluted.
Will make for a great power setup
ill be getting like 600 for mine
using the blender recipe
for turbo fuel
uses 15 per minute and makes 45
I'm using 100% of the oil on the west coast.
All to fuel.
Eventually for turbo and rocket fuel
But at least fuel for now
how many generators you got?
Haven't gotten there yet.
I got the blenders down but pipes aren't hooked up yet.
What's the fuel burn rate again?
That'll be 300 gens on regular fuel once the project is done then.
hell yeah
i just got 2 pure nodes of oil max overclock
and then using some petroleum coke from the plastic and rubber refineries
I got sick of being in the dune desert and went all the way to the west coast for this
And aluminum.
But I am using the oil in the desert for plastic snd rubber
im getting like 540 per minute from it
i made a steel factory over the weekend making 1560 steel ingots per minute using like 14 impure nodes max overclock
down in the grassland
what do you think of the aluminum blender alt?
I haven't gotten it yet.
I am doing a train megabase so logistically it is only hooking a few pipes into a train station
it basically skips the bauxite refinement. just puts all the shit in a blender and you get aluminum chunks
I have never seen anyone use it
im gonna try it
Huh
Fancy.
But like.. does it have a poor return on scrap for bauxite in?
its fine if you dont mind using sulfur
idk i havent done the math yet
It is tempting only for the reason I don't have to the refinery
im still doing turbofuel in blenders and thats a whole other thing
Ooh, it uses sulpur. Ok.
Yea every one says there isn't enough Sulphur as is lmao
im gonna be getting 1800 turbo fuel a minute from 40 blenders
doesnt even use coal and its like 900 Sulphur a minute
is 6000 silica/min decent
too much
i did the same with 600 sulfur+900 crude - numbers worked out nicely at that size
rather straightforward build if you clock things intelligently
i designed it as i did so that i could stick a blender on every output line to convert it to rocket fuel when i need more power
also, something of a trick i did was have all the generators clocked down to 83.3333% which means when the time comes for rocket fuel, the same number of generators will burn the RF at 250%
i needed 192 generators for it, i think for 1800 tf, you'd need 288 generators
lol we havent even unlocked rocket fuel
thx for the tip
check my math on it all plz, i'm citing numbers from memory
yeah i probably will when i unlock it
its not a hard unlock when you start making aluminum
been using a lot of powershards
me too, i have most of the map cleared of slugs
i made a point of doing a mark & sweep through each biome really just to explore and find new stuff with the release
and a lot of alt recipes, dont remember too many in early access
yeah, i have all of them unlocked at this point except for the last traunch of t9 recipes for dark matter
yeah we're like halfway through t7
most recipes haven't changed too much except to become less annoying
also alot easier to get now
yes and no, gaming the recipe unlocks is different now and harder
It's not really hard it's just time consuming
the recipe pool really expands quite a bit with both steel and oil
that coupled with the fact that the alloy unlocks have been pushed back into the steel teir of unlocks kind of stinks
If you don't select the recipes then they can't roll again
And now they added a scroll bar so you can have more than 10 sets waiting at a time
You can also save-scum the reroll if you want to
yeah, i'll figure out how to break it all after this playthrough i'm on 🙂
But a recipe that's waiting for you to pick, can't roll again on a hard drive scan or reroll
So just sit on the recipes you don't want and scan new drives
i know, but oft times i want those recipes, lol
very few recipes are bad now
what i'm still scratching my head about is fine concrete
i still gotta make blender and refinery blueprints
can you fit fuel generators in a bluprint?
yeah, they're 2.5x2.5
so 4?
if you don't want pipes or wanna do janky clipping, sure
nah i have an idea
you can do all sorts of things where you stack them in between each other's smoke pipes, etc
it just isn't worth it imho... you want every consumer on a pipe manifold to be at the same height
The only BP I make for gens is adding a wall connector on their power plug so I can daisy chain them, and sometimes adding power shards for overclocking
so 2 clean?
this is my generator bp i have a complementary one w/o the pipe for the other side
Don't you need to reconnect the pipe?
of course, you're going to need to run down the line and connect the pipes anyway
i might not use blueprints for gens then
here's what it looks like after building a bunch
it saves you some time for the power cables and setting clock speed, possibly in placing the pipe junctions
wait you dont have 4x4?
*2x2
i wanted them spaced out more than i could fit in the 5x5 bpd
i even did it in 4x4 xD
(altought that looked horrible)
when it comes to anything pipe related, i don't like crunching things to make them fit
pipes take the space that they're going to take and i don't compromise on that
ive done my fair share of crunching
i'm truly done playing the 'pack-it-in-there' game
in u7 & u8 when the bpd was new, i did it and really got tired of being forced to build a specific way
yeah, you can't do that in the 4x4 bpd anymore
not in the bluprint lol
where would you guys build a mega factory pretty much gearing up for phase 4, tiers 7/8/9? I need an absolute metric ton of water
in any event, i haven't been using bp's too much
good places: eastern, western, northern coastline; blue crater, lake forest & crater lakes
be careful on the coastlines, you can't place water extractors past a certain invisible line that is well before the kill border
sweet thats kind of what I was thinking... run a train along east to northern through all the factories spread out, other train routes going inside for goods
it looks like water out there, but it actually is really just void
im probably going to need .... 100-300
also, don't forget about the water wells, they're good for ~1500 water each
ohhhh yeah forgot about them, I mapped out from what I want to make to the resource needed... except water... just figured as I go ill be grabbing.
now its time to explore new stuff, figure out lay out, numbers ish are done
brain wrecked
the coastlines are great for it all (including the swamp)
but with large water builds (eg nuclear), probably prudent to prototype the extractor placement b4 doing anything else
havent gotten there yet
i've painted myself into a corner a few times by building the factory before the extractors 😄
just laid out propulsion, pressure conversion cubes, super computers, cooling system, turbo engines, radio control units
oh shoot really? what happened? realized you needed way too many?
got creative with janky placement and piping
eek, how far off the coast is said "void"
but there's also weird stuff like along the northern coastline, there's this invisible hump in the water, on one side of it extractors sit a meter or two higher on the water
odd
its a real SOB if you placed some bp's above where the extractors go and the hitboxes collide on one side of that line
the game won't let you place a bp or extractor with overlapping bounding boxes
build from scratch or move location?
that's the type of stuff that after 10 hrs of factory building you really want to ragequit when you discover
100%
i've done both, but have gotten pretty wise over time at thinking that i should do lightweight prototyping as a starting step
alum factory right now not getting enough coal in one of the refineries.... went back down the line and saw one lift mark 4... 600 on belt.... so going from machine down entire thing lol
im an idiot and going to go crazy... probs way way way too much for me, but at least its an insane goal
always a party, lol
im not sure if it helped, or made it more difficult running through what i did.....
i'm right now slowly working towards 90 hmf/min in blue crater
so. much. concrete.
oh crap
i was going to do 50
but realize i dont think i need that many
so picked 30 mainly for fused frames
they're 1:1 with FMF & PCC
already have a starter doing some for storage. good there. whats pcc
pressure conv cube
ohh pressure
yeah yeah noticed that, which is why I think 15/15 is ok?
or i mean 30*
you need them for pasta
pasta, besides being a p4 & p5 elevator part is needed for singularity cells
i guessi ll get there at the end... and if need more ill just build a solo factory for it lol
cannot change what i did now lol so shhhhh
let my future self be mad
yeah, i'm thinking 90 hmf may not end up being enough
i'm wanting to build out a full nuclear with ficsonium
but the singularity cells are also used as portal fuel
idk exactly what my plan is, just know for now i'll probably need the 90/min of hmf i'm building and probably another hmf factory of similar size somewhere else
shoot
im so far from that, it may give me something to do at that point once this stupid idea is done lol.
are you teleporting yet?
I think I'm going to stick with 20 singularity cells a minute, and try to remember to always unlink portals behind me.
ok so..... my belt has spaces between the coal... 600 on 780... which id assume is normal.... not sure why this system isnt feeding the machines
Mathematically, which is more resource efficient(resources per megawatt) -Nuclear or Fuel power
Fuel. There's a lot more oil on the map than uranium.
And it requires far fewer advanced products.
Now that rocket and ionized fuel exist, your only limitation is building the fuel gens, and the space that needs.
for turbo- and rocketfuel the limitation is more about Sulfur than Oil anyways
Yeah but that only matters if you want to use all of it.
still turning 270 oil, 380 sulfur/coal and 400 nitrogen into 1000 (or 2000 with 16 Sloops) Rocket Fuel feels a bit insane 😄
I recently got 4 uranium fuel rods a min and 3x250% reactors and feel like it was that much simpler
Store it cuz I didnt unlock particle stuff yet
I put like 15x industrial storage for it
Two 600 oil nodes
How many of them megawatts
160,000ish
Flush it or a box of shame
Rocket fuel sloops so well that the value of nuclear is diminished pretty hard.
I am still working on an idea how to make 480 Fuel generators look good 😉
is sulfur really still the limiting factor?
you can sloop nuclear fuel rod production too
you need more sulfur than oil for turbo/rocket fuel... and there is less sulfur than oil on the map
Rocket fuel goes up way faster than nuclear though.
Hmmm
A giant Borg cube
not sure I believe in the look of borg cubes on the ground 😉
I have built too many (small scale) of them
Put it in the sky
'''We are the Borg, you will be assimilated. Your biological and technological distinctiveness will be added to our own; your culture will adapt to service us. Resistance is futile!'''
not sure that math holds up anymore, 12600 oil should only take 8400 sulfur to make it all into tf for a total of 14x1200 = 16800 TF
Hey all. Do gasses behave the same way as liquids? (the bottom pipe is filled first)
depends on the recipe...
Nope. They don't need headlift.
you can trade between oil and sulfur a bit with normal vs. turboblended fuel
So I can't make an overflow pipe with gasses, I guess?
i was thinking blended tf, the other recipes use more sulfur of course. when converting to rocket fuel, you do get back some compacted coal, i'd be surprised if that doesn't make up the difference
Not really no
i do not believe that works, no
it makes a difference... with the 1000/2000 RF plan, you need 280 sulfur instead of 380 when you sloop the central blenders
its also sort of moot and academic as well with the converters
so it becomes 270 Oil, 280 Sulfur (and coal) and 400 nitrogen => 2000 RF (for 16 sloops)
Converters still are limited by SAM.
a few more sloops in the Nitric Acid production might also reduce the Nitrogen
There are gasses in the game?
yep
still.. 480 Fuel Generators.... 😐
in game terms: gas = liquid without headlift limit
What kind of scary endgame is that for
e.g. Rocket Fuel
I am merely working on my aluminum still
well, you should be at about the point then that you start needing nitrogen
also rocket fuel and ionized fuel are gases
Gases are easier than liquids
Not in Aluminum tho, I only need water, bauxite and petroleum coal for my aluminum productions
except coming out of a fluid train car 😄
No headlift issues and they only need pumps to direct flow.
Also iirc some people said fluid floor holes can cause issues, but I never experienced that so like, what?
They do
They randomly reset headlift.
It's an old bug they supposedly patched out, but uhhh
1.0 !
sometimes a pipe through a floorhole doesn't connect properly and you have to find and rebuild it
same thing can be said for conveyor lifts
just easier to visually see with lifts
That's a different issue
Am I lucky then or smthn?
Floor holes work fine sending fluid DOWN, mind you
It's pumping up through them that you'll find issues.
chances are that you just build things in an order where the issue doesn't trigger
Tbf all my floor holes have one-segment pipes and those have pumps on both sides as well.
when it happens, you just delete & rebuild and things work
That's not super great when a flow interruption causes your power plant to shut down
So I just don't bother using them for critical infrastructure
that's why you create small failure domains.
Well I am trying to not kill my power grid, it didn't die since biofuel era
But once I have to get particle colliders that may change...
you're fuel plant shouldn't be one set of machines pushing stuff into one fuel manifold, but sets of machines all independently supplying different sets of generators
Uuuh
my fuel plant for instance is partitioned into 8 (almost) separate parts
All my power generation setups are obscenely small compared to what most people build. In early game I lived on 4 coal generators.
All the way till Fuel Generators.
Then I put an entire impure node into basic fuel
i can take down 1/8th of the plant and it doesn't break my grid
I mean I overproduce anyway
Building power is easy with rocket fuel
I have 200GW and I'm using like 30
i might argue: too easy
Ficsit simplifies it for you to build more
We need Water to Steam conversion instead, and then recondenser Steam engines to reuse water.
or because they wondered why no one ever builds in the blue crater 😄
And literally any generator
I built my plastic and turbofuel factory in the blue crater
Yeah I am yet to train there
And then it might be extremely inefficient for my trains to go there due to sheer distance
My train highway goes all the way around the perimeter of the map
My train ends somewhere along the red line I just added
But starts near the northmost oil
And the 5 or 4 pure iron nodes
That I turn directly into iron ingots fully
Some day I probably will upgrade it with water
can we replace these pumps with valves now on an input priority setup? https://i.redd.it/iz92xbojhic71.png
my alumina setup is killing me
even priority setups can fail easily if your facility block at some point
better don't mix waste-water and fresh-water at all
If only mk3 pipes existed...
I even seperated fresh water from scrap water and it's still clogging up
Or more diluted fuel?
then you have trouble with your ratios...
see here for more tips https://satisfactory.wiki.gg/wiki/Alumina_Solution#Gallery
Or just feed it into a separate machine making aluminum scrap
Anything but recycling it back into the same machines
I'm using this setup and I've clocked 2 out of the 3 sloppy alumina refineries to use exactly the amount of water that the electrode scrap is outputting
the 3rd refinery runs on fresh water
does the simulation in remote places possibly shit the bed when the player is not around?
feeding back into the same machine can be an issue... I think the wiki solution uses a "ring" of two groups of machines feeding into each other
No
The issue is that the system requires a delicate balance and precise timing. If ANYTHING goes wrong, it backs up.
Sometimes it happens quickly, sometimes it happens 15 hours later.
The best solution imo is to just not mix the systems.
Am I correct in thinking it's possible to feedback the compact coal from rocket fuel production into making more turbofuel efficiently?
That's what I'm doing
such that you get around 20% boost to your turbofuel, and can in turn make more rocket fuel?
or does the feedback loop eat itself?
How well would train water reuse go.
One train takes normal water and ships it into aluminum production, and then theres a train that takes out water that refinement gives out and the train can have two stations it will take the water to, back to aluminum or somewhere else if that is easy? Idk how well the trains are here.
Why would you use trains for this?
It is brain-achingly complex to think about the third loop of re-using the resource produced by a feedback loop into itself... but it MIGHT work?
I use trains for everything
(just do water-intense things near water eh)
Four of these are feeding water to...
Is it that bad of an idea?
...two of these. No fresh water involved.
Random thought I just had, but.
If slooping, could you make more water than you put in out of bauxite refinement?
not using any here though
So I can remove water from my alumina refinement by having 1:1 ratio of water use and production?
At the cost of a limited resource...
And 4x the power consumption sure
I may do it for the funny
Power isnt a real issue now that I have 3xNuclear(250%)
It aint 160GW from 1200 oil a minute but it is power.
Yeah I just don't like having byproduct stall a production if I can help it
Adding extra points of failure in a logistics chain just adds more chances for something to go wronog
No stall in a 1 to 1 ratio... but I have to add initial water to have it start to begin with.
That may be an issue...
This sci-fi scenario gave us a space elevator, cargo drones and quantum tech but no simple drain. Instead it has to be elaborate sinking workarounds 👌
Me when I cant sink uranium waste -
They gave us the almighty toilet
Manual
the SW oil coast can be fully manipulated into over 6200 rocket fuel apparently. Over 600 fully OC fuel gens. Exciting.
How many GW
450
Damn
I want mk3 pipes so bad, adding too many pipes feels dirty to me.
I was just saying that
M3 pipes make so much sense now
600 is a massive constraint and pipes are way harder to stack than conveyors
1.1 when
It's not always bad
Factorio vibes but pipes instead of belts
so clean
Dis my Oil to ThatPurpleOilThingLiquid setup, only got 600(1 full pipe) ready for now
Once I get home I will be adding another 600 and shipping it out by train, then, some petroleum coal for my electrode alumina
any way to calculate how much fuel my drones are gonna use for a roundtrip?
or rather just how much per minute i need
The game tells you their fuel usage rates once they've made a trip (but other than that idk if there's a specific formula)
i'm still looking for a table, from what it was in U8, 4 battery base consumption per trip and then 1 battery per km traveled iirc. how that maps to other fuel types, i'm not sure
yeah not sure, my trips like 1.5km and using rocket fuel its ~3.1 per minute
so ig thats about correct
well, the takeof and land animation is about 30 seconds per, and the drone should be flying with rf at 37m/s
that should be an rtt of about 100 seconds
so if it is the same as batteries in terms of consumption, that would be 3+4 batteries/trip or 7/100s
7/100*60 = 4.2/min
not far off but not very close either
I don't see anything wrong
hold on let me get a clearer picture
though I don't completely understand the fluid dynamics in SF
this one sucks
how much are the fuel gens consuming?
depends on what you feed them
Looks like fuel may be OC
it looks fine, but you should keep in mind that the more generators you put on a pipe, the wonkier the flow will get, so i like to keep my fuel manifolds pretty small
make a blueprint with the generator turned off
connect them to fuel and power and they will fill up if everything is filled up there will never be a problem if u did everything right
you have to turn them on one by one manually
what are the tradeoffs between the turbo electric and pressure motor alts?
the wiki used to have some analysis and from what it said, pressure uses a lot less resources. I always questioned its analysis though
i loove turbo electric
this one ranks pressure above electric, if thats anything to by
you can make turbo electric without the need to tap into nitrogen gas
But because you're setting up fused frames, cooling systems, and turbo motors around the same time, I've never found nitrogen to be a difficult requirement. With slooping, turbo pressure in particular maximizes motors per RCU via slooping conversion cubes.
Yeah, but it’s also a stupid list, @patent lily
nah its pretty objective, its just a subjective thing in the first place imo
its not always the biggest efficiency is what u wanna pick
here's a side-by-side of the tm recipes where i kind of drilled down a little:
Lists like these are very bad to go by because alt recipes don’t exist on a vacuum
It doesn’t know which of the resources are simpler for you to get or use
And it doesn’t take into account every other recipe along the process line
yeah exactly its a case by case scenario but in a vacuum they show whats most efficient
what are you slooping? just conversion cubes?
if you ignore pain in the ass logistics, this is a pretty solid thing to go off
Also the turbo motors themselves.
like me personally i just use turbo electric and dont even think abt it because its so simple, but if you cared aobut it you might pick the pressure one
Logistics are 90% of the game and work
And location and logistics + every other recipe you use makes other resources have different values in dif situations
Trains my beloved
at the point of lategame - endgame i personally just dont care and conveyor every resource i need
but in early game yes picking the most fitting recipe is my biggest focus
is there a trick to belting a mk3 miner on pure node?
Logistics are why I don't trust "objective" alternate recipe lists like the one just linked, because they generally don't take into account things like map layout.
what tool gives you this?
1200 is tempting
That’s not a counter to ‘ the lists are pointless and make people think some recipes are better’
it is sp.runesun.com
you can only exploit it at phase 4
i mean im telling you explicitly that these lists show whats objectively best if you have the means and dont care about logistics (like me at a certain point)
like i said theres definitely plenty of people who wouldnt care about that at all and just pick whats most fitting but it has its uses, so "pointless"
Except it also doesn’t take into account how people value different resources
Even if you go ‘of you don’t care about logistics’
In a game about logistics
the thing you really care about with turbomotors is nitrogen & aluminum
‘Some people don’t care’ is also not an argument
how is this not an argument? youre the one fallaciously saying "in a game about logistics" as if limiting yourself to nearby resources is the only logistic in the game
I'm making supercomputers and turbomotors but no fused modular frames, let alone pressure cubes yet. Turbo electric allowed me to do that but cubes are next.
i feel like youre just tryna disagree for the sake of disagreeing lol, ive literally given explanations of why these lists can (and explicitly not always) be useful
holy cow
yeah
I just worked backwards and made individual tabs
id never be able to follow that whole map
i already rebuilt the phase 2 factory so that I have everything for the next phases
Anyone understand train logic I can't figure out how to have my train choose which path to take?
how i do things is i work backward from what resource nodes i wish to use
i did unlock everything up to tier 8 with semi automation but now i want a full factory
they always take the shortest computed path
you place block signals facing in the direction you want them to take
so if you want right hand traffic remove the inner signals
like this, remember the signals have arrows when you put them on the track
@patent lily thanks that is working, altough I was hoping to figure out path signals so it could go left or right
you don't need path signals in that case
just make sure the trains are shorter than the blocks
need no but want to because it would be cooler and to learn the signals yes
i believe what you're asking is the train will take the path to get to the station so if you had a station on that other path, then it would go left or right
so say straight (left) is back to "main base" then the green (right) path would turn off somewhere else
if ytou select that station it would go that way, pending the order you set
I'm looking for the trains to reserve either the left or right path and the other train to choose the other path because one is reserved
if you're using multiple you can with path signals but I believe benji explained the arrows to pick which side?? cant have them just randomly pick etc, gotta map out with path and blocks
if i understand correctly
im more worried why the game is playing some foresty christmas music while im in a cave
with enough somersloops (about 6), 30 leaves / minute gets you 1 GW of power when converted to packaged liquid biofuel. right?
30 leaves = 30 biomass = 30 solid biofuel = 40 liquid biofuel = 80 packaged biofuel = 1000 MW
why is my train going left? isn't the shorter route straight?
i'd be interested to see the math on that for critter bits-> biomass, lol
1 hog hide = 200 leaves
1 hog = 800 fuel i think
stations are treated as extra distance to pass through, i forget what the weighting is
where is the train going?
if you want to force it to the right path a path at the intersection and block on the right
wait so the arrows dont mean anything?
the arrows are just for you
wow... this entire time
trains DGAF about arrows
I just ran the Tool, using the entire continent's resource to make...... ~21 Ballistic Warp Drive/min
....alright, it gets crazy at the end
haha wellllll shoot just proved my stupidy even more
I blame the game
every arrow means something in the game except these
?
if you ride a train with autopilot you will see that the signs change shortly before the train passes if they dont show the direction the train wants to go :D
also when dealing with signs.. I wish they would label which color is what... make it a lot easier
could you rephrase what you said
i will pay attention next time, havent even noticed too busy feeling like im at disneyland
@pastel obsidian
i can
if you have an intersection with a path signal
it does change at the moment the train passes the junction if it is in autodrive mode fwiw
where do I add the block signal
wherever you want the train to go
