#math-and-meta
1 messages · Page 217 of 1
I know they can. I just hate making them. 😂
i don't mind the new high-tier mobs, i just kind of feel there's too many of them and once your in end-game, it becomes a drag to kill them
the game needs something like a BFG9000 that is just so over the top, one-shot and done
Right, the two crash sites on that rout ehave a bonkers amount of mobs.
I mean. There's solutions for that, and it's only in a particular part of the map.
IMO what's missing is a weapon that shoots nuke nobelisks. Make it cost trigons and a singularity cell.
DU Ammo for the rifle.
And then it doesn't do ballistics, it teleports the nuke to the spot.
Maybe add a superposition oscillator as part of the recipe.
idk if a nuke rpg is the solution, but just something that ends up being the easy button when you're past the endgame
My proposal would also be glorious for exfoliation.
if HRA had been buffed instead of nerfed...
HRA was nerfed? I always preferred turbo anyway, but that's weird to hear.
well, you have the nukes for that
in u7 or u8 damage was nerfed because it was 'too good'
Nuke nobelisks are kinda unwieldy though. They're definitely still the fastest in the end, but a T9 grenade launcher with the aforementioned cost wouldn't be overpowered at that point.
which was dumb imho, it litterally is the hardest ammo to make and like it isn't all that homing either
that's a lot of hot
spicy spicy.
i'm kind of bummed that there isn't any penalty for making nuclear super radioactive anymore
I've been playing with peaceful mode on. I've done that since I stopped seeing johnny the jetpack hog
What do you mean?
What do you mean? I mean since you can have hover pack and rad suit, it's just changed my building style.
before everything was walkable.. now, I'll go back later and make it walkable.
oh man im dreading the day i go nuclear
ill have to learn how to /loadbalance/
terrifying stuff
Load balancing nuclear isn't hard, you don't need to load balance everything if you're trying to avoid radiation.
i think shes saying that now that u can have hoverpack and rad suit at the same time theres not really a penalty for building very radioactively anymore
i never looked at the numbers tbh
in the past if u built radioactively it forced u to walk or suffer.
and i kinda agree, irradiating ur factory should maybe be more detrimental
I always just used inhalers when flying around my U4 nuke plant. It was only barely load balanced. Damage isn't that strong until you're right next to a container of spare fuel rods or something
I mean, if you know what you're doing.. and you build your factory correctly, it doesn't matter if it hurts. add a few walkways here and there and call it a day :p
back before u6(?) you couldn't where the radiation suit all the time, and as such, you had to keep your nuke builds pretty un-radioactive
i was in tunnelrats world once, it was a total slideshow but i could stand directly inside the nuclear factory without taking any damage because it was all load balanced
before hoverpack* now.. kind of the same
load balanced to avoid radioactivity is kind of.. preference, and manifold nuclear setups do take a bit of careful planning to get running smoothly.
btw, balancing nuclear isn't tough, it's a matter of clocking things to be able to be split with a single splitter
all the recipes accommodate that if you math it out
Yeah, encased cells to uranium rods to one nuclear plant works nicely.
before i got wise, i was doing stuff like 5 way splits and just realized you can turn 5 into 2 with overclocking
will the drones still move to another port if the current port is clogged? say I wanna deliver iron plates and return smokeless powder, will drone fly here and there 24/7 no matter the load, or will it still wait for its full unload before taking off with another cargo?
it will wait for a full unload.
so I'll either have to sink the excess, or produce the exact amount consumed. got it, thanks
or have two drone ports
the drop off and load feature of drones was more or less intended for nitrogen transport
btw, how do u handly transport?
i feel like a full train of uranium might defeat the point of loadbalancing the factory
but also, its easy and itd be funny to have a train of death driving around the map.
i haven't built nuclear yet in 1.0, in past i transported via train or just built in the swamp as a u600 build
at one point i had started on a max nuclear save and was doing a combo of drone and train
hm, i might go with drone and fuel them with plut rods
bootstrap the system with some ion fuel i load manually
this uranium node is always tricky to get if you don't have trains running through the pink forest - you can either run a train from the gold coast (red) or drop down the uranium from a cave access above the quartz
i really wish they had left the swamp node normal and that one was made impure
btw, do u know where i can read the bot commands?
like, for searching thinks on the wiki or for seding the modding server invite link
!help
Just to be sure again - for liquids (like oil), will it be better to transfer them by fluid car, or to package and use freight car instead?
well, better is to not move them at all
packaging them allows for more capacity than fluid cars, but that doesn't take into account empty returns
What do you mean? Just load empty canisters and bring them back, what's wrong with that?
packagers kinda suck
but fluid trains also suck 🤷
Life is pain. Be productive anyway.
fluid cars hold 1600 m^3. you can fit 3200 packaged into a solid car, but then you still need to return the empties somehow
also when in doubt
dont use pipes
!help
doesnt work :/
Why do packagers suck? Was using them all this while with zero troubles
it shows me the dyno commands, not the satisfacory commands
yeah, looks like generic bot help for the bot framework, idk
Just slap a second wagon for loading empty canisters back? 🤔
you can, sure
yep. i tried asking in the main chat but someone keeps insisting thati should just use the / commands and that i can easily see them in the list which.. no dude, it doesnt work like that.
because needing 10 packagers to make 600/min is insane
i guess it isnt so bad anymore with powershards but still
2 fluid cars for 3200 or a empty and full canister car accomplish the same thing
fluid trains are good imo
im transporting 600 oil per minute with one fulid car
i think thats a good number
so, cause i'm not overly into trains, my autism doesn't run that way, i've gone heavy into drones for 1.0 now that the fuel is much easier to sort out
or you do 600 canisters + 600 oil = 1200
Can't say 10 packagers is a lot - they only take 10 MW, pretty small and you trade the space they take for increased per-wagon throughtput
i'm still running them on batteries and ahve like 30+ ports using batteries
is it worth me bumping it all the way up to plutonium rods?
i don't like using fluid cars, the buffering silliness you need to do sort of always makes me nervous, and the coupling of fuel power to train lines can be disasterous
u need to do the same buffering with solid cars
cause, in order to do that and not radiate the world, i'll need a central airport
can't hurt if you got em and aren't burning them
ah yea, with fluid trains vs pipes its a different thing
but fluid trains vs solid trains, fluid trains win imo
the throughput is basically the same and it takes less infrastructure
in general, think twice about transporting stuff for power over shared rails
i mean, its exactly the same unless you use twice the amount of stations
yea im just talking about packaging and unpackagin fluid for solid trains vs just using fluid trains
Speaking of trains, dont add too much time to the time table 
Locked up my game adding too many 9s by accident
and im pretty sure fluid trains are just objectively superior unless you have very very weird constraints
i think it's point of preference
i'll use fluid cars to move fuel for fmf's when it makes sense
so you're all just train nerds, fair enough
although there is an exception to the rule with nitrogen that compresses 1->4 so you actually get 2x the throughput by packaging
this is too many 9's
yes i corrected the wiki on the formula used to calculate train throughput 💪
yes nitrogen is different
why would u do that
it'd be a dull old world if we all liked the same stuff, and i don't like trains, but i'm happy you guys do
thats literally the higlight of my life
Why wouldnt you?
or 4x if you're moving it for turbopressure motor or to make packaged rocket fuel
because it makes the game freeze :)
90% of playing a game is seeing how you can break it
i suppose
there are jobs that do that
can you write math equations in there? it works in the 'n' calculator
something like 10^10
no bot does math here, no
write the busy beaver numbers 🙂
except for laura 😛
zyranex was talking about inside the train stations and in the N calculator thingy in satisfactory
i mean in the train ui
I think the saddest part is that the music is still cycling but my PC has winded down 
lmao
i'm sure there's a bot somewhere that fetches pics of taylor swift's underwear, lol
shit, now i want a discord math bot
!math 600/22.5
with ai stuff nowadays theres discord bots that can generate any picture within seconds
oh hey, why don't do 600/min pipes?
its really weird, midjourneys main way of eslling their service is through discord iirc
good point, i was just thinking of something silly
YAY it crashed on its own!
cause they dont work
you just sometimes get 580/min
they work perfectly fine
no log thing for bug tho 
zyranex is just scared of the glory of pipes
is that for all? fluids and gas?
i just hate ➿
its not, u can get 600/min. pipes are just wonky
even when you do sub 600 btw
actually not sure about gases, i think they are fine?
i had the same issues i had trying to push 400 through a mk2 pipe that i had trying to push 600 through it
pipes have always been wonky, fluid mechanics is just straight up funky
so saying "just do below 600" is bad advice imo
yes, its all witchcraft.
ZyRaNex is just being a little overdramatic, when you push pipes to 600/min, sometimes you run into problems with manifolds stabilizing
ye its simplified
"dont do manifold with 20+ machines having supply and demand of 580+, assuming you feed from above"
but thats a bit too long for a nickname
the issue is ALWAYS a lack of pumps. find me any system that doesnt have math or vip issues and i will fix it with pumps.
you can easily do 20 machines consuming 600, feeding from above or from below. u just need pumps.
tl;dr, be ready to debug them if you push them to capacity and count on some fussing
id rather do 2 pipes than 10 billion pumps
well thats my point. you get the same issues below 600. at least i did.
i have a pipe doing 400 and i get the very same issues.
its not that bad if you feed from above
then its fine for 550+ imo
yall are tempting me to do more science to prove u wrong... dont tempt me to do science
at this point we need dark witchcraft to unravel pipes
i had issue with this pipe before downgrading the sections after the split to mk1:
to be fair i actually havent tried just spamming pumps
but then again just not doing 600/min is just easier
(wasn't a pump problem)
like people just arbitrary go for 600/min turbofuel or w.e. even though it costs 450 oil
in any event, i use mk1 pipes wherever i can get away with it
again... i get the same issues below 600
"just not doing 600/min" isnt sufficient
but if you can plan for 400, 600 or 800
then id suggest making 400 or 800
or 600 with 2 pipes
I know one of my sections in my fuel setup ended up being 1200 on the dot in the middle, we will see if I get any issues 
not sure what u mean. i have everything below 600 except the oil pipes because they're being filled with 600 from the source. i still got issues
you can see that thats true in my scienge ™️
but you have issues because you dont feed from above
does that setup feed from below, straigt or above
i think the points being made are (1) pipes in the game are complicated and hard to understand (2) some configurations of them don't work very well and (3) because they are hard to understand, there's a lot of old-wives voodoo wisdom about sacrificing goats to the junction gods to build them in such a way that they work
below.
So fun fact, it crashed generating the commas for the insane number 
when i did one test side feeding i observed similar behavior, just less pronounced
btw, i love that with a few sloops, i'm turning a ton of creature remains into a lot of diamonds, like a shit ton of diamonds
diamonds?
coal
yes
dont do that
are u using biocoal?
yes
thats.. thats not how it works. ugh
sorry if that's a spoiler
Sloop all the process and you get a TON
its literally not how it works.
each remain into 2 protein, each protein into 200 biomass, and well i ran out of sloops to do the coal
it is though
you get more sloshing if you feed from above vs from below
from bellow you can have issues with 400
from above you dont until 550+
i've gotta go sloop hunting again
if it was "sloshing" then headlift wouldnt fix it
and like i said before, the same issues appear when feeding from the side.
but feeding from above is just free headlift
Sloshing and headlift aren’t necessarily related but they can be
why do so many people pretend we understand how pipes work. unless u can explain to me why i need 370 meters of headlift for raising up water by 8 meters i wont trust you about anything in regards to pipes.
if my math is right, each animal remain turns into 11 diamonds
The issue with long manifolds of liquids are more complex than that
well form my testing (and many others) feeding from above is way more reliable
thats beside the point.
it is /more/ reliable, but still has the same issues as feeding from below. just less pronounced
yes
the less pronounced is 550 instead of 400
i'm staying on the sidelines, but i honestly don't think either of you is completely correct
You don't lol you placed the pumps wrong
when did u hack my computer and look at my saev files to find that out
No I just know how head lift works
Maybe next we can discuss how placing more segments on a pipe prioritizes it
it doesnt, i tested it.
And see who has an explanation for that
bro not even CSS knows how headlift works
valves deprioritize it tho
Ah we did more testing then?
If I had to guess you probably placed to pumps vertical but there's some other things you could of done
i did some testing and couldnt get the priority to change no matter how many sections i added
Did we figure out if viscosity is still a thing?
afaik last update was that its not used anymore probably
Yeah you're not wrong the exact physics aren't know but we do know enough to say that situation won't happen if you build it right
i placed them horizontally
well, for my 370 meter test i placed them vertically but that doesnt make a difference
It 100% does I've never had a vertical pump work right ngl
I don’t think headlift is what causes most issues unless you build your pipes all willy nilly
well the only one that worked was the one with vertical pipes so....
And horizontal pumps are unperfed but work in general
I have plenty of working pipelines using multiple verticals lifts
Just don’t place them on the snapping point that shows the headlift limit.
with 10 meters of headlift the efficiency was at 42%/41%
with 20 meters of headlift the efficiency was at 71%/74%
with 50 meters of headlift effciciency was at 97%/89%
with 370 meters of headlift efficiency was at 100%/100%
how do u explain that?
Snutt:"as far as I know from 1.0, however there's one thing where people are complaining that like when they're putting up setting up certain manifold setups with pipes they're not getting the full 600 throughput and a lot of people are always going like oh it's a bug in the game probably they'll fix it and and since we don't like fully understood the problem we've always been like oh yeah we'll look into it and and see if we can fix that, and we have looked into it and we've sort of concluded that it's it's not a bug it's like it's just the system does the way it's supposed to, "
"we don't like fully understood the problem"
xdxdxd
https://archive.satisfactory.video/transcriptions/yt-COJV4Ubn1Ac/
Xdd
past tense, they understand it now
yea ive watched htose videos and they infuriate me
the more i learn about pipes the less i understand them
Can they just make pipes supply constant fluid over X distance please
just tell us what headlift does please
The simulation is really not fun
that would be belts, not pipes
Just make pipes belts
i want to know why i need 370 meters of it. i feel like thats the very core of the issue.
yup
turns out writing fluid simulations is hard
Headlift lifts head
reminds me of that video about german:
this is a flammenwerfer, it werfs flammen
this is a sturmgewehr, it gewehrs sturm
Without the save file I honestly won't try too, with it I probably could figure out but maybe you have gods wackiest setup, but while a barely use pumps unless I literally have to anymore because how they just are weird but that situation 100% is avoidable
this is a headlift, it litfs head
I wish a flammenwerfer would werf flammen at these pipes.
No I’ve seen the set up. It’s just straight pipes.
No wackiness. All business.
the only "wacky" thing about it is that it bottomfeeds
Try changing it to top feed see if it helps
I suspect there’s a weird mechanism with junctions and they randomly reset headlift.
🙃
why would i do that? its a testing setup.
i built it for the express purpose of understanding pipes, its in a creative world.
To understand if bottom feeding is the issue or not? Like the literal point of testing
No to understand why getting full fluid flow requires 10x the headlift you need to go up the distance
ye that has to be it, that they somehow eat headlift
thats also what tugboat got from his testing
but it could all just be working pressure doing weird things
Pump the water above and then top feed see if you can use less head lift to get even higher to top feed?
im not trying to fix anything.
Like you don't want to test a possible way to understand head lift better that's on you but don't call it unexplainable magic then
This is kind of a fruitless discussion when people jump in without context
have you tried replacing all your pipes?
maybe theres a mk1 pipe in there
The testing environment demonstrates strange and unintuitive behavior from junctions
Junctions include pumps and valves
They’re considered junctions in the code
And so my hypothesis is that there’s something weird with the interaction of junctions and headlift
So piping systems with fewer junctions seems to work more reliably
people see "pipes", just barge on to regurgitate advices they themselves don't understand
Wizards throwing random things into the potion yeah
Thus far the most reliable thing I see pipes do is generate online discussion about how they work
goats & cowbell
you can substitute goat for vip and loop for cowbell
it's great about filtering people who actually know things about pipes
which tbh
is probably zero
All I know is that css is using floats instead of doubles for their pipe variables and I don’t know why
The real thing to know about pipes is they are stupid and idiots or something
Like. Why.
It's funny
hm thinking more about the top vs bottom feed
i wonder if this would make it more stable
having extra headlift from the fluid coming from far above and letting gravity be the headlift
(also i suck at 3d painting)
i just use them how they're described to work and place pumps where they need to go 🤷
is it possible to get 10k silica pm
yeah
build a water tower
thats just 0lauras testing setup then
Head lift for a system is universal so yeah gravity head lift works, I always try to source fluids from high up as possible to avoid pumps and I run into basically 0 issues anymore with fluids
there's about 12k of quartz on the map, even base silica recipe converts 3:5 quartz->silica
awesome
because my aluminum factory needs an extra 10k silica pm
Pure aluminum ingot tho
are trains the only way to ship dark matter residue?
having you considered not doing that
wanna see my factory
pipes
or turn into crystals instantly
it just acts as a gas and has high throughput so it handles badly
imo just instantly turn into crystal
(i was idly curious)
12k aluminum pm
300 less than whats possible before tier 9
im gonna leave like one node untouched
gonna really touch the rest
did you like, steal all the bauxite?
yes
there is 12k bauxite on the map so dont need silica
ok
there is an alt recipe that doesn't need silica btw, and it's so good
yes but i didnt unlock it until after i had done half of what is in that ss
sloppy + electrode + pure is 1 to 1
dont need any silica
he's looking to max things in interesting ways, and needs more than 1:1 conversion of baux->ingot
for every bauxite i get 1 ingot yeah
without silica
with silica
are you using sloppy alumina solution and electrode scrap?
nope
welp
all base recipe
i didnt have any of the alts and didnt know about them
already gone to far to turn back now
sloppy+electro or instant scrap make the best baux->scrap yield
i mean base silica only needs 6000 and there is 13500 on the map so youre fine
yeah
they're equivalent in baux:scrap
will also be cool to watch my train network suddenly become very busy
what's the preferred turbo motor build, cause honestly the OG one looks simplest
just whether you want to use oil or sulfur+coal to make it
pressure all the way
except for the bloody RCUs, they are a pain in my ass atm
it depends on how many you need
idek how many trains ima need
likely more than 1
idek if drones could work in this system
if you're doing a cheese box factory for building mats, default or electric is easier, if you're trying to squeeze out resources for a max-world style playthrough, turbopressur saves a ton of resources
https://www.satisfactorytools.com/1.0/production?share=ko0mWkxOjELiRdtvhPNK
can someone doublecheck my math on how much plastic and rubber i need?
according to my math i need to produce 22709.24 plastic and 9181.76 rubber, right?
what are you slooping?
ye seems right
do we think this would be a functional design for a fluid freight platform buffer running 600/min? 
okay nice, thx
wanted to have someone else confirm it before i spend a bunch of hours building it
wait youre not making singularity cells for portals?
fair
im close to halfway done with my aluminum factory
i think there is actually an issue with using the large buffers on train platforms
won't even be able to turn it on all at once due to power constraints
wiki says that industrial fluid buffers are needed "for max potential" for a fluid platform
https://satisfactory.wiki.gg/wiki/Tutorial:Train_throughput
The actual in-game throughput of a Freight Platform can be calculated if one wishes to be that precise. The most important variable in this determination is how long it takes a train to do a complete round trip, called Round-trip Duration (RtD). This is measured between the first and last departure "choo" at any single station on the route.
Afte...
though it's down at the gallery which could be outdated
perhaps, i'm just going by what i've heard around the chats
thats loading though not unloading
i've used the small buffers successfully a number of times
the image in the gallery used shows them going into the input, my setup is using the input as well
oh i thought yours was unloading sorry
uhhhh im a bit confused, it says it can make 7183.62 explosive rebar per minute but... it hsouldnt?.
when i add expolsive rebar and set it to maximize it says it can make 7183.62 for some reason
why would you ever need that much explosive rebar ._.
i dont, thats the issue.
i want to turn all the oil left in the world into explosive rebar
but for some reason the calculator thinks it can make 7000 per minute, when it really shouldnt be able to
i have the convertor recipes disabled
i'd think the limiter would be hor
ohhh, it takes oil away from other things to make more smokeless powder
max is max
how is it a bad choice if it leads to most desired result? 😛
greeny! does the calculator change which recipes to use as it approaches the limit?
wrong metric 🙃
in this case i agree with greeny
thats the whole point of copying the number you get into items/min so it doesnt use maximize
it doesn't really "choose recipes", it treats the whole problem as one big graph and finds path(s) through the graph that lead to the desired result
12600-12562.4 is 37.6
one explosive rebar takes 0.75 oil
37.6/0.75 is 50.13333
but when i enter 50.13333 explosive rebar into the calculator it says it doesnt use up all the oil
without explosive rebar
with explosive rebar
yes it probably changed some recipes
it changes the recipes of other things when adding new things even if no limits are hit?
if i enter 57 explosive rebar it does hit the limit
and if i enter more than 57 it stays at the limit and starts taking away oil from other things.
well, it's most likely due to some byproducts produced somewhere being used in a different way
might be trying to keep its resource usage as balanced to the weights as possible?
or the added thing costing some raw resources or whatever
adding expl. rebar might increase oil consumption -> it tries to decrease oil consumption elsewhere
if there's only items/min requests, then it optimises for raw resource consumption (resources weighted by global appearance)
this is without explosive rebar vs with explosive rebar
oh does maximise not work off global weights?
have to duplicate this 20 times
yes. but it shouldnt take into account other things being produced unless a limit is hit, right?
that wont take that long 😄
uGh it reduces plastic usage elsewher.. but how. and why.
@edgy leaf top is without rebar, bot is with
it just uses recipes that dont use rubber
gonna blueprint the pipe and junction thankfully
it doesnt rememeber the old solution, it just optimises for the current one
hard to tell with the gigantic web of lines, but I'm pretty confident it finds the "cheapest" solution based on the input parameters
ooh, i think i know whats going on
explosive rebar also produces polymer resin
the polymer resin can be turned into rubber, allowing it to produce less rubber out of oil and thus more explosive rebar
thats why with just 37.6 crude oil the max is 50.1333, but without its more
it doesnt change the recipe, the polymer resin just frees up some other oil, it would be sunk otherwise
stuff like heavy flexible (wait wat) adhered iron plates, insulated crystal oscillators are WP optimal so they are used until you hit a resource limit, in this case crude oil
you can see the other resources like quartz or iron go up a lot more once its capped by oil
if i set it to also produce 25.067 polymer resin then it would produce 50.1333 explo rebar
yea but that should only happen when it hits the cap. it does only happen when it hits the cap. in this case it can make more explo rebar because the byproduct frees up oil
not because it changes any recipes
56.3114197 is roughly the limit i can produce
kinda a wonky number
opinions fused quartz crystals?
oh wtf its worse than pure
pure recipes being amazing for resources but being dogshit for power and to build 😔
yea but fused is also shit to build and takes more resources
it hsould give better yields
wtf fused is only 1.5/min higher throughput 😭
literally can't think of a reason i'd ever want to do that unless i have no power (why am i making quartz in this situation) and i hate refineries
or rather 0.666 coal per quartz crystal
kinda a useless alt
i mean, unless u have a bunch of coal and no water or power
i have a fantastic idea for how to get power in this situation
i GUESS fused is unlocked earlier..???
thank god i have an earlygame way to make all that quartz crystal i need in phase 2
true but still.. refineries dont come much later
*fused
i know, just keeping your infallible record intact 😉
thank u
fused doesn't seem very good imho
the one thing it is nice for is good numbers on default oscillator
i think it is more of a 'only have x alt recipes and don't want to do more hunting' sorta recipe
i mean if you have a coal node nearby that you wont use otherwise 🤷
yes, but it should at least be a bit more quartz efficeint than pure
because pure only uses water and quartz and water is basically free yk
which the estute cartographer will note that nearly all quartz locations now have a buttload of coal nearby
even if it just has a ratio of 0.8 instead of 0.7777
same with pure being better than alloy for iron/copper
not in terms of copper, right?
whaat, its better even in terms of copper alone?? wtf
in terms of copper
oh youre right they are roughly the same for iron
but ye water free, copper not free
the downside of pure is not the resources its the logistics
pure still wins. overclock it til the numbers are nice.
if you count the copper, yeah
imo the logistics is easier because water is everywhere
or dont use pure and just get another node
and or bp your refineries. and use pure :p
pipes < belts though
"dont use pure" funny joke
iron alloy is seriously now one of the best recipes in the game
yes
fused copper is insane, because theres a lot of iron/copper on the map, so you dont waste time setting up water extractors
and it makes copper alloy good too
eh alloy
until you need all your copper, and don't want to use trains. :p
but you dont
you can beat the game using 10% of the resources on the map
u can beat the game using 0.000001% of the resources on the map
and even a NASA pc is gonna have 5 fps if you use all
u can beat the game just by hand mining
i've barely built outside of grass fields
i may or may not be planning to do that for my next playthrough
clearly we have different definitions of beat sir.
no because youd get bored before youd finish
i /could/
not quite. fmf's kill ya on that
oh yea i forgor about that. u can beat the game completly without miners or portable miners then
I'm liking plastic ai limiters though.. it's nice
they needed an alt for it
fused quickwire + recycled loop for plastic + plastic ai limiters.
but you didnt
most people that beat the game have gone for something achievable
dont have data for 1.0 yfet but 4/4/1/1 for early access was BY FAR the most ratio that people went with that actually beat the game
because building too big factories stops you from progressing
don't like that it takes plastic, but i'll deal 🙂
im saying someone could technically beat the game without miners or portable miners
people have beat it without splitters, lol
insanity
google 'low%'
but im not those people
so i use alloy instead of pure
in general, the alloy recipes are superior. the exceptions are caterium-heavy builds and those that make gobs of pasta
what's great about the AIL alt is getting rid of the steamed sheet. i hate that recipe
whats AIL?
ah, i just like that it uses oil
can't massage it into nice numbers for anything i've tried though, lol
its generally not recommended to use valves for stuff like this because they are inaccurate, only 8 bits of precision
you could try using a variable input priority junction
ah alright then..
the vip stuff meaning it will take priority water from the bottom pipe right
yep. its in the plumbing manual from mcgalleon which is in the pins and in #welcome
dont do that
run some of the refineries on the recycled water alone
that way the "fresh water" refineries always run and the "recycled water" refineries use up the water
well im assuming they already have their stuff set up, in which case its easier to just add a VIP
yeah, that's the most reliable way to go about it
yeah.. i didnt think of the byproduct
so i only use 3 refineries with max overclock taking 500 water each
ive had my aluminum setup running with a VIP and it never failed
separating is just running a pipe in the middle, its not that much more effort
i don't buid it like that, but I also take measures to make sure alum doesn't stop. ever.
you need to potentially build more refineries to clock them correctly
dont underclock them
the whole point of the setup is that the refineries use up extra water
they cant do that if they are underclocked
but ye you might have to overclock 1, or add an extra one
not sure what u mean with dont underclock them, but yes, its possible u need to add more refineries, which is undesirable when something is already built
thats why i first recommended the vip junction. it just works and doesnt require them to rebuild anything
why do u need pumps in vip?
cause vip is black voodoo magic
because fluids are really fucked up and pumps kinda make everything work
i assume coz it can flow back?
nonono, that would be too simple
LOL
pumps dont stop backflow, nothing does
well idk how to make the vip with my current setup
things u have built infront of the junction could cause issues and the pumps kinda "reset" that
at least thats my headcanon
route, intended to be used in the grassfields
this is my aluminum build. there's no valves, no vip, no mk2 pipes and it just works™️
or you could do that, yeah, i guess 😄
so i just replace the valve with pumps maybe?
its possible that u have a vip junction withot knowing it...
This is the way. No VIP fiddliness, no figuring out separate production for wastewater.
i dont need a valve either
this design with a smart splitter is water negative if too much is supplied
meaning it will temporarily use only refineries on the recycled side, starving the fresh side of bauxite, resulting in the pipes getting less and less water
so even if you somehow end up in a situation where your buffer is full, then it would just burn through that buffer until it is empy
i have every line of production isolated and it feeds off of its own waste water to get the 900 pm that it needs
i don't think so, but someone would have to explain to me how a vip works for me to say for sure 😄
300 going in one end and 600 going in the other
i dont really see how thats relevant to what i said
this is for the "not sure what u mean" part
this here is a vip junction:
it prefers the left side over the right side
valves are on 600 right
yes
yes, but how does it work and why?
if u turn the right side on first, let everything fill up and run and then turn the left side on the left side will take over
if u turn the left side on first , let everything fill up and run and then turn the right side on then the left side will keep running at 600, right side will be at 0
it may or may not break when reloading the save ™️
xd
ive had two designs that are similar break upon reloading the save. not all of them did, just two out of like 5.
I have a feeling that even the devs don't fully know why
its impossible to get the right side to have priority over the left side while the game is running, but for some reason they can maybe switch priority upon reload
tldr dont do a VIP
they are unreliable as fuck
dont do this kind of vip. the real one is perfectly reliable
inb4 it depends on the cardinal directions
my aluminum production lines
nope, i tried all cardinal direction in different places, same result everywhere
i did consider that so i tested it.
if you put yourself in the mindset of a dev, they make a code change to pipes, there's probably a handful of saves they load with specific things built in them that they test. you build in a stupid simple way that a dev would have done so to test and you'll not have problems, lol
this is the vip junction that failed
right side has priority. its literally impossible to make the left side have priority while the game is running. but for some reason when i loaded back into the save, on one of them the left side had priority
Goodbye object scanner. You've served your purpose.
i tried everything to make the left side have priority while the game was running, literally impossible
what if u need berries!
guys
"works for me"
doesnt mean that you should suggest it to other people
my spaghetti base and pipe abominations "work for me"
doesnt mean you should follow that
btw, is there anything you can flush that does anything special?
I don't think so
its not just "works for me"
i isolate it and test it thoroughly
i gotta try the gold cart and cup
i also got other epople to run it on their computers to test if osmething was funky
all i know is that ive have seen atleast 10 persons try a VIP setup and have it fail
ive seen people try to seperate fresh and recycled water and have it fail
its easier to follow a setup that you understand though
compared to pipe magic
its easier to build a bit of pipe magic vs redoing ur entire aluminum plant imo
my general feeling is that pipes work correctly when you keep stuff stupid-simple and math correctly
i just fed mine back into itself:)
but how simple is stupid-simple?
but they dont...
how is overclocking 1 refinery, in some cases not even that, redoing the alu plant
sometimes thats not possible.
if all are already overclocked fully then u need to build new ones
this convo gives me impression that the pipes are geared perfectly to the devs' playstyles and no other playstyles
i will say that i spent hours if not days trying to figure out in the u5-u6 era why aluminum always hovered around 95% efficiency for me
if u already have an entire building built around it and stuff then that will cause issues. or if you're very space limited
1 max
if the numbers work out then you dont even need that
adding a VIP junction is easier than rebuilding a factory to seperate fresh and recycled water
that's when i got wise and started building it using mk1 pipes 😄
imo all this stuff about mk1s is jsut superstition
we start making up weird things because we dont understand the system
like for instance vips?
vips work.
except for when they dont
until you reload a save
🤔 if most of the problems for 600 being not possible is from flow fluctuations
doesn't buffers have an incredibly important purpose
the funky design from tug, yes. not the design thats actually recommended to people
even the funky design is better tested than saying "use mk1"
so this?
https://youtu.be/ZwO-F82sYE4?t=260
because it failed for him
From trivial to sophisticated, here are four different methods for recycling byproduct water in Satisfactory.
For completeness sake, I will say that there is a fifth method: Send the byproduct water to a different production building (e.g. a refinery on Wet Concrete or a coal generator). I did not include this in the video because I wanted a so...
oh well ill just rebuild the factoiry
i think a lot of it is cargo cult thought
thats not the design im talking about and that video is... questionable
same
yes.
most of it. thats why im doing research
there's a lot of variables that we don't have good ways of measuring
so 1 refinery to 1 refinery right?
same thing irl. tahts why we isolate variables and test for them
like framerate does affect pipes. that's why the mk2's often have problems
thats why you do the handling with solids using a smart splitter instead of with pipes using junction magic
it also affects mk5 & 6 belts
is this correct @prisma kraken
watch them for a while and you'll see holes
didn't snutt say that they fixed the bugs related to mk.2s and that if your mk2s aren't running properly it's very likely a skill issue?
"skill issue" is an understatement
i don't think snutt knows everything
he often prefaces such statements with things like 'to my knowledge' etc
i mean of course not but what he said was quite explicit that coffee stain is confident that mk2s work correctly now
Clips for the September 17th, 2024 Livestream originally streamed on https://www.twitch.tv/coffeestainstudiosdevs
Reminder: This is an unofficial channel, support requests should be directed to https://questions.satisfactorygame.com/
#math-and-meta message
"skill issue" as in the whole coffee stain studio thought it was a bug for 3 years and just recently understood the inner workings of it
thats the devs...
he means something else with fixed
there was a separate floating point error from 1.0
@prisma kraken does the extractor only need 300?
https://www.youtube.com/watch?v=FAC7G6JVXcE this is my coolio aluminum lines
🎥 Made with Moments from @SteelSeries #ForGlory
then besides the floating point what would be a bug causing mk2s to not work right?
in my design, here's the numbers... needs 180 freshwater:
each line of mine needs 600 fresh and then the waste water is fed back which is 300 because the whole line needs 900, and someone who had helped me alot with this whole project told me to overflow the pipes so i did
you can adjust things as needed for the other aluminum recipes and the design works too
water hammer
water bouncing back from inputs due to machine inputs being full in or full stop, resulting in a wave going back from the machine resulting in >600/min flow, which cant happen so it gets capped, limiting the setup to ~550/min
this is the "skill issue"
its not technically a bug, as in the water simulation is running correctly
its just unintuitive af, and very hard to diagnose and more a quirk of a overly complex/realistic fluid simulation
in such cases, looping the pipe often solves the issue by creating a network with double the capacity
keyword often
beans
as in use 2x pipes at 300/min
or dont do 600/min pipes
to late
Do 600 pipes.
Sometimes 300s need looping anyway
Not even a skill issue, just the ability to have tidy pipes
i hate mk1s so much
a looped 600/min manifold is just 2 300/min pipes feeding from each end, its not rocket science
but if this issue were so common as to make mk.2 pipes useless then i think it'd be far more well known and CSS wouldn't be okay with players using 600/m
they caused me untold suffering
i keep pipe networks as small and simple as i can and prefer the mk1's
that video is the bane of my existance
they are not useless, they still work at 550/min
I specifically mean at 600/m
they dont.
it did not work at 450/min for me
You very often need to loop mk2s at 550 xD
btw, you also run into problems with belts at their max capacity
"if we do fix it and make it so that like this doesn't happen then fluid dynamics might change quite drastically for pipes throughout the entire game because then they won't function the same way because like that aspect of pipes, that's an aspect of like how fluid dynamics have been designed for the game so if we change if we're going to fix that we have to change how the fluid dynamics works and that can drastically change how other pipe networks are set up so like potentially if we do change it so that that doesn't happen that can actually change a lot of like existing systems, so so that's something that we are like delving into and and sort of trying to figure out how we want to tackle that "
also they are LITERALLY thinking of changing it
if the simulation hiccups, the belt doesn't have capacity to 'catch up'
They trivialized everything else why not?
‘Oh no, people can’t make bullshit pipe shapes and refuse to do it any other way’
making some edits for readability would be very nice if you're using quotes in this discussion
i dont think its easy to simplify though, fluid mechanics are really fucking hard (solving navier stokes still has a bounty 1million dollars) so "simplifying" it isnt really a possibility
ye im just copying from the transcript sorry https://archive.satisfactory.video/transcriptions/yt-COJV4Ubn1Ac/
it's a game
RL study of physics uses shortcuts all the time
it's fluid in a confined space
They’ll make one way pipes or something. The only real thing because the issue is that fluid is bi directional
the fluid simulation in the game is a somewhat realistic approximation of real fluids, just take it as that
a puzzle to solve within the parameters of a game
It’s just that shorter pipes have fewer points of suction so they are more stable
i think the moral of this story is that the way pipes are implemented into the game is kinda shocking and the amount of information kept from us and unexplained mechanics with 0 tutorialisation is absurd
and you solve it by not doing 600/min
Or just loop it xD
loops never worked for me fwiw
ye honestly a ui description would go a long way
also the fact that its way less pronounced in mk1 pipes, where most people dont even notice it
do keep in mind that mk2 pipes weren't in the 1st iteration of pipes in update 3.5
the fact that valves have imprecision in their limiter that makes the mechanic totally useless is ?????
Pipes in the game are like a jenga tower
They can tolerate a certain amount of bullshit before they collapse
A loop won’t fix your pipes if the rest of it is wonky
most of the problems you have to solve in the game do actually have a way of building with mk1 pipes, just like the 8 coal gen problem
well oil extractors output 600/min
but ye a lot of it can be solved by just seperating into momre pipes
or the tower is already collapsed to start with?
I can reliably run pipes at 600 and not have issues,
Including bottom feeding.
You’re doing dumb things with your pipes
i'm guessing you never have framerate problems
yeah that's what my thought process here is. if coffee stain knew you couldn't get 600/m consistently through a pipe, oil extractors wouldn't output 600/m and nuke plants ESPECIALLY wouldn't be able to go up to 600
i'm off to solve some problems in my dreams, tc all
the really funny thing to me is that I'm doing the absolute dumbest way of feeding my aluminium water byproduct back in and i've somehow had no issues for dozens of hours
its even worse because it only happens in long manifolds
so nukes are fine since its a 50/50 split not 95/5
oh, does water hammering only happen in long manifolds?
direct feeding can work? it's just not a reliable solution
i am doing cursed things
probably not. But hte bigger issue is in a long manifold machines suck fluid from the centre causing back flow
the longer the manifold (for example ones that have more fluid) have more points of instability. That's where the loop comes in
well its a constant 50/min or something sloshing back
so if the pipe goes between 250/min and 350/min then its not an issue
but if it goes between 525/min and 625/min then it gets capped at the top end to 600/min resulting in throughput limitations
length doesn't really matter, frequency of injection and drainage is the cause
people are also bad at noticing when their fluids are misbehaving in my experience.
its easy to see if you just look at the pipe on the first manifold junction
it goes up,down,up,down etc.
definitely much harder compared to belts
The other reason I use nuke nobelisks. When you kill hogs faster with them, they can't clip into the ground and you lose their remains.
fun fact:
yellow is fluid spawner, pink is fluid sink, green is perfect 600 flow, brown is any flow below 600
for some reason the left one gets perfect flow and the right one doesnt
it sometimes drops down as far as 200/min
kinda funny right?
(both work at 600 if u add a pump)
obviously, because you toatlly need a pump for this
oooh interesting
i wonder if the junction makes it slosh back but the pipe end doesnt
what happens with this setup if made into a manifold? is the unconnected junction the root of all evil?
lmao wtf.
adding a loop made it have 600 flow literally everywhere, even in the loop???
add a turbine and you have infinite energy
pipes make my brain hurt.
my understanding is, the left splits the flow in half, half flows into the segment, it fills up and then half backflows to the junction cancelling out
the right might have that weird segment of pipe split by the junction and I suspect that is part of the issue, see if rebuilding that center brown pipe between junctions changes it?
i placed the junctions first and then placed the pipes.
ok, thats fun, can you mess with the sink so its barely less than 600 and the pipes will fill? e.g. 599
the pipes being filled makes no difference, ive tested that multiple times
i'm doing my own testing on the fluid buffer setup i posted earlier and it's very interesting watching it work perfectly with mk2 pumps and mk1 pumps are unable to push enough fluid
and as your probably working on the engine level, can you visualise forward and backflow to make sense of the why?
im not working on the engine level, ive been using mods
what are you- ah
but now im switching over to vanilla. its more effort but i feel like people wont believe my findings if i use mods
no no, this is useful
nah I believe there is shenanigans, its more to try and pinpoint the why
ill do all the same tests again in vanilla
yea i'm kinda begging for proper results from your tests
is like debug cheat tools in factorio
e.g. does the left behave the same in all rotations
pipes need to make sense!!!!!!!!!!
doesnt matter what items come out of or go to, it just matters what the engine does with them.
or as a really really dumb thought,
does the behaviour change by rotating the junction?
I assume the game has a preference to which way to teleports fluids through a junction
genuinely ????? at the fact that these pumps in this scenario can't consistently move 300/m fluid but mk2s can
it's not even filling the buffer and getting too much pressure or anything like that. the buffer is nearly empty and it's filling the platform
so that's plausible,if unlikely
yeah my guess is that only affected the model and hitbox
who knows, foundation orientation now matters for building rails inside blueprints 🤷♂️
Is going nuclear worth it, or is it better to just scale up fuel/turbofuel/rocketfuel?
more that programming wise, its going to have a bias 🙂
i like nuclear for being small scale for big power, But it's complex in comparison
right. It might because junctions certainly have an orientation. but it's hard to say if it genuinely has orientation-agnostic logic.
if it already has vertical orientation logic, it's plausible it could have world-absolute directional logic too.
but at this point it's probably smarter to look into reverse engineering the junction code to look for those quirks
modders might have better access to this, but while he can perfectly repeat testing then it might get results sooner
yeah debug cheat tools helps that
i dont trust them myself due to mods, i made blueprints to do the same thing in vanilla now
theres no debug stuff sadly. u can access the debug commands with cheats but they dont work, the debugging tools are stripped out in the final game or we dont know how to access them
btw yall, just as a quick sidenote to make sure i'm not fucking myself cause my brain is fried, if I'm transporting 600/m water in one fluid freight platform, how much trip time leeway might I have before I start running below 600/m throughput on the train
makes sense!
between 54 and 160 seconds iirc
i've got 1600/600+0.4513 = 3.11 mins time to fill on the platform but i'm too tired (and dumb) to know how long I have before I dip
oh jesus that's a scary throughput graph
you will need a buffer and feed in by 2 pipes or you wont get 600,
doing the math now, you want a train around every 2.6 minutes
eh, 54.16 and 160 isnt that bad, thats over 100 seconds of leeway
yea i've got a buffer set up
no, 2.6 minutes is too long. if u set it up for 2.6 minutes and its 4 seconds late u drop below 600
been experimenting w this thing for a while to make sure it works right
2.6 minutes is 156 seconds. after 160 you drop below 600
i suppose the play would be two trains each with wait until full/empty orders?
I just want to give myself enough leeway that any* possible congestion won't stop the fluid delivery
*any does not mean any level of congestion. that would be insane
is this channel new? havent seen it until now
its been here since mach 2019
hm, i'm trying to datamine and see if i can't find anything interesting about how pipes function and I've found a comment in the pump code that says pump pressure only accounts for the height of the fluid column, and it seems (take with a grain of salt) that both pump head and pressure are the same thing in the calculations, which is why the mk2 pump seems to work much better at pushing fluid forward even when not going up very high
if I'm understanding this right, a pump's pressure will probably stay the same forever horizontally, but once you start going up higher, pressure decreases and the fluid won't move as consistently
i wonder if gas has pressure modelled like this at all or if it ignores pressure due to ignoring headlift
my understanding is the game fluid sims work on headlift only, there is no pipe drag,
however there is some kind of taper off of flow above the max headlift,
e.g. full flow at 48ish, tapering off to 0 around 60ish
yeah, the code has specific variables for pumps to output the pressure they're designed for, and the absolute maximum pressure they can output
yes but for some reason 50 meters of headlift wasnt enough to push water up 8 meters
i went from 50 to 370 and it worked.
which is shown ingame with the UI
these variables are interesting: GetMaxHeadLift, GetDesignHeadLift, mMaxPressure, and mDesignPressure
idk enough about this to be able to find the values of these variables to see if they're the same, but it's possible that these are seperate calculations
also just as possible that the headlift and pressure are just the same thing with different names, but i can't really tell
how would i manifold that
looks like you could 1:1 that if you ahve 4 machines to 4 machines
one side is packagers the other side is unpackagers
speaking of those mods I found that the game has cheat fluid spawners and fluid sinks in the code, so it's quite possible the mods you were using simply let you build them
im unpackaging 1200 water per minute and packaging 600 water per minute
so 1:1 isnt really possible
could you not shard a packager? they then do a full 600 pipe per machine?
nope, a fully sharded unpackager does 150
or am I thinking of nitrogen gas
im so confused lol
im going full meta, metameta, metacubed
I think thats the reason they don't allow it
too op
too op and also excruciatingly boring
Is it infinite? Or does it just progressively double fluids until you run out of sloops? I think it still hits a limit, just an absurd one. I agree with the decision not to allow it.
its infinite if you have even one sloop, just gets faster if you have more
unpackagers can do 60/min fuel, if they took 1 sloop then you could get 6000/min fuel for free
ell, 6180 because theres 103 sloops
The sloop is the cost. You can disconnect the underlying resource nodes, but you're still limited by the number of sloops.
honestly i dont see why they wouldnt add it since it only gives so little
itd be fun if there was a long complicated chain that can give you lots of power if you slooop it
like, it gives you nothing by itself but with sloops it gives lots of power per sloop
say you have 60/min of fuel you'd only get like what, 30/min per sloop? thats not that much if you multiply it by all the sloops in the game
no, 60/min per sloop
if its a 1 sloop machine yeah
manufacturers are 4 sloop for 2x
counting it as a refinery for 2x in and out it'd be 1,5x for every sloop
Honestly, it might be more useful for doubling the empty fluid containers in some weird edge case where you're out of bauxite.
just double the bauxite, or the thing that uses bauxite
ok in the unreal editor the mk2 pump only has variables for headlift, so headlift and pressure do seem to be the same thing (which we pretty much already knew but I want to be sure abt how the fundamentals of these godforsaken things work)
there is a variable in here related to slooping. why didn't coffee stain let us sloop pumps
lol
turned it into a blueprint
i wish u didnt gain the items in stuff when dismantling it with no build cost enabled
now to find out if there is a directional bias 😄
holy fuck. not erally meta related but i just found this hwile building
if u paint a mk6 belt with megawhite it turns into a nuke
seems like a good match for my nuclear belts 😄
yep, flashbang blueprint 😄
oh no, it also happens with non mk6 belts in blueprints...
its being caused by the concrete in this pic lmao
I mean I don't see an issue 😄
somone is playing Shapz 2
that is promising, now is there an easy way for you to rotate the middle junction ?
im not sure what u mean
lol
hi, will a coal generator setup like this work ? I am not sure about the pipes
Maybe, if you overclock the water by 50% you can have one extractor to 4 generators makes it a lot easier
Someone will post the wiki article for the coal gen soon
i already have 1 extra just in case, am just not sure about how the water flows in this game rly, it feels weird
you normally want to spread out the water extractors
3 water extractors goes into 8 coal burners cleanly
!wikisearch CG
it feels a little jank but you can actually connect them up to different spaced out points on one long pipe that feeds into the burners
and you won't get bottleneck issues
does anyone have experience implementing a large recycled plastic setup using diluted fuel?
I'm wondering if there's a nice easy way to know how many times to go back and forth
I suppose if I look at the input numbers a bit longer it might become clearer
you can either go full loop, or more sanely work it backwards in stages
e.g. 3000 plastic out = 1500 rubber + 1500 fuel
I'll post the setup in #math-and-meta
what do mean
oh this is that channel lmao
@pastel obsidian are you familiar with this setup? you use the recycled plastic/rubber recipes with fuel to get a very large amount of one product
I am
so I start with 450 rubber, that becomes 900 plastic, then that into 1800 rubber, then 3600 plastic, but the numbers on the calculator don't reflect that
so I'm guessing it's not so simple
split the output so that 1050 goes back to the earlier refineries and doesnt leave the loop
in all honesty I would Recomend that you don't use the rubber for polymer as your seed for plastic but i love to try new things
I've actually done this setup once before but don't know if I got it perfect
so you have two setups not one
and yeah it does makes sense to have some sort of closed loop that jsut outputs plastic, but I'm not certain what the numbers are
using the polymer is just kinda nice since it's a byproduct of the HOR
one is polymer rubber into plastic and the other is recycled rubber into plastic
its very simple really
i find it easier than using polymer to feed
they are exactly that? you just have extra residual rubber
ive made some rather curious discoveries with VIP junctions
if u take the output from the bottom, it prefers the bottom input (in this case)
if u take the output from the side, it prefers the top one
I think I can work this without looping back, I just need to add up the outputs as I go and maybe take off some plastic in the middle instead of all at the end if necessary
I want to get this setup working with the polymer, I know it's simpler to not do that but this is what I want to achieve
You need to make 5100 plastic and use 1050 to make rubber
build it as a loop and just split off the output of some of the plastic refineries as the part that exists the loop
4050 is profit
well thats even more fun
alright thanks for the advice, I need to go eat food and maybe sleep, so I won't be tackling this just now
@pastel obsidian I think I'm going to go ahead and work starting with the 900 rubber and hope the numbers are as expected when I get to the end
i think u pointing out that I make 5100 total plastic helps a lot actually, that's twice the total rubber produced, which helps get my head around it
I think it will also help if I stop listening to the worst of goat simulator
I would thinkof it as two different systems one that uses rubber made from plastic and the other uses rubber made from polymer
50% makes the end product, 33.3333% makes the thing that you need to make the endproduct and 16.6666% makes the endproduct but for the thing that you need to make the end product
yeah
thats when u dont use rubber to feed it
so 17.5 plastic refineries output into rubber, the rest goes into my mouth
I think that simplifies it a bit, I can still have a loop just there's an extra bit of input from residual rubber
@dire shard what are you building btw?
the only thing I have to think about now is jsut belting it all around, because there's too much for a single belt
wonder if I should consider setting up multiple closed loops instead for simplicity
anyone else considering copper rotors just because the production rate and how it pairs perfectly with steel screws?
i used to say 'ew use copper on those?' but now i'm rethinking...
copper rotors are great
with all the ways to boost copper production i realize i have a lot more copper at my disposal than i used to think
that'll probably all disappear once i get to nuclear pasta tho XD
also i just realized how long you can run vehicles on batteries. i could legit just set up a truck stop with a container full of batteries and forget about it. hmmmm
it's 8 copper ore + some screws -> 10 rotors 😄
yeah the resource efficiency of it is impressive
just jam a steel screw constructor right behind it and you get a compact setup that makes a lot of rotors
a thought occurs to me, what the fuck am I gonna do with 4050 plastic/min, I don't even have mk. 6 belts yet I can't even fit that on 5 mk. 5 belts
do I need like 6 train cars to ship it about the place
:)
yikes i'm avoiding large central production as long as i can just to avoid logistical puzzles like that lol
why are you making it if you don't need it?
big number is big
damn that is a strong card
maybe 20 years ago lmao
needs to be in a deck that generates HP somehow, but good card draw
I have a big pure caterium ingot setup that can output a ton of quickwire, so I will make a bunch of electronics, there's some nice alts that use those two things and also it goes into computers and connectors and stuff
its really easy actually, just load it onto trains. trains are logistics cheat basically
likewise i have been doing quite a lot with the single caterium node in the middle of the rocky desert. making ai limiters and caterium computers with it but i still have like 120 ingot/min unallocated thanks to pure caterium ingot + fused quickwire being insane
people keep telling me this but i keep avoiding trains because it looks like a huge building project that i need to make blueprints for lol
eh, i just have a single little train blueprint
trains tkae a bunch of work, but they are great for moving lots of stuff around
well two, one for normal and one for t junction
I guess I can feed two belts into a big container and load that into a freight platform, so only need three platforms if it's all going into one station
tho the t junction one doesnt have rails built in
how far can a truck run on a single load of coal?
depends on driving style, terrain and such
still, very much depends
only reason i want to use a truck is simply cause i haven't yet
i could literally just drone drop the supplies in
truck uses 75 MW, stack of coal is 30 GJ, so at least 400 seconds
probably more, again depending on driving style etc.
ah fuck it, i like drones
unfortunately, any life-for-card-draw strategy not centered around reanimating this guy for cheap is suboptimal
the question isn't 'how far', but 'how much time does it take to burn'
the question was scrapped in favour drones like 30 minutes ago 😛
i should probably go check on my battery supply, i might need to beef it up
also, small side note: vehicles actuall have more range with coke, even though it burns quicker, it's 200 stack size provides more range
*than coal
i know i get more out of this game when i have coke
if i want to try to double the throughput on drones, i can't build more than one for a port can i
yeah, but you can build more drone ports
i ahve 2 drone ports for receiving coal to turn into diamonds
each port gets about 377 p/m
i know that the source is basically 2 full t5 belts full
those can technically accept as many drones as you need
so, i could built more ports at the source and send them here
my aluminum deadlocked again. im at a loss.
build it so that it can't deadlock 😛
but how? how can i bring it to use the rest water first and then the outside water?
separate fresh and recycled water
don't merge the fresh and waste
i had a similar issue for ages, turns out the bauxite was the issue lol
i have 420 reclycled and 180 fresh. so i fo some clock adjustements so it works then?
if you keep them seperate, yes. Just a matter of clocking
the first image were example ratios of the different recipes you can use
the 2nd image is an example of a systme. Blue line for fresh water ,red for waste
that helped a lot thanks. ill see how it performs now 🙂
that should be enough i hope, one port to bring in batteries and 2 delivery ports per single receiver on the other end
Yo I got a question for u r u good with fluids
Wild
this should split 1:7 correctly, right? (it wont be close to belt capacity)
Alright so basically
I’ve already asked u before about trains moving fluids but I decided I wanted to use Trains for a design aspect. Would it be possible to fuel everything efficiently with trains or is it not possible
Red square is where it has to go to
I’m using all those nodes 250% overclocked
I have no clue if it’s doable
the word "efficiently" has basically no meaning on it's own. Not sure what do you even mean by "fuel everything", given trains run on power
Sorry I mean like all the buildings r receiving the amount they need per min
Like the menu inside the building says 100% efficiency
sure, but that has nothing to do with moving fluids
Ah I’m just worried that ill make a train route but the buildings won’t receive everything at the rate they need
Like I know there’s a max that trains can transport and that pipes can extract from the stations and all that
you can build more trains, more platforms, more stations...
True I got one question tho is it possible to make a train only take a certain amount of fluid
not sure why are you pinging me with every message. Questions like these are better asked in general, not to one specific person
see, i fixed my power
Sorry just wanted to ask in case u knew