#math-and-meta
1 messages · Page 221 of 1
I did 300/m of each myself, and endgame goals were reasonable, using that production in a bunch of places across my factories
All depends on u
Indeed
Wait no u read that wrong
400 plastic 400 rubber 400 fuel
Which is alot more oil I think could be wrong
there's a certain set of alts that makes this possible
Yeah 400 oil input using the diluted/recycled cycle. So you think that's a really small amount?
I think ur probably able to use more
Oh yeah, I could use more, but I don't want to spend time building a massive refinery that I don't end up using half of
So I'm trying to get a sense of what's actually reasonable
Well u will prob use more then 400 of each but if u want to use less that’s ur decision
manifold nuclear is best nuclear
whatthefuck
are they like
floating in the air
the machines
oh nvm i see the foundations
Now if I could just get the recycled rubber and heavy oil residue alts... I've been trying to save-scum a hard drive for literally the last three hours with no luck.
not floating
It does, but you have to save before you start the scan
Bro ur crazy that looks like way too much work
So basically load the save, wait 10 minutes, see what you get, rescan it, if neither are good, reload the save, wait another 10...
can't you just cheat yourself all the alts if you really feel like it
to each their own.
I don't really want to cheat per se
Save scumming doesn't feel as cheaty lol
ah, double standards
it just cost you time.
time that could be spent looking for another hdd :/
but like, if you're doing other stuff and you're just idle playing factory, then it makes sense.
by any chance, those are non-overclocked...?
that looks like an awful lot of machines
everything is overclocked, even the reactors. 72 reactors at 200% to make 320GW
360*
hm thats weird my 600-700 GW factory looks like 10x smaller
I just wish they had fixed this...
whats broken
it's clean, no plutonium waste.
also, I've done everything on site from raw vs bringing in finished parts
so control rods, ai limiters, stators, crystal osc are all made there.
even smelting. but yeah, I really wish they would've fixed the ocean there.
Yah, different electronics, and also nuclear power
I’ll prob skip using it on electronics
I’m gonna have so much plastic and rubber
plutonium processing. uranium fuel rods can be made without silica.
nuclear power all the same tho
some nuclear alts use silica
I’ll use a lot of silica for alum prob
wwhaaa
I never bother with silica for alum. Always just go sloppy -> electrode
please don't ever use silica aluminum
I mean the ingots
you can burn all your quarts and get more :p
theres something confusing with my foundary setup, and i might just have to give up on it.
Rn it 'sort of' works, but idk how.
I give it enough iron, it runs low on iron.
I give it half the coal they need, they're all filled 100% with coal.
Its the twlight zone over here XD
i need 375.75 steel/min and i assume i need 250.5 iron ingot AND coal for that right? Using the solid steel recipe.
if you need that much aluminum, chances are you also need that much quartz
pure aluminum.
Gaze upon my works, ye mighty and despair, for my brain hath created this abomination unto man. But thou shall fear not, for it only maketh the bringer of death upon your hogs and spitters and stingers.
Doesn’t that give less
pure alum is just so much simpler, and easier to blueprint
no, because you can get 11000 alum from bauxite, minumum without sloops
electronics.
if you need even more than that, you need the quartz for something else
Oh wait isn’t it for diamonds or smt
Have to?
you can yeet silica entirely out of the supply chain if you wanted
Doesn’t plastic work
why not use quarts?
Cuz I have too much plastic
1/4 of my alum factory is complete, making 4800 ingots so far
once it's all built, I'll be making 19,200 ingots lol
the RCU is the only item in the game that bottle necks you from needing any crystal I'm pretty sure
I'll need tons of RCUs, maybe like 100+
What’s rcu
meh.. I just need a lot of everything..
radio control unit.
all of it's alts needs some form of crystal
Ah
I don't know the new 1.0 recipes off the top of my head but I don't think any of them forces you to use crystal in any way
using some quarts can make other stuff easier to produce.. what I don't know
Less quartz
depends what you're going for
RCS is best weighted out/in
I assume aluminum u have an abundance of
like the middle uses the least amount of quarts I believe but a shit load of aluminum
it's... not hard to get LOTs of alum
it's easy to run out though o.o
Prob better to use more of that then quartz right?
there's 11k of it on the map
eh, make one big alum factory and you're good to go
to run out of any resource you pretty much have to do a mega build, so unless you're chasing points.. I wouldn't worry about it.
maybe? it's harder to cut out alum than it is crystal.
again, you could build everything, start to finish, and use only a couple hundred quartz
there's lots of alum guzzler recipes though
12300, limits changed with the 1200 belt
Would imagine so
i think bauxite is the only ore that didn't get any map changes in 1.0
well, nitrogen is technically untouched even though they shifted the god well off to the side a bit
did that happen in 1.0 or u8?
Is that the one near the blue crater that's all pure nodes?
yeah
i kind of wish they had made the natural road that that was in the middle of a more gradual incline as well - tricky spot for routing train tracks
Today i learned something that probably would of failed me the FICSIT interview for not knowing.
Using correct tiers of belts and actually connecting your machines to your factory makes production WAY higher!
It also makes production work
need help understanding something to do with trains
is it actually possible to get the maximum throughput of 2 belts? (say 960/min with tier 4 belts)
because you’d need constant flow on both ends, but items don’t move out of the station storage when the train is docked which means there’s downtime
is there a way to get around this beyond just adding more train cars?
It's about 1.5 belts
Little lower or higher depending on the stack size and speed of the belts
Most people recommend doing one belt for saving yourself the hassle
More cars the more per min
it’s not the end of the world i think, i have a setup producing 960/min of several parts which are all just being transported by train
but i can just upgrade the belts at the destination right
Is it typical to run trains of all one thing? Different items per car and just have each train setup to visit different pickup/dropoff locations?
You can mix and match depending on your needs
I think so? Wouldnt that just be a simple long distance transport of items?
yeah do 1 belt per platform unless you want to do math. And even then you might get less depending on stack size and round trip time
1000 smart plating is made automated!
My first play though i manually craft those X'D
There is a formula you can use for the max throughout of one platform floating around and a graph
i’ll likely just do this
will be tier 7 soon so if i put mk5 belts on the unloading station i think that would probably work?
You should be all good
Now my factory is slowly working, is there a point to save ingots? Made a small space for storage for them, iron, copper, steel
It would be at both ends
Not really
It can be useful having a box of copper when you get aluminum first unlocked
This might sound odd, but out of curiosity, using smart splitters and other stuff, could we potentially create logical circuits using belts?
Most people use them for the overflow feature so they can sink the excess
It looks like Diluted Packaged Fuel and Diluted Fuel are more-or-less the same ratios, just that the former takes more steps?
Yep
I'm debating going the packaged route, but somehow design my refinery to be expandable later by removing the packaging step and replacing it with blenders to free up space for more everything else, but I'm not sure just how much space it'll free.
is there a good manifold calculator for the time it will take for the system to fully saturate?
Rocket fuel burns at 4.16667 per minute, which OC would that be, to get a clean 10 per minute? 2.4x is 10.000008 per minute, which I'm guessing means the grid will stutter every so often, because the generators slightly overconsumes?
I just OC 200%
72 Fuel Gens at 200% will consume 600 rocket fuel
36 Fuel Gens at 200% for 300 rocket fuel
For 36 fuel gens at 200%, I get 300.00024 consumed per minute. So same issue?
Iirc the game stops after 3-4 decimal places(?)
For a manafold, that last 0.00024 over, probably means the last 1-2 gens have issues getting enough fuel?
The data shows 4.16667 for rocket fuel, so it probably tracks that accurate at least?
3 generators burn 12.5 RF/min at 100%
6 - 25/min; 24 - 100, etc
Same thing with 3 gens, 12.50001.
I guess it depends on how it gets rounded. Keep in mind the 66667 is also rounded, and is actually 6666666 repeating into infinite, because it's representing a 2/3 fraction.
Guess its as easy as making the last gen in the manafold, a slightly lower clock, so you are slightly over producing and just accept it will backup.
Hmm, blocks of 72... That would make me have 288 gens here, since I am siphoning off rocket fuel for packages to make it exactly 2400 
Well, that's not quite right, x.16667 is not 2/3, but same idea with repeating decimals.
Fractions
Yeah and rocket fuel is 25/6
I guess the question is how many decimal places the game uses internally, even if it only shows three or four?
It should work ™️
Just double it to be sure
You can actually type 1/6*100 into the machine's % box, and press enter. It will clock it exactly as needed.
Since we build manafold, just keep an eye on the last 2 in the row. If the math is of, it will show as stutter on those two, once the manafold is full.
I just tested another way, if you hit N to open the search box thing and do "6 * 0.16667", if you add enough 6s before the 7, it eventually just says 1, no decimals after it.
Let's say you want a machine running at 33.333333%
You can type 1/3*100 into the % text box
That's interesting, I didn't know it accepted math operations
Yah, neat little trick to get the exact clock speed
I think it will still display the rounded number, but internally it's supposed to work at the proper speed
I'm debating building out my aluminum factory first, before my big oil refinery (got a very very basic one atm), just so I can unlock blenders and do diluted fuel right off the bat, rather than messing with diluted packaged fuel.
For sure, get the blenders and that diluted alt first
Just gotta decide on a location. I'm seeing a spot in the Titan Forest with a ton of bauxite nodes, and some coal not too far away either.
You can use Petro coke as well just food for thought
At 250% OC, you need 57.59... Fuel gens for 600 Rocket Fuel. Last one gets 6.249525, or just slight under 150% OC. Might be the easiest setup?
You could always have it set up so that you just have a bit of rocket fuel overflow that isn't running into a generator. Package it and then use it for jetpack/vehicles?
The problem with packaging it, is that you need Aluminum Ingots available, to make the Empty Fluid Tank. Thats an outside chain.
Just tell yourself you will do it one day
Yeah, I might do that later. Problem right now is without the aforementioned big oil refinery that I haven't built yet, it's a chicken-and-egg scenario. Don't want to build the big refinery without blenders and that diluted fuel alt, but then don't have petro coke for the electrode scrap alt.
I prefer a dedicated rocket fuel factory for power and a dedicated one for packaging.
Not a fan of siphoning off
Op has 1/6 isn't a lot of fuel also you can't do overflow with rocket fuel like you can with liquids
This is what I did no regrets.
THOUGH
I handfed some machines at my base to get a LOT of aluminum to get a decent bit of mk5 for my aluminum plant.
(scrap sucks and I wanted 780/min from my pure nodes
)
1200 from pure or go home
I did sameish, but bought a bunch of alclad sheets with coupons to get the jetpack unlocked and the mk5 belts available
Build something small and dirty for the belts and milestones and upgrade it later
A dedicated Rocket Fuel factory for power, can backup, without issue, as its a straight forward chain.
Imagine spending tickets 
It looks like the electrode scrap recipe is actually less efficient, but the advantage is you can use petro coke?
Like it seems the default coal recipe is actually better, assuming you have coal available.
Don't you want to nut
nope
Ah, I see it also stretches the bauxite further?
Sloppy + electrode is kinda meta at this point
To really maximise, you want to suffer by adding silica to the electrode setup 
What else are people doing with quartz
Not worth the return on investment imo
Can get better results by slooping a few electrode refineries
It's not so much doing something else with it as that it greatly complicates the logistics of the aluminum manufacturing process imo
Crystal Oscillators? Used in lots of high end parts.
Ive got a nice clean setup atm, wont be slooping 
Mass producing crystal oscillators can make a lot of other chains simpler
Oh interesting, sloppy electrode is actually a 1:1 ratio of bauxite to bars.
Yah makes the math easier
So yeah, maybe I'll make it with coal first, just to get started, but just OC some refineries to support that, and swap it over to petro coke once I have that available by train from the big refinery, once it exists, to boost my aluminum production.
I can understand that
I'm just a Petro coke fanboy
What tends to get used more in other item recipes, alclad aluminum sheets, or aluminum casings?
train throughput question: 1200pm - Single industrial buffer enough? seems to fill before the train makes a round trip? or adding another train to the same circuit? or both?
Its like rubber and plastic when it comes to alt recipes
Yeah tricky to decide on a ratio up front...
Depends on how much you're producing of the liquid being loaded
input is 1200pm... not liquid
mk6 belts
Oh you said buffer and I assumed liquid. Depends on how much of the item you're producing then.
Yeah you may want multiple trains then. Or more cars on the same train. Don't forget the platforms block their inputs when the train is loading.
copy more trains it is
More trains never hurt anyone 
Just make sure you've got enough distance between trains to load/unload
more the point is that you need to put storage containers next to the train platforms to buffer & burst the content to compensate for the 27.08s lockout where belts stop
yeah I have... industrial storage container with 2x MK6 belts connecting to the freight platform
double the input rate of 1200 per minute
its just the freight platform and storage container are filling faster than the trains can cart them away (consumption rate at the other end is 1200 as well)
was just wondering if stacking industrial containers would avoid the need to add another train
probably not
Nope, just gives you a brief reprieve before they fill up, if the trains aren't taking them away fast enough.
yeah, more trains or more cars that you split the load between, either works. sometimes one solution is preferable to the other
I'd probably prefer more cars unless your trains are already too long
yeah i did something experimental and regretting it... hoping to tweek it to work without a total redo
ill link it in screenshots lol
what i've generally taken to doing is making every train 4 frieght cars long regardless, and splitting whatever i'm shipping between them to be merged on the other side
Do you have any cases where you've needed to use multiple trains to carry the same items to the same locations?
oft times you're going to split a train's output into 2 or 4 anyway, so it really isn't much extra belting
several
If you are using an ungodly amount of copper powder
i have a rubber factory making 3600/min (4 cars of 900) and that requires 2 trains
i also have a long haul limestone train that's moving 2400 (4x600) which requires 2 trains on the route
@unborn dome in future I wont be arranging my platforms like that lol
huh is that a really long railway or why it took 4 wagon for transport 3600/min
copper powder stacks to 500, you'd have to be making an ungodly amt of pasta to exceed a single train's worth
It could be a long distance
really you need to be moving a lot of a 500-stacker to exceed a single train
my concrete train is on a pretty long loop moving 4320/min, and that's fine
I more so meant the copper ingots that are required for a copper powder factory
I found the longer the route (especially on a high traffic network) the delays at intersections and so on has caused some evenly spread out trains to bunch up.
how have you forced the spacing of trains?
it makes multiple stops, dropping off at the hmf, heatsink, concrete factories and then my sink station
i don't enforce spacing at all, they bunch up and they spread out on their own. i keep pretty even block signalling lengths throughout the train network and very fine grained signalling in congestion spots and then just let them do their thing
most of my nonchalance with it is that i keep things well under theoretical capacity
i do spot check stations now & then to make sure the transfer rates are what i expect
I do wish you could check stations like you drone ports on the map
makes sense... trying to maintain maximum throughput on an over complicated arrangement of stations and trains would be much easier just dividing them between more stations for higher throughput capacity
the platforms have a ui similar for i/o rates, but it isn't very exact, especially if you have multiple trains on a loop
it's exact enough that you can tell if you have a missing belt somewhere, but i've rarely ever seen the ui report the exact transfer rate
Hey, I'm pretty new. I want to better understand the water pumps/coal generators combo. I was able to fit seven pumps inside a pond with eight generators and they seem to shut off because the water pressure isn't pumping enough. I added a bunch of those pumps to direct the water also but it doesn't do a great job. I'm wondering if there's a trick to it.
yeah, if you check the pinned messages here in the channel, you'll find McGalleon's pipe guide with an entire section devoted to coal gens
Ahh thank you. I shall do that.
Overclock a pump to 150% and connect it to 4 coal gens is my 2 cents
there's a trick to it, for sure, the guide will set you straight
(and there's a ton of different solutions)
i build it in a standard 8+3 configuration with the pumps injecting water into the manifold at the ends & middle so that i can clock the entire plant up to 250% later in game
!Wikisearch CG
(pretty much what's in the top picture there)
Internet was out for 3 weeks so I didn't have access to Satisfactory Tools. Was so happy to start working on a real nice Oil Rig today
in any event, the pipe guide explains it in more detail than the wiki
Yo I've been playing for a bit now but I'm not great at some of the much more technical tricks and stuff, is there any place where I can find some of the ways people do things in detail cos I've been trying to figure some things out but haven't had much luck
I do wish the game had a better tutorial on pipes, even if it had ADA tell you that there is something wrong
there are loads of guides on youtube. try to look up one thing at a time. My two biggest pieces of advice are to 1: build everything on foundations that are aligned to the world grid (hold control when placing a foundation to align it to the world grid), and 2: Focus on producing one product at a time in small quantities for a while
Personally go join some of the multiplayer worlds and see how people have solved different problems
Have you seen the diluted fuel process for oil? Yields are much higher per unit of crude oil.
I have but I'm not sure if I have the recipe yet
Yeah, you do need a few alt recipes for it
I have plenty of room on the platform I built for more refineries so maybe I'll try to pick it up
That's how it works - 1:1 ratio of crude oil to each of the rubber/plastic/fuel outputs
holy moly
I really want circuit boards but I know how to adjust the calculator to still produce them
I don't have the Blender yet, so that will have to wait quite a while
I think you'd just up the heavy oil residue and residual rubber production a bit for circuit boards
Yeah that's my problem too. I was going to build a big oil refinery, but I'm now planning on doing the aluminum factory first to unlock the blender. The Diluted Fuel alt can be replaced with Diluted Packaged Fuel, but that takes up way more space.
"Well if I unlock one more thing, it'll be more efficient", and you follow that logic so far that you put off Stator production until tier 7
I mean you need 2 packager and 1 refinery + 50MW for diluted fuel pack also instead 0.6 blender + 45MW
both space requirment is close to me
The only stator production I have is part of my motor assembly. I'm not actually creating any extra ones...
that's probably how I'll be once I set up my motors. I've put a looooooot of stuff off because I wasn't able to use all the tools that are online
Hey. Do blueprints preserve over- and underclocking in them?
I think mostly I want to use diluted package fuel is I don't want to deal with water pipes
Then it's just a lot more belts instead 😦
so ye just personally perference , I think diluted fuel package mostly pros are earlier to unlock and less total pipes need
You still need the pipes for the packages
I did motors in my HMF factory, since with a bunch of alt recipes, almost everything can be distilled down to steel pipes and wire.
I'll keep that in mind. After I build my oil rig I'm gonna go back to planning my mega-factory that replaces lots of what I currently have, plus some stuff I don't
and concrete. butt-tons of concrete.
one thing i'm finding pleasantly different in 1.0 is that you no longer need HMF's resource requirements to be biome-strattling
in u8 and previous, if you tried building heavy encased frame in it's natural 45/min size, you'd always end up something like 60/min short on pipe
i always had to build motors & hmf's in two separate biomes and import some pipe from motors into the hmf factory
just be careful that none of the outputs block, otherwise all three might block
i'm somewhat surprised at how good of a spot blue crater ended up being
being able to get 90/min hmf out of it is fricking great
90 HMF/min? WOW...
tbh, except for the concrete, the resources have been pretty modest
I plan to built my "Tier 7/8" powerplant there... its a great spot if you kill all the spiders.
yes, Iron Alloy has become really nice in 1.0
i'm wondering if when they made the original copper & iron alloy recipes that at some point someone transposed the recipe numbers and it was always supposed to be like it is now
Copper Alloy has always been quite good, but Iron Aloy really needed that boost
its insane how good it is together with Iron Wire when compared to normal Wire
it never made any sense to use
this bad boy is so big it can't even show all the missing resources
btw, iron alloy and copper alloy now work quite well when used together
my "basic Resource" BP factory (produce some basic iron and copper stuff for DD) uses a single Copper Alloy and Iron Alloy foundry as the start
much more compact than using Smelters
this chain is pretty wow:
I would only use Iron Pipe if I really don't have any Coal nearby... Steel Ingots get really cheap with Pure Iron and Solid Steel
yeah, this is mod frame though. being able to use steeled frame to save on the rips allows you to burn the iron on pipe
it just depends on the proportion of available iron vs coal...
the iron outlay for mod frame is mostly in the iron plate
I am working in the Rocky Desert at the large lake... 3 Pure Coal and 3 Pure Iron nearby... so I went all-in on Steel production
its just funny that endgame steel is more limited by Coal than by Iron
that and iron glenn in NF are the 2 natural places on the topside of the map that aren't DD as a whole
i have a feeling when i start thinking about time crystal in bulk, there's just going to be particle colliders all over the place, lol
whats also interesting is that with Iron Wire you can put all Tier 5/6 Copper Ingots directly into Steamed Sheets... until Copper Powder comes along in Tier 7/8
have to see if i can bp something clever with a drone port & collider
colliders are large beasts, but the upper part is quite thin, so it could work... but I would most likely put the drone port outside the BP.
we'll see, i'm not thinking about that stuff yet
still, Copper Poweder and Nuclear Pasta sounds annoying
actually I think using drone might be good enough for nitrogen gas for fused frame and cooling system
hmmmmm
i'm looking at a 60/min pasta goal 😦
you could use the same drone to carry back the empty canisters
drones are very good for moving nitrogen
and they carry the empties on the return trip
all gasses are easier to transport as items, but the containers are more expensive...
use the same mindset for reanimated sam with drones
and drones can directly start from underground caves 😉
you only need a max of 4 constructors to boil down a full pure sam node
still drones and trucks are annoying because of the fuel
And Trains are annoying because of the size of their stations 😉
i broke down last night and made a packaged fuel factory out on gold coast just for trucks & drones
it isn't something i plan on being a forever factory, just needed something
I never could endure trucks... I always skip them and rush trains
the truck sucks, but the tractor is tolerable
setting up packaged fuel would be easy... just stamp down 3 blueprints and I have 240/min ^^
i honestly think they could remove the truck from the game and no one would bitch except us americans who seem to prefer driving big unwieldy gas guzzlers
perhaps its capacity is now worth it for 1200/min miners
nothing is worth being forced to record long tracks
but i try generally to get some tractors puttering around for the activity and to make things more lively
yeah, i know about where my tolerance point is for that and just won't past a certain point
i have a little route here for busing limestone to a train station
i use them for things like that
sometimes before i have trains really rolling, i'll use them as a temporary stop gap
I even have a few streets for my Explorer... but no trucks/tractors 😉
there's always a point as you start building rails where the effort at running the long hauls PLUS a spur is too much at the moment
there's two things that i wish they had tackled as additions before they released 1.0. First is monitoring & stats, second is to make rails less time consuming to build
rail building time heavily depends on if you place them on the ground or a little bit above (not wanting to think about sky-trains)
where i find them very time consuming is when dealing with elevation changes
it requires a bit pre-planning... or lots of time for ramps/spirals 😄
i don't like spirals. think they look like ass 😛
and sometimes you just miss-plan and stand in front of the 100m cliff
ramps along the cliff are normally looking better... or you look for a natural ramp, but they are often too steep
on top of that, spirals just add so much trip time
unfortunately extending a train line by two train stations and a belt lift works only for one item type (per train station)... not great
what i would like to see would be the abililty to lay a track at some sort of distance off the ground and then add a method to auto-build foundations under it every x meters automagically to provide snapping points for whatever
that's another thing, train stations are just too dang big, lol
I think we have been spoilt when it comes to trains in game since trains were introduced to the game
I just do this by a BP... I build a single foundation line with ramps that define the middle, then put the foundation-BP below it every 10 foundations
yeah, it depends on how fancy you want to get
i always end up with these sorts of weird little things that look like absolute crap until i fuss with it for hours to make something that doesn't look like minecraft blocks
yes, this kind of "go down to the left/right" need a bit more care to prevent them from clipping too much
some spots are more polished, some i just built
but that's kind of what i mean, it just ends up being so much work to get something you're happy with
building the rails isn't really my focus, just a means to an end
i'm not sure, but i think what i'm building in blue crater may be my largest project thus far in the game
nice ring of Fuel Generators
i haven't converted it over to rocket fuel yet, but it's sized for 2000/min
2000/min is also the number I am aiming for... 1000/min production and sloops in the final 4 Blenders
this is more or less what i'm aiming for
considering the 40gw of tf has been enough for me so far, i think that'll probably be all the power i need until i start doing stupid stuff™️
i'm eyeing what it'll take to do uranium 3300->ficsonium
i really need a tool that understands sloops
this is my plan (without the sloops)
the 10 Blenders on the bottom with be 4 Blenders with OC 250% and a sloop... which will also decrease the compact coal input by another 100/min
I want to build it in 4 stages (except for the HOR production), so I can slowly scale it up
its a funny thought to produce 2000/min rocket fuel with 4 Blenders 😄
yeah, well, i posted this earlier:#math-and-meta message
with sloops its a good idea to go for high-output recipes
it was just set up as a box factory cuz i need more
packaged nitrogen gas is annoying, but its okay for "LOTS" of Turbomotors 😉
15/min is just kind of like endgame goal stuff, lol
but its just 2 Manufacturers
late to end game, if your doing a number of mk3 miner upgrades 🙂
yeah, the first few mk3 miners are always stuff i buy the parts for, its just when i start going for the nut that i start actually making parts, lol
109
*106
SCIM says 106
i'm still sort of wondering why they picked that number
i'm thinking there's a layout for ficsonium nuclear that uses all the sloops exactly
the other thing is that all mercer sphere upgrades are primes 🙂
I mean there are about 15 ways to min-max sloops for ficsonium you dont need many to get the resources manageable
I want to know what would become optimal for points if there were 120 sloops. I have a suspicion it might be singularity skills for more warp drives, instead of AI servers.
this. this upsets me
you know you don't have to full sloop machines right?
why does rocket fuel have this... a
and slooping a later machine can reduce earlier sloop usage and vice versa 😄
Nitro rocket fuel has nice number but cost sulfur and not that even for generator
6 fuel generators per 25 rocket fuel. That works out perfectly?
that is the consumption of the generators
Nvm only looped coal system has bad-ish number
My rocket fuel is not divisible by 25 :D
Package it? 🤷
?
omg sexy
How would that help
4.16666* per generator 🙂
Use that remainder of 20 for vehicles
Probably enough for a drone to do something. Or save it as jetpack fuel and sink overflow. Eventually prepare to turn it into ionized fuel for your jetpack.
I was already exporting a lot xD
Eh, now I am exporting 540 instead ig
oh
rocket fuel is 2 per package
420 it is
how much rocket fuel does a drone use for a trip across the map?
1000/4.166666 = 240
probably around 8-10 canisters
no, that would be a little broken, lol
package and unpackage to get 4x, it kinda would be cringey broken
probably
it depends on how frequently your drones are making trips
more volume = more trips
I've got 150/min going for about 50 drones
I mean, 10 canisters per trip would mean that is 30 trips per minute
Each drone needs around 2 min per trip, so 60-ish drones
Assuming over the entire map trips for everything
i'm just starting to use drones in 1.0 for the first time
the fuel consumption numbers for them seem a little wacky and i don't understand it yet
doesn't help that the drone ports list 3 different numbers for it and they all disagree, lol
when i try to look up consumption over time in the analytics screen, i find that there is no analytics screen 😦
DSP's is great too
True
Honestly
If DSP also updates this year, the entire world is gonna grind to a halt XD
of course, by the time your factory has grown in dsp to the point where it's useful, you're at 20 fps, lol
honestly i don't think I could play Factorio or DSP, I couldn't live without 3d and pretty factories
A few mods I was watching for Minecraft are not getting updates due to SF and Space Age
DSP is 3D tho?
I spent four times as much time making things pretty vs actually building machines
that is fair
DSP is 3d, its just you have a flat (sphere?) that's only 1 level for building
laughs in overkill pc
not really, you can't build a house and stuff.
Me waiting for Create Aeronautics for the last 2 years
that does not make it 2D, just means you have no decoration options
in that regard, dsp is still changing, they recently added some belt stuff that makes stacking them actually usable
Stacking them always was usable, just not to the extent it is in SF
I used a main bus design ala Factorio in DSP, but stacked the belts up high
but you really can't call a game that has the challenge of building to a rectilinear grid projected onto a sphere 2d
really just the labs
Labs and storages
To be fair, stackable assemblers would mean you'd never run out of space
I mean you can really build high in satisfactory 😄
you can have decorative options in 2d
but you dont have three dimensional freedom in DSP
its a different game, different systems and if it were like SF, they'd have to cut the size of the star clusters down
Those two will be next to each other
sure you do, just build on the other planet!
DSP is built around interstellar logistics due to planetary resource and space constraints.
i was saying you can have decorative options in 2d. people do amazing stuff in terraria for example
yeah, they're very different games
Satisfactory is built around inter-biome logistics due to resource and GPU constraints
i prefer SF for a lot of reasons, but there are a lot of things DSP does really nicely
You can, but the Motherbrain (iirc) does not allow you to :P
Centrebrain, lol
DSP lets me build dyson spheres that cast shadows over my entire factory :D
sleep well
i was biding my time b4 1.0's release with DSP since i didn't really want to have another world wrecked by update, lol
Did DSP ever have world breaking updates?
kind of
To be fair, it wrecked mine, but I played with mods XD
bp's you make often break btw updates
? whats the motherbrain
But waiting to 1.0 is completely fair. If you can't handle things changing (which is completely fine), its better than the people in the steam reviews crying that SF1.0 changed things
they're pretty good with it all between incremental updates, but its a complex game and they can't test everyone's factory for regressions
The Centrebrain is not really well defined, but from what we know it is basically the matrix.
what does that have to do with decorative items in terraria
i'm off,, tc all
cya
The joke was that while in Terraria you have the freedom to decorate, and even Ficsit allows it, the Centrebrain (who is who sent you in DSP), does not.
ahhh
yea what i was trying to say is that even if there was decorative stuff it wouldnt be the same
which doesnt mean its a bad game, i loved shapz 1, just not my thing
@edgy leaf I have a proof(?) that shows pumps actually move fluids
#math-and-meta message
isnt the pump the wrong way around?
no, the stripey side is facing the pipe that is full
it definitely is not headlift, as it is a gas
yea
isnt that just demonstrating no backflow and sloshing?
no, because in that case both sides should be equal
well, pumps dont prevent backflow
but thats beside the point
if the gas "sees" that the pipe infront of it is 90% full and itself is 10% full, then the gas hsouldnt move to the next pipe
no matter whether or not you have "backflow"
what haxton demonstrated is that the pump makes the fluid blind and traps it on the other side
im 99.9999999% sure that this wouldnt happen with a valve
the other pipe never fully empties with valves tho
yeah
i think i observed the same effects during my bottomfeeding tests
if i place a pump between every single machine then the very last machine fills first
i can quote the pipe manual too. one sec
even if the pumps prevent backflow, why the different result from valves
because valves sucks
and you should never use them
they are one directional, yes. but they do not prevent fluids from flowing back.
see.
anyway thats beside the point
i dont mean "the last one gets the most liquid"
the same happens to pumps. where else would the liquid go?
the last one gets /all/ the liquid
only when the last one is fully filled does the second to last one get a single drop
(bottomfeeding)
this because pumps make the liquid blind
I can prove myself wrong in a sec, my game crashed and thats why im here 
it sees it can either go up, to the machine, or straight, to the next pump. it cant see whats behind the pump, only that the pump can take the liquid
imagine the pipe behind the pump is full. the pump will act like a barrier, in the same way that a valve does when the pipe behind it is full
so when new liquid flows to the pump, it either stops moving and no new liquid comes, flows back, or flows through the pump (and exceeds the 600/min limit)
thats why valves dont stop backflow, or pumps.
because the fluid has to flow somewhere
and neither valves nor pumps are magic.
Look how they massacred my boy!! 😭
#screenshots message
Pump on, pump off
Not the best demonstration but its a thing that was there already 
im not sure what ur point is
the crazier the design, the easier it breaks
I see now
at least thats what i think
that would explain both your findings and mine when bottomfeeding
being powered only changes the headlift number, the pump also does magic fluid stuff
i think mcgalleon mentioned it? the pump is a machine internally.
the valve isnt afaik.
so the valve has an input and an output and the fluid only sees whether or not the input has space
and then it gets teleported to the output, ocmpletely seperating the two systems
thats why it works as a VOP junction when bottomfeeding but a valve doesnt, because the fluid can still communicate its fill height back to the rest of the system
Yeah, well, it wouldn't break if they didn't change recipes without backward-compatibility (like they did when Packagers where introduced) 
yea i dont think it broke because its sushi
mod the recipe back in 😛
I think its understandable that they broke things when 1.0 released
That's actually an interesting thought 
I appreciate the trust 
I plan on modding at least steel coated plates back in
it's just such a fun recipe
Wouldn't have expected that ahah
Yeah.
But it still hurts 
it's just such a complicated way to make the most basic item in the game
Oh, check this out: I've "rediscovered" coke steel just because of my fixation with keeping miners and Extractors running and wanting to bring a lot of Oil home so I wouldn't have to go tap more nodes in the future.
To keep the pipes running (withy trains involved), I blueprinted a OIL->Coke->Sink setup and used that to consume all unused oil. So now anytime I need to make Steel and am like "oh no, need more coal! :(" I just tap on the Coke instead 😅
(If I need oil, I clock down or dismantle some coke setups)
don't forget about Coke Aluminium Scrap!
i see you're a fellow usa cosplayer too
you brought in a ton of oil just ot sink it's product cause you don't need it yet? xD
big brain move right there
Yeah, else anytime I need more oil I have to go to the Oil place and increase the clock on existing Extractors or tap new nodes. Now the oil is all going in already, I just need to fiddle with things on the unloading side, not the loading side
im going to use all the oil
well, unless i burnout first.
What do you mean?
you use lots of oil, theres lots of jokes about the usa liking oil
Oh. Surprising I didn't catch that 😆
FREEDOM INTENSIFIES
recycled rubber and plastic are funny
But hey, 2700 oil to 3600 rubber and 4500 plastic seems like a good starting point xD
Thats a lot of rubber
Is there a way to make like a splitting with a condition
Like if the storage is full the splitter puts the output to a the awesome shop point maker, but if it isn’t full all of the conveyor belt goes in the storage
I saw there was something like a smart splitter but I am not at that point yet and don’t know what it is
yea hteh smart splitter, you unlock it in the caterium tree in the MAM
Is this the most efficient way to make rubber and plastic?
As far as I know, yes
Are those recipes sequential (top to bottom?) like do you start with residual rubber?
Give me ten mins and I can send the full production chain
Ah epic
oil to heavy oil residue to diluted fuel to recycled plastic/rubber as you need
Yeah, residual rubber + diluted fuel are the inputs
By varying the ratio of the recipes you can choose whether you want more (or even only) plastic/rubber
anyone use normal battery recipe? how do you deal with the water byproduct?
feed it into a sulfuric acid refinery that only operates on waste
like making aluminium scrap
ohhh right u can do it that way
do you think normal battery is more efficient than classic battery recipe?
it's the most reliable way, basically unbreakable
whenever talking about alt efficiency you almost always need to ask 'efficient in what way'
oh right in terms of most battery/min
it uses more oil + iron/copper but less sulfur and alum
is that the kind of efficient you want?
right i think it just depends on what resources i have available to me at the location i want to build the battery factory
actually sorry, my bad
it uses slightly more alum too
but you don't have to make acid or deal with waste. and it's faster so more compact
at least for that step
no stress! personally I like it cause it doesn't use fluids and doesn't have waste
Production is top to bottom
no loop plastic/rubber production, right? Nice 🙂
No loop, I decided to be more sequential
I know a loop can be smaller, but that's the only advantage.
No need to complicate things imo
Loops are good for a spread to start storage/building.
Is this the correct alt recipe for max production?
Yeah, heavy oil residue, diluted, and blend
If you are going for rocket fuel max output.
damn, just unlocked mk3 miners, and wanted to upgrade my bauxite, but no, no mk6 belts yet...
Thanks!~
i need a sanity check on my math, because me and satisfactory-calculator currently arent agreeing
trying for 14 pressure conversion cubes per minute, all relevant alternate recipies unlocked
satisfactory calculator says that i need 6.23 manufacturers using Radio Control System to generate 28 Radio Control Units per minute
however, when i look at the output of 4.5 per minute for that recipe, i calculte that i really need 6.66 manufacturers
(You can link/share your production plan on SFTools for clarity)
Easiest way to get help.
i found that it was all over the place when i tried for 3 cubes and 8 fused frames, while i could do it pretty simple picking my recipes and matching my numbers by hand
Is it using the same recipe and not different ones (it might be picking more than one for some reason)?
The tool doesn't do such math errors, so there should be some issue in the recipe selection or input limits 
You should be able to share the production plan just copy-pasting a link
i just tried, and it keeps making it that
28/4.5 = 6.22222
Jesus... I thought you were using SFTools, not SCIM 😭
Allright, i'm this far. I did the 2700 crude oil input. Cause that made kind of all the rest easy to split and make. I just need to bring in 1800 sulfur/minit.
I have 150/min crude oil to spill. Since i can make a lot of empty cannisters. Is it posible to feed enough drones with 150crude oil/minit to bring in 1800 sulfur/min.
Anyone got experience with it ? Or should i just belt it across the map ?
more than willing to use something else, just dont know what else is out there
https://www.satisfactorytools.com/1.0/ is better for planning factory recipes.
i'll give that a whirl, thanks
Also, how do you get 6.66?
A drone port with a single drone should be able to deliver ~2 stacks/min anywhere on the map (up to ~3/min iirc).
Adding one more drone you can double that and that should be plenty for your needs (150/min VS 400/min)
look at the drone station
I definetly recommend the one you got linked. SCIM can even lead to errors when fluid loops are involved
=450 oil products, like 400 pkg tf/min should be good
pkg tf ?
Packaged Turbofuel
As i have bin reading you guys answers, i should be fine to create some fuel product out of the spare 150 crude oil. Feed the drones at the powerplant, and collect the sulfur across the map.
thanks boys!
Are there any other good production planner tools
https://www.satisfactorytools.com/1.0/ Pretty sure you are aware of the this one. I use it every day.
Just copy a print screen in paint. And add notes or mark parts finished in paint. Nothing crazy or complicated.
i really wish i had come here days ago
Next wish is, you never came here 🥲
how i feel about pipes
sadly, id rather regret being on the right path than ignorantly on the wrong
finding out about the world grid would be the worst thing for me and my builds
i know about it, and choose to mostly ignore it, because i doubt it would be feasible to convert everything
it is better that way
finding the world grid was wonderful for me. helps me a lot
In the long run it makes things more easy to connect. But there is no "need" for it.
There is plenty of tutorials on YT. if you really want something connected. And i need to look it was never out of place.
i find it super useful when i have a few factories in one biome that i later will connect. i dont think it matters much anymore when u got drones tho
For belts off grid to on grid merging, I find the snapping merger onto a belt with a 90 degree turn looks good. It’s how I get miners transitioned to the world grid.
The snapped merger isn’t on the world grid, but the belt it’s snapped to is.
Technically you can use the same technique to link factories on and off the grid with belts.
Is the mk6 belt throughput from a miner still bugged?
idts
So I can use them normally now?
It's never been bugged. It's just very performance sensitive. If your game slows down the belt skips a bit.
I've never had issues with it, you could test yours with an overflow splitter and sink
I'll have a look at it and do some testing.
afaik the cause of that issue is unclear? so good to do a personal test
not sure how you'd do that
an overflow splitter can only take one input, if it skips and the whole belt skips then it wouldnt overflow split because the belt going into it would also skip
am i missing something?
Well thats a yikes for me 
My poor PC 
line out of a miner to feed stuff, over flow splitter on the line that spitts out over flow to a sink if something is backing it up?
If it’s testing for a belt gap, afaik you need a ratio’d production line that needs the full 1200 item/min. then use overflow splitters on the other item to see if the other item’s belt stops flowing at full rate causing overflow into a storage.
Other belt would be a mk 5, etc
or just have a line to a sink, and an over flow early on to a different sink
You can test it by just.. watching the belt. 🤣
ooh, u mean to test if its the factory?
or container, to see if anything flows
just the miner
it's how the belt to belt bug was tested aaaggges ago
Best part of the game
I guess it’s a question of which part of the belt is bugged. The actual straight part or the we connection.
yeah you could test after a few belt to belt connections, or right at the start after the miner. I haven't heard anyone doing anything on that
so you have 1200 going into the overflow splitter. that goes down to 1199. the overflow splitter does nothing.
As far as I've ever seen, the "bug" is that miners outputting at 1200 sometimes output gaps.
I never heard about bugged belts, i never had isseus with it. And now since i have read these commends, i'm pretty sure all my next belts will be bugged. Thats the luck i have. thanks guys 🤨
if there was a stutter further along it should cause items to flow down the over flow?
Well simplest test is 1 miner, 1 belt segment, 1 sink. No belt belt connections.
ahh, if its further along, yes. but if it affects all belts simultaneously it wouldnt work. or if it affects the belt coming out of the miner
the issues is that the belts further down will probably have less than 1200/min
yeah that's the test, so like this if you put the over flow right after the miner and something is wrong further along you'll at least know by having items in the container
one of the B2B test threads if you're interested #1177543721923911701 message
If the issue is the miner-belt connection, then the test setup I used for testing 600 fluid/min pipe bug applies. Wet concrete, monitor the limestone belt for “stutters” via overflow splitter. Any loss in water flow spits limestone out the overflow. Or that style test.
this might be the original thread though #1006573529183027401 message
As a question about manifolds vs balancer design -
Manifolds are limited by the capacity of the belts/pipes, right? So you can't extend them indefinitely, as the end stuff won't receive what it needs.
yes? but so is a balancer
... touuuuuuuuuuuuche
Injection manifolds are a thing
Mechanically balancers basically don't offer any advantages (some people think they do for radiation)
they are largely just a cool and impressive thing you can do if you like doing that
Injection manifolds kinda meh. Just keep the individual manifolds separate imo.
balancers are good for distributing drone fuel via nuclear rods, not much else.
Well shit. I have some refactoring to do
because saturating 1400 units per drone port is just silly
I'm not sure you can have the exact precision needed to deliver just the amount of fuel rods
Trains are the other classic balancer usage. 1 belt evenly loading multiple wagons for example.
I guesssss..... I always just do a dedicated belt per platform
If you build constructors that consume and X amount over the belt limit. Then the further down the line, you constructors won't receive enough materials to process at 100%
Then you will need another input.
I prefer this over load balancing any day. Cause the time you spend on creating load balancing. Is the time your factory needs to fully start up with manifolds.
It's all up to you. But the slowest part in the whole logistics process is what the production speed will decide.
If that makes sense...
Early game biomass burners also a balancer niche. Easily forgotten one.
I’m procrastinating planning phase 4 elevator parts…
So for drone fuel, I saw mentions that batteries are still a good option. Thoughts?
really? I just let the constructor saturate it and let it back up
you rarely need more than one car to transport 1 belt
I imagine it largely depends on if you're already producing something else like turbofuel for them?
Eventualy I'll use P rods for drones
I have a big RF plant for purely power. Any drone fuel is going to be built from scratch as next project.
seems pretty up to you then
Feels like the Al needs are fine since I’ll want drone fuel more central located. Hmm
I mean 1 drone refueling from a rocket fuel factory can probably power a huge network
True. Technical could chop out some generators for RF. But would need to add Al to the plant. I’ll probs just play with batteries since haven’t done that before. Gotta explore the game systems.
What’s the vibe check on drones not needing batteries only? I assume positive overall.
Kinda a big ish change. Feels weird to have played a long time with the not final version of drone fuel.
Eh, it's made batteries kinda pointless now? which is a bit sad. You can just not make them now?
True
It's not a huge deal, or a big change.
Maybe some balance tuning needed to have a niche for batteries.
yeah classic battery is pretty high effort, normal battery maybe but RF is more drone fuel per nitrogen
the uranium and plutonium rods as fuel is hilarious though
I joked about that ages ago about them being used for drones xD didn't think it'd happen
Gives me radio isotope thermal generator vibes from spacecraft. P-238 powered.
well, unless they actually have a full on nuclear reactor on there, those rods would be very bad for power xD
you can have super long life radioactive batteries, but their output is very low
Mhm mhm.
I was trying to keep things pretty balanced, but I think I see the value in filling a manifold slightly over the input demand.
With the amount they’re used, really getting a handle on manifold based production is advised.
Ive been loving the Depot for filling manifolds 
Yup, it do be nice. I’m comfortable afking extensively, so I usually fill the manifold by severing the output and letting it run for a few hours.
Maybe sloop the final manufacturer if I want to speed it up.
Oh, so with that in mind, the progression of logistics belt speeds can be an indicator of how long your production clusters are.
like, if you only have mk2, pumping 120/m, you can only have stuff that sums to consuming (just under) 120/m in the chain
Yes or your factory doesn't work efficient
A way I like designing production lines is to design “production columns” scaled for like 1/4 of the eventual belt. Lets you build production at T3 belts then later copy paste that production line multiple times when the miner, belts are upgraded. Instead of extending the individual production lines to be longer.
Is there an easy way to upgrade belts?
Sweet, I'll give that a whirl
That simple, even with downgrade
It should highlight
figured out how to make way more rocket fuel than is necessary
Rip to all that sulphur 
I still think its crazy that the base recipe with turbo blend is so much cheaper on sulphur.
Im making 2600/min soon with 780
yeah I didn't spend all that looking looking at my options but this setup was so much simpler to handle, and all the numbers are nice
building in the blue crater lake next to my existing turbofuel setup, and that uses 900 sulfur, the three nearby nodes happen to have 2100 total, which was my limiting factor for this build, but all the numbers work out so nicely
I had an untapped normal coal node for 600 and there's 450 worth of crude in two nearby oil nodes I wasn't using
I have to pipe the nitrogen in from a fair way away, since I don't want to package and train it or anything
this is enough to run something like 432 fuel generators lmao
but I'm gonna be packaging a lot of it up to run drones on
Comparing recipes, the alt is for sure better if you are lacking oil.
same amount as yours is only a bit over 900/min
I haven't looked into how much aluminium I will need to make fluid canisters with
canisters are a 1 to 1 ingot/canister
Is 1800 rocket fuel more worth then 3600 turbo fuel? Cause i'm about to pull in 1800 sulfur for that. Or am i asking the wrong question here 😁
and then packaged gas is 2:1
yeah idk how many canisters I will need or anything, haven't thought that far ahead
if you're jsut burning it in generators I'm pretty sure rocket fuel is more than twice as potent
and for any other purpose, also yes
rocket fuel burns at 4.166~/min (25/6)
Turbo is 7.5?
yeah you might be right
Yeah was just asking about the generators. I think turbo feul burns at 7,5. Don't know about rocket fuel
I haven't really paid that much attention, I jsut like bigger fancier thing
Oh there it is
Ive been planning out my rocket fuel gens so the number is sticking 
I mostly jsut have done two large turbofuel setups in the last few months and want to do a big setup of something else
hyaven't made the rocket fuel yet to research ionized fue
but I might turn a bunch into that
Haha that's all fine. Was just wondering about the ratio, its math and meta channel after all 😁
you raise a valid point
Been hearing things that that would be your jetpack fuel more than anything.
Not much in the way of "final power"
What's the max throughput of fluids do y'all target in a Mk2 pipe? I understand the max is 600, but I've been hitting some small, but annoying snags, with running a bunch of max out pipes.
600 through a MKII pipe typically has some issue or another. The reason for this is still somewhat debated, but the general solutions are to:
Not push 600 through the pipe
Include a "loop" such as between the front and the end of your manifold
Add more pumps
I have had the most success with including a loop, in which case you may actually be able to push 600. I have also seen people resolve flowrate issues by adding many pumps, though I am uncertain if this is for sure a fix. A loop can essentially "double" your pipe throughput, since the 600 has two places it can go, even though those 2 places meet again later, but that seems to work well
if mixture of multiple sources, I stop around 480. If from one source like Pure oil, I can go full 600. But two lines of 300 is better than a single 600. When you setup 40 refineries that use 1200 oils, you can see how much fuller the pipe before refineries are on two 300s compared to single 600 line.
I think there is also an issue with floating point numbers that can prevent actual true 600 flow
And yeah, MKI pipes at a full 300 are more stable than MKII at a full 600
500 is pretty much guaranteed to work in a Mk2.
600 only works in certain scenarios. For example, oil extractor at 250% on a pure node - make a short Mk2 pipe segment with a pump and then split into two mk1 pipes right after the pump.
My very uneducated guess is there's that sloshing effect and any inefficiencies in the manifold requiring the pipe to "catch-up" isn't possible because the pre-manifold pipe is already at 600.
Yeh, any drops in pressure or whatever, it cannot catch up and re-saturate, because it cannot do 601
That is my general theory as well (I think we may have talked about this together before lol) but to have an average of 600 requires going above 600 to balance out when you drop below 600. But going above 600 is not possible
yeah i have a big recycled plastic setup with a bunch of HOR refineries to start
That's why I do the loop, since it can give you basically 1200, which is more than plenty to keep the average
and they are set up to output a full 600 pipe
but the last ones tend to not unload fully over time
RIP me who has been on phase 3 for like 100 hours of my ~160 (maybe 170, I'd have to check) hour playthrough
This is what I get for wanting to make 20 HMF/min
mine is 6.75 HMF/min xd
gonna afk for abit to get food then go back to make filter+turbo ammon+some bomb automation
I'm worried that my fuel power plant isn't actually going to support me making space elevator parts. I only have 50 fuel gens using turbofuel, and I think those might run out
which phase
I'll definitely have to make a big nuclear plant once I unlock it
Phase 3 I think. But I am going slightly overkill with 20 HMF
I already have a steel plant doing 156 encased pipes
I probably going to set up large oil power plant on west coast again. I don't think 70GW will cut it it I'm going to built to process Uranium Waste. As of now, with all Phase 5 parts are being made, I'm using like 35GW constantly.
my power gen is
biomass->32 coal gen->geo gen here there ->120 fuel gen -> not working yet-> nuclear gen-> rocket fuel gen
Oh, I should do geo gens, I forgot about those!
Might give me the boost I need until I get a good nuclear plant eventually
anyway I can start using MK3 miner
i have 64 coal gens at 250% for 12 gw, then a 40 gw tf plant that will be converted to RF when needed. between those 2 and a bunch of APA's, i'm breaking 100gw of power
i have some geothermals, a 20gw turbofuel plant, and like 100gw of rocket fuel
I currently have 2 lines of 360 (720/min) of Fuel to the Turbofuel refineries. Should I keep the pipe system entirely separate with two separate loops or does it not matter much if I pipe in fuel from separate ends given no part of the pipe would be anywhere close to 600.
yeah, better to keep pipe networks small
whenever i see a natural partition point in a pipe build, i'll exploit it to make things separated. i find pipes tend to behave better when networks are simpler, and there's another benefit in being able to take down half your power plant at a time to do work on it
in any sort of factory/building game, making failure domains for power small is kind of a big win
IMO one loop seems simpler to setup, but you're advocating for two independent systems. Correct?
i generally prefer to design power so that i can take down a fraction of the plant to work on it without loosing all of the plant's generation capability
hey all. is it possible to make alumina plant to run on waste water only (i.e. no extractors)?
no
i find fuel power can be really finicky, and i can't tell you how many times i've had to bring down a bank of generators to refill the feeding pipe
if you sloop some of the scrap production, yeah
you still need to pump some water into the system to bootstrap it
yep, I'm aware. awesome, thanks
idk what the exact numbers are, but shouldn't be tough to figure out
i implemented this, there's three 600 pipes of HOR and six 600 pipes of fuel
in retrospect I regret maxing out hte pipes
i'm thinking something similar can be done with some of the DMR loops
didn't get to DMR yet, but shoudn't it then be possible with all waste fluids?
The all too common tragedy
I’ve become superstitious about this and now I always do my recycled oil products with 1 300 oil pipe into 1 400 HOR pipe into 2 400 fuel pipes
i just build recycled loops in the size of 150->450 and make them really compact
this is 3600 rubber:
Signal loops into itself... so I cannot enter a station from 2 sides?
if their is ANY connection besides the station that connects the networks on either side of the station
you can never enter a station from both sides with or without signals
a station always has a given direction indicated by the arrow as you build it
Clean piping on that pic above, nice.
you can share a set of platforms between 2 stations facing opposite directions on a bi-di rail
thx, lots of design iterations over the past few years to converge on something clean
any idea how I can connect the bottom to the top while keeping it aesthetically pleasing?
Gotta keep the spacing farther vertically imo
space the 2 pipes out with another spacer?
on such small in-between space - i doubt you can do that
maybe try Auto2D mode, but if it doesn't work - you gotta move the junctions
I'm fine moving the junctions I just can't imagine how I would move them such that the loop looks nice?
I find blueprinting a vertically oriented pipe merger at different heights using 1 m foundations helps with vertical spaced pipes.
I'm currently running pipe on the 2nd and 3rd level of a pipeline support. I guess I could move the lines to 2nd and 4th?
do you have any pictures?
Merger rotated vertically. You build that like normal but do it at increased height by raising the floor using foundations. Let’s you “free place” a pipe merger at raised level without needing to do the pipe snap thing.
can place two tall pipe supports and connect one side vertically
then place a junction on the top pipe onwards to where you want the merged output
It's 2 stations, one on each end of the cargo plattforms. I just cannot enter them from both sides with the trains, since the network is connected at other points as well and this gives me "signal loops into itself".
@worn heath
@worn heath maybe something like this
you can snap the junction closer to the support if u place a support with a pipe connected
like so
Black and white color schemes are rather matchy lol.
Honestly keeping all my buildings to that
Never occured to me to just feed in the pipe before the bend then loop. I'll need to remember that.
Is there a nice way to make the vertical junctions snap now? Or do you just have to eyeball them to the refinery input like always?
@unborn dome I use a pump placed on a wall as the “snap point”. Then place junction on a straight pipe at desired location.
Although the blueprint concept above is faster, so I use that mainly with nudge.
Yeah that's a good point, I should really set up a BP for a few refineries getting fed nicely so it's easier.
Blender stuff especially is where I use it. Did RF recently and needed it a lot.
i like to color just the supports in some areas to keep track of everything
Fair
dont like the play-doh feel of having everything color coded
another option:
Yeah I'm on the "one pipe color" side too. I'd like to be able to color by fluid, but I feel it'd look too busy. The flow indicator colors are usually good enough.
you are looping those pipes right
Later
fun fact you can use the thin frames to slightly bump up a foundation so the pipe supports can be a nice tight bend. (if you want them gone afterwards)
The pic is a bit old
That was from before my train fluid transport situation
I now spent like 10h learning fluid mechanics
Read the manual and everything and how trains move fluids
nice one as well
In theory if I loop it I should have 0 issue
Since it’s 300 per pipe with the bottom being 287.5
I think
Might be 187.5
Yep 187.5
thin frames?
The frame blocks from the awesome shop, the thinnest ones are almost like a vertical nudge in a sense.
structural frame set?
Yeah, they are handy for decoration too.
good, i thought i was going crazy when it didnt snap when i was making new blueprints
lol you're welcome
@wind spade i want to write my own belt simulation, do you have any advice?
I never wrote an actual simulation (where it simulated items on a belt separately)
it just assumed "there's X per minute on this belt and if you split it, it goes half/half, unless blocked"
ahh makes sense
any ideas what i could use a belt simulation for? besides the same manifold stuff u have on your site
anything that would require a specific belt simulation would probably also want actual belt simulation rather than the estimation I've done
but that's most likely just very specific things
How large would y'all suggest I make a 41GW power plant turbofuel backup storage? So it lasts 2h or more?
10 HMF/Min is quite a lot 😄
planning to use half of them for fused frames too
I designed mine for 6.5 HMF/min, but I'm going to sloop up the single OC'd manufacturer as needed for fused frames.
im very particular about numbers so when I design factories, they always have to output a multiple of 5 for a product whenever possible
I usually aim for whole numbers, but in this case the 6.5 was as far as I could push the nodes I had nearby. All of this is coming off a single pure iron.
im curious what kind of ideas u have so i can implement them
i want to first write a belt system and then fluids
I would recommend using heavy encased frames (I think is what the alt is named), since IIRC it provides a higher yield of HMFs for the materials
Yep, this one. It's great.
Yeah, its what I am eventually going to use for 20 HMF/min
also wondering how you'd do it
im just putting a bunch of structs in an array that have a number with the index of the structs they're connected to
not sure how thatll perform
I mean, assuming the structs are contiguous in the array (i.e. the array is not an array of pointers, but of the structs themselves), finding a given struct will be very quick, as will iterating over structs
And if the array is on the stack, you're zooming. CPU cache go brrrrr
But even if it isn't, still pretty fast
is the exact logic for splitters known?
like, the actual determination for which output's turn it is to receive an item, esp. when the connected belt speeds vary
because the way I look at it, coding the simulation is the easy part. mimicking the game's logic and handling edge cases identically is the bigger question
Sushi belt
I'm not sure if we have the ultra specifics. It does round robin and tries to split equally between outputs, connected belt speed is not considered
i think to do it quickly, the fast way is to use bit patterns in arrays of wide integers and make use of parallelized shifting operations in simd hw to move the items
thats going wayyy over my head
There is some write-up on the wiki page but it's ages old (likely still accurate though)
would that allow to easily remove and add belts and to know locations of items on belts?
you use something like a 4 bit integer to represent a thing on a belt and use a 128 or 256 bit integer to represent several belt segments. moving items is just a basic shift by four
coding that all is painful, but it is damn fast
yeah, it's the "tries to split equally" where things get interesting, because if the output belt speeds are different, the timing that they can receive items is sorta desynchronized from the balance that the splitter is trying to fulfull.
there's multiple ways to solve it, but the choice of solution could make a difference in edge cases
i dont erally understand it tbh, but to me it sounds like it doesnt work
like, how would you add/remove a belt, or different belt speeds, or the location of an item on the belt?
and splitters
in computer graphics lingo, you're using a 1-d stipple pattern to animate motion of something else
more abstractions sitting on top of it all
no, to use one thing that is very cheap for a computer to do to represent another thing that isn't
how would that solve the "knowing the location of the item on the belt" thing?