#math-and-meta
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Good for a power plant or recycled plastic-rubber loop though
The next closest oil is more south in the blue crater, but there are also alot of other resources there too*
all gone p much xd
i need oil for turbo motors for warp drives xd
For the rubber?
uhh plastic
if theres anyway to cut out plastic would be nice
You can make 1350 rubber from 450 crude, but if you need other stuff for turbo motor (for Radio Control and CoolSys Heat Sinks)..
Pretty sure there are paths that you can cut out plastic from TM, but you will need one or the other regardless for RCU
and circut boards xd
There are two CB recipes that dont need plastic..
ye 600 plastic 300 for circuit boreds and computers
Radio Control System doesnt need computers, crys osc/cb/casing/rubber and use silicon circuit board, tap the quartz at the top left of swamp
how i add alternative recipes to the sim
The SCIM calc?
ye
How about this.. how many TM do you want to produce?
7
thats wat im goin off of
i can just use coke and ruber
https://www.satisfactorytools.com/1.0/production?share=j24WRO54bSwjTLpQ1SfZ
Easy to do with that amount of oil, plenty to spare too
SCIM wont do the recyled rubber/plastic loop though.. so a bit harder to math in there but satistools does
Id probably also add steel screw to simplify the iron production, but otherwise that should work well in swamp
Yeah thats always a pain.. its close-ish to the quartz but still gotta go near the middle to get a decent amount over there
well time to spend 20 hours makin turbo motors
Little bit better recipe selection: https://www.satisfactorytools.com/1.0/production?share=y1JpmeaLPZoFByOlE6gH (includes steel screws, solid steel ingot, fused wire/quickwire)
whats everyones opinion on fluid trains? are they worth using? i need to transport 3600 fluid/min from one side of the map to the other
Most will tell you to package but I never do and just use larger (1 loco - 5 cargo) trains to move as packaging creates more overhead and managemnet of trains and outputs IMO, just make sure you use buffers at both ends of the train stations and its fine
Just keep in mind.. if you have a full 2-way rail network.. you can always add another train with the same route
they're good, throughput is comparable to two mk6 belts afaik
They are equivilent to a packager loop, liquids behave nicer with the train than gases so will work
Any idea on the round trip time? Its going to be a few cars for that rate
fluid train have half the capacity... or the same, if you want to move the empty canisters back
trip time im not sure
Dont have the train lines setup yet?
trip time is the same as a train for solid items
still building the train tacks to each location right niow
just trying to mentaly plan out the logistics of it all π
Itll work was jump hoping to narrow in on how many trains / length of train
You will want a long entrance rail so a few trains can queue up if your keeping them shorter.
My gut feeling is your looking at about 12 cars if a single train or 2x6 or 3x4
im working on a oil---> ionized fuel rn
quick check - can you set 1-2-3 priorities as outputs on a single smart splitter or does it need two?
(not sure if there's a combination of overflow and undefined that'll get it done)
You would need 2, straight as any on both, overflow as left on both, straight is 1, forward overflow is 2, rear overflow is 3
kinda what i figured
If you use both as overflow on 1 then it evenly splits the overflow
found that much out through what i was trying
Would it be unwise to have 88 coal generators running on the regular coal, and 50 running on compacted coal overclocked to 250% to reduce the amount of generators needed?
a coal generator overclocked to 250% will consume 37.5 coal per minute, or 17.86 compacted coal per minute.
as we have 4,200 coal being mined per minute, and 900 will become compacted coal (as that's how much sulfer we're mining for this per minute for this power plant),
3,300/37.5 = 88
900/17.86 = ~50.39193729
88 + 50 = 138 generators
Should I go with these numbers, or build a larger plant without overclocking it?
do you guys know how i can increase the transfer rate?
what are the odds that my save breaks with increased object limit? im thinking like corruption
what's listed is the average over some sliding time window of what's moved through the station
the number is never very exact, but over time sort of converges on a close value to what you're actually moving
as such, the number is just a gauge of what's coming through the station. if you want a faster rate, ship more stuff
ok thanks
Is fertile uranium better than non fissile uranium? As in overall production setup and such.
On first looks would it seem like that it allows me to just remove extra silica needed, but I'm not entirely sure here
how to calculate how much packaged oil/min = crude oil/min?
a far off factory needs 64 oil/min. Planning to drone it in. So how much Packaged Oil/min should I aim for
64/m
OC one to 111.1% or some other combination
Click the % number and type in 1/9*100
You can type in fractions into the % rate and it will give you the right number
how do yall deal with byproduct dmr? I have 200 extra.
Use the Dark Matter Crystallization alt if you're just trying to get rid of byproduct, plus Dark Matter Trap if you're trying to maximize Dark Matter Crystal production
is there any way to connect satisfactory dedicated server to discord channel? , like "x" player log in to the server welcome! , and that put on discord channel by a bot
liquids are 1:1
gases vary from 2-4:1
is 8.642 foundrys just 8 and 1 boosted to 65%
is there a way to add a checklist to this btw its hard to fallow what im doin without seein what ive done
yeah, tl;dr dark matter crystal with the alt makes it without diamonds or time crystals, and DMC can be sunk. Do however think about how you might use the DMR in another recipe instead of sinking it. several recipes are dmr positive and others are dmr negative
With proper planning you can balance your production to be DMR-neutral, without sinking DMC
i still have yet to figure that out for myself π
There's a formula on the wiki for balancing DMR and DMC production using the alt recipes
https://satisfactory.wiki.gg/wiki/Dark_Matter_Crystal#Tips
It's easier just to overproduce DMC and sink it though
i already worked out that math, thanks, i meant using the recipes in a ratio that doesn't need such tricks - it's just a problem i haven't bothered playing with the numbers to solve yet
nuclear pasta lowkey slept on for getting golden nut
its imo faster than ballistic warp drives when you account for build time
I got the golden nut while building my P5 factories in part from feeding my P4 nuclear pasta to the sink lol
This morning I went all out on nuclear pasta and produced 40/m so it only took like 12ish hours
Downside is none of my factories have inputs rn
842.334 how do i fit this into 16 smelters
Iβd just do a manifold and overclock until the numbers are right
842.334/16
that gives me a long repeating number
Do a load balancer for 16 machines is inefficient
Especially when you can temporarily overclock the miner to make it fill up in around 5 minutes
im also workin with the swamp and not alot of pures xd
well i dident think that far ahead when i started my world xd
I mean the perimeter of the swamp
it do be that way sometimes
just round the 4th decimal up
to much brain power used in this game xd
I have sad newsβ¦ my 1.5TW factory wonβt workβ¦ there is literally not enough resources on the map for me to convert my plutonium waste to ficsonium. I will have to store the plutonium waste and setting for 1.1 TW maybe I can boost it with sommersloops and pretend π¦
I'm actually proud of myself for this one.. biggest coal operation ive ever had in this game... and i suck
uhh what do i here its tellin me i dont need to package it but i do
unless its diffrent in a blender?
blenders don't package
but also use the waste water IN the scrap system
now im lost xd
don't do that
There are 2 distinct alt recipes. Diluted via a packager and diluted in blender
... YES... but get the water from somewhere else
don't link your rubber and scrap productions
Yea, water from Alu should go back into Alu, it yields fewer points of failure. Tho if you're disciplined about sinking things it's fine.
hmm ok
it not impossible to do it like the diagram but it'll be much harder to get it running smoothly and MUCH harder to trouble shoot
hmm ok i put it back into the system now to figure out how much water to take away from extracters xd
420 I would think
the soulution takes 600 water alone
before I put everything in my elevator for phase 5, whats the best way to view the elevator?
with a coffe mug is nice
should I hyper tube launch myself away immediately for a better view of the upgrade?
u fall much quicker then it finishes
literally anywhere nearby, don't need to be in the sky π
ok
phase 1 in 6 hrs, i'd probably take like 500th place on speedrun.com
600 - the waste waterwhich is 420
I highly recommend you make some refineries work only on fresh water and some only on the waste
so 180 and 420 in your case it sounds
these are example ratios based on different recipes
its not a bad time, but definitely not chapionship pace
i am using a system like this
problem is that the refineries at the end of the line arent getting enough oil to work properly
what can i do to fix that ?
My aluminum water is backing up and I don't know why
it's consuming 750, generating 450 as byproduct, and intake is 300
did you directly mix the waste water into the fresh?
Yes
that's why
yeah valves wlil generally not help as they don't stop backflow
Isn't stopping backflow literally the entire point of valves?
nope
???????????
they'll stop specific units of fluid moving back through - but that fluid can hit the FRONT of hte valves and knock back the fluid behind it
and the overall flow is what you're concerned with
when you connect fresh and waste you have this ----> <------ , shenanigans will ensue
it's the least reliable way to handle waste byproduct
it's doable but finicky
So how the fuck do I handle waste water without sinking it?
3 main ways from least to most reliable
Which recipes are you using?
- direct feed
- use a VIP, less finicky but I don't like them
- most reliable - split the systems into fresh and waste water systems
like so
Sloppy alumina, regular aluminum scrap
so you want the top right ratio
2/5 of the bauxite processed by fresh water, 3/5 by the waste
Why do the popular logistics games try to do weird fluid simulations that just result in a miserable experience
Best part of Factorio 2.0 was killing that
they're not bad in this game once you get the hang of them. keeping things as simple as you can is the name of the game
They're arbitrarily more difficult that belts for no benefit
sure, i would personally find that less rewarding when i do figure it out though. there's no real "boss" in this game, but I look at things like having to recycle waste back into your system as a boss of sorts
Sure, but 450 + 300 != 750 isn't clever, it's just jank
it can = 750, just use 3x mk1 pipes. 250 in each
at least that's how I would do it and have done to make things easy for myself.
Is there a way to calculate how much distance you'll get from a hypertube cannon?
trail throuh error
i used good ol trial and error
save your game before jumping in the cannon and test. if you die, reload the save
Are there any good rules of thumbs for replacing trains with drones
I havent made the jump to drones yet so I can't help on that one
provided that you already have surplus battery/packaged rocket fuel+, if you are transporting not more than 3 stack per min you can drone to reasonable distance
very different things.
are you talking about just throughput?
I find train setup incredibly annoying
that's fair. This is a graph of drone throughput #math-and-meta message
using mk6 belts. though you can convert down with basic math if you don't have that yet
drones are very simple A to B
to keep refueling easy try to have hubs where multiple drones meet that way you only have to refuel those points
Yeah naturally
train trades higher throughput with upfront logistics setup and power instead of mini fuel consumption (around 3 battery/rocket fuel per min per drone)
but most vehicle logistic choices take a bit of experience and skill to use
honestly most issues people have with trains and trucks is they try to apply them to situations that are awkward for them
once you have that experience though it's much simpler
The geometry of building them is annoying
You don't need to deal with that with Drones, presumably
I imagine not? not sure what you mean by 'geometry' of them though
like putting down the rails?
logistics are easy; building fucking blueprints 200 meters up is obnoxious
Hills
oh you're building sky infrastructure?
Just trying to get up some cliffs
then that's a build location issue you don't need to corkscrew 250 meters up a cliff
It's fine when you're on the ground, but even then, you can't place rails in the air, and you can't see if your blueprints are close enough for rails
yeah that's part of the 'experience of when and how to use them' bit
you can do corkscrews or train elevators - but in general part of the plannign is choosing which logistics options to deal with what terrain. Also part of planning the locations of the factories in teh first place
you can just make seamless supports but that's annoying for turns and uses an annoying amount of resources
what you do for that - build a line of foundations the entire path first
put down blue printed pylons as needed
connect them up.
remove the initial line of foundations
you can have very tidy rail that way
Yeah but that's still a pain whenever there are elevation changes
part of hte 'planning and experience' π people's first rail systems are often garbage because they learn what potential issues are
you could also plan a rail elevation change just so it hugs a cliff for a long while with constant climbing. that's a good tactic.
running head first into a cliff though is awks
Skytrain ftw
that's definitely the quickest way to get a train line running
Finally got around to finishing this little Rocket Fuel plant, functionally at least 
(totally didnt bungle things up and had to fix things all over the place)
Best part is?
FLAT LINE
Now Im figuring out what I want to do, like that train I have planned for my aluminum plant 
mine's probably about as flat as it can be with the t9 stuff going
then i'd have to automate supercomputers π
for the high-end stuff i'm still working off of box factories
Imagine if someone spent the time to get all of their T9 machines synced up like the geo network or better 
idk if you can with the quantum encoders, i think their usage is random
So what happens if I go slightly over the 50m headlift on a mk2 pump? I'm at 52.8m. Will I still get full flow?
The wiki says it's actually up to 55
You might get lucky you might not
The pipe at the top shows it's fully-filled, so I thiiink that means I'm good?
If you have problems you know where to look
Adding an extra pump is an easy fix all things considered
The space is pretty tight and aesthetically-important, so I'd really rather not. π
So I'd have to rejig
You have 50 meters
Yes but it's 50m of this
So hopefully it Just Worksβ’
generally, you can go a few meters over, but you may see things clicking on and off, when in doubt reposition pumps to stay under 50
i've had 2 pipes next to one another that seemed identical in construction, one worked one didn't, you're rolling the dice with it
Hmm ok. From what I'm reading they have a 10% overhead, but it sounds like perhaps that's unreliable?
i think pipe networks have hidden memory of what their max headlift was at some point and if you follow the right sequence of steps in building, that never resets
just a theory
some stuff i've seen in experiments seems to suggest that when you build things in different orders over time, causes them to work differently. that's about all i can definitively say
I wouldn't rely on it no. If you're worry is about having pumps clipping through I'd put some more maybe at the midpoint and use that as an excuse to make a 'joint' there and just encase it all in concrete or something
maybe make support struts
maybe pipes handle their logic by build order? ie, the game checks each pipe in sequence to decide how much fluid to pass in which direction
causing different results (compounded over time) if the same design is built in a different order
So help me figure this out, if I have a smart splitter set to "all" in one direction and a specific item in another, will the specific item be split between bpoth directions or will it only go in that one direction?
both
Because I want to de-spaghetify my manufacturers
the specific item will go out any outputs it's allowed to, including an "All" output
are you trying sushi belts?
Yeah
one output 'item' other output 'overflow'
Sounds like you want "Any Undefined"
the reason 'any undefined' can break sushi is in that example, you've defined RIPs. so once one side is full on RIPs it'll get clogged
where as if you set it to overflow, once that side is filled with RIPs they will flow to the next machine
i think there's probably just a bug in the code that causes it to bypass recalculation of headlift, it's only a theory
This is my first time working with these so I was just praying that I didn't need to make multiple elevator belts to split the parts
as long as you have teh throughput for all the items, set the SS to 'item' and 'overflow', and have a overflow sink at the end? you'll be fine
Well, that's just due to the general principle of always needing overflow to prevent clogs
It's not that there's anything wrong with "Any Undefined", just don't use it to REPLACE an Overflow output
9/10 times with sushi, when in doubt, use 'overflow' instead of 'any undefined'
the only time is when you want stuff to clog π
I can't actually think of a situation where you would prefer 'any undefined'.
when you are draining a specific item off the belt to sink it
over flow still works there
Output A: Thing I want
Output B: Any Undefined (other things I want)
Output C: Overflow
that or you keep a dedicated overflow lane
I'm pretty sure in that situation everything other than 'thing you want' will go down 'undefinied' until 'thing' clogs it
i sometimes use it in the sorting array i build for gatherables
wait no, 'thing' will then go overflow
I went that approach for my hub area, straight is any undefined, left was overflow, right was storage for the part
and had a loop path through the middle that had its own overflow so if something weird got in the network it kept on spinning some amount so I could tell what was going on
I guess? Honestly I'd just do over flow at each step and have one sink
I can see how 'any undefined' works in that case but it might just be less compact and more steps to get to the end result
it has uses, but like they're pretty rare and special case
I imagine there could be layout and design choices where you'd want to break it up with it and 'any undefined' could be useful there
but it'd have to be pretty specific and rather niche
I went with it because multiplayer server, anyone could point a drone to the hub and make things weird π
its more useful if you are routing items in a context where there isn't any sink
it does also mean that for any later splitters, you know that everything your getting is something the earlier stages didnt match on
could be used as an early binary split entering a warehouse
Programmable splitter, Left output is one list of items, Right output is Any Undefined, then both proceed further into their own sushi sorters (that still have overflow sinks)
pretty much, it is 'i want to route these things this way' and the other stuff will be handled by other different routing
i can see some interesting hacky things you could do with it to route a specific item one way on a slow belt to rate limit what comes out the undefined side
yeah that design relies on sinks for each 'item' you're splitting off rather than just a final sink at the end.
Which again I imagine some design and layout choices would fit with that? I'm ... not sure what they would be though. Or at least why you'd make those choices rather than a final sink
other than just 'enjoying complexity' I'm not sure what the goal of hte process would be
i really avoid building such things though. the game is very quick with how it does belt logic, but when you start using smart splitters at every junction, it does start taking a toll
i can't think of an application, honestly. what i do know is that some people have done some interesting things that are akin to making analog logic circuits with belts
Stin Archi was experimenting with that stuff a bit
I suppose. I was forgetting pepole making effective belt/power switches like that
Also, that Kinstruction guy's ala cart drone ordering system
that was all the rage for a hot minute, lol
I never looked into that, though I thought those worked on setting up priority mergers and using garbage mined items as 'on/off' switches
yeah, i played with the idea a bit and actually refined it to using a packaged water loop for the fill material
ended up being much more elegant, but still sort of something that ended up being a screen door for a submarine π
SF doesn't have the options like Minecraft redstone to make it interesting
mostly just a few novelties
agreed, there's the wiremod thing (its newer name is escaping me), but base game just doesn't have much for logic gating
best you're going to come up with is some sort of analog level trigger that does something somewhat interesting
if that's what you like building, cool, but i really think such things where you're passing tons of items at high speed through loops just kills game perf
It would be nice to have a place that shows how much of each item is being produced consumed and sunk
Well so far so good
besides elctrode circuit boards is Petrol Coke just entirely useless?
It's good for aluminum and caterium
would it be a bad idea to sushi line uranium, plutonium, & ficsitonium fuel rods into nuclear generators so idon't have to build 3 seperate sets of nuclear generators
electrode scrap and turbo blend fuel are good recipes
Its basically turning crude into coal
its good for stuff later in the game. electro cb is a good situational recipe, but for mass producing boards you really want cat cb or silicon cb
I can see a use for large amounts of steel ingots pm but unless im misunderstanding the Alumina Scrap recipe and the Turbo Blen Fuel just seem bad?
no, they're both very, very good recipes
sloppy+electro+pure for aluminum gives you 1:1 bauxite->ingot
and blended TF is how i prefer making TF because it uses less sulfur and no coal
i dont use turbo blend because its too complex for me, but electrode aluminum is a must have, especially on the south to rocky desert spawn
yall got any tips
Turbo blend is how you get the most out of regular rocket fuel recipe
but coke in general has a hodgepodge of uses that are situational. it has slightly more range than coal in vehicles due to its 200 stack size; you can get some extra power from it in coal gens (sometimes useful for disposing of waste water)
If anyone has the math on the alumina id appreciate it but im not understanding why Turbo Blend is considered good? It seems strictly worse than the other two recipes. Sure it produces more Turbo PM but it also uses more oil, more power, and sulfur?
don't skip the game tutorial?
Its a lot of oil but sulphur is saved, so say, perfect for the west coast
Are you playing on a dedicated server? I think that skips the onboarding process. Try starting a single-player game and building up the HUB and whatnot.
Because Rocket Fuel and Ionized Fuel's biproducts are compacted coal they can feed back into turbo fuel if you wanted to go that route
here's a comparison, normalized to 600 sulfur as input
I used a current max belt for mine, 780/min sulphur, so it was ~1200/min oil needed.
I think it's fine you don't run into sulfur problems till post late game
and like I said, west coast isnt packed for sulphur, so its great.
Default is def the way to go if your using rocket fuels coal
yeah, 600 sulfur can get you 40gw of tf or upconverted from the tf to rf, 120gw
Im compacting myself 1040/min steel off of my plant 
ionized go brrrrr
you also get 200 + 250 compacted coal back if you upconvert from there to ion fuel
Are the tempered recipes worth considering?
i don't find them very compeling
Tempered is like compacted, if you are wanting to spend it.
tempered cat looks kind of sweet if you have the spare coke
not having to build pure cat... yeah, that's a thing
i dont mind complicated setups i loved the leached recipes
tempered copper. meh. pure sucks but unless your making 60 pasta/min, stick with copper alloy
just wondering about the efficiency esp cuz water is everywhere and pure is p decent
its slowwww but effcient enough i g
Pure is slower, so you have to scale up.
pure builds are huge and cumbersome and eat power
the recipes are kind of a newb trap
You get almost the same amount for 1/8 of the footprint
Wait you do get the same amount
copper alloy, even after the substantial nerf it recieved in 1.0 is still one of the best recipes in the game
Who made the compacted steel Ingot
it was more useful in previous game versions where you didn't have as much you could do with coke
makes for some dense steel builds though
It used compacted coal
errr, read that wrong
compacted steel got nerfed and buffed
they kind of went overboard making the cycle amt so small
but it makes a butt-ton of steel
The buff was applied in a way that nobody should use, though. Because right now compacted steel is only useful for rocket fuel byproduct. Which makes the resource efficiency buff moot.
It makes 10/min on the wiki
yeah, really the changes to the HMF recipe chain to reduce the steel cost sort of made compacted steel a non-starter
If you use compacted steel during T3/4, it's so power inefficient, the resoure efficiency is negated by the extra coal generators you need for 6x the foundries compared to solid steel.
it used to be 1.666x with a cycle yield of 37.5 iirc
That's not so bad
it was less dense but didn't do the 2x
i do heavy encased frames so i never really had a problem with them
just alot of iron and a lil concrete
where it was useful was squeezing all the steel you could make out of an area like north forest or dune desert where there's a lot more iron than coal
really in previous game versions, you needed a ton more steel btw HMF's and motors
the HMF cost was tweaked quite a bit by reducing EIB's cost and now the iron pipe recipe also allows you to make more without needing coal
How is the iron pipe recipe
overall, the recipe changes reduce the number of biomes you need to burn on motors & hmf's
very inefficient
its very good in some places like with steeled frame
when you couple it with iron alloy (which is amazing now), the 4:1 ingot->pipe isn't so bad
btw, iron alloy makes more ingots per iron ore than pure
I'm assuming splitting a pipe across multiple floors is a bad idea
How much are you splitting
if you do it right you can. the rule is never have the consumers of a pipe network on multiple levels
the math demanded that I need to split 400 into 160 and 240
on one hand 400 is much less than 600
on other hand, yeah
You should be fine if you use a 600 pipe
what happens is consumers on the lower level always steal input away from the one's on upper levels
I'm interpreting that sentence as "if it is mathed out and if the pipe is full, it should be ok"
That also happens if you make it on the same level where the closer machines seat input to those at the end of the manifold
even if the math is square, splitting the level of consumers on a pipe is bad mojo
split it into 2 pipes that go to each floor
Try it with one pipe adding another pipe imo wouldn't be that hard
if you really figured out the inner workings of the game's pipe simulation, it probably is possible to have all machine's cycles fire at just the right time to negate the fact that the lower level consumers steal the upper level's input, but good luck figuring that out
Just put a sloop in your producer to flood the pipe and buffer the consumers
...I doubt that.
I can't imagine there being a reasonable sequence that allows to avoid back flow
i'm saying that i think it might be possible, but you'd probably be hating life for a week or two, lol
i.e. if you get it working you had some dumb luck
has anyone here made an ammo plant using converters yet?
I was just thinking about the pipes that were very long in a looped manifold and the loop being unable to manage all the unstable points after hours
conceivably, a filled buffer at higher level should allow it to work, but i wouldn't place money on it all
then when you load from the save the perfect system you had also resets probably
yep, i really, really don't build things in a way that i'm exploiting weird game behaviors
i like building something and not having to jiggle the handle π
given this comment, this is not safe I presume
top-down view of the pipes I currently have
the blue is pipe, all looped in a 8-refinery manifold
so 2 groups of refineries feeding 2 groups of refineries?
crude oil is injected from somewhere else
it's not one group of refinery feeding the other
oh...I don't understand what is going on then in the image
gimme a min
paint3d is getting a workout π
I thought they deprecated paint 3d
ooohhh.... why is each oil input being split in 2?
the one pure node demanded that I use 600
and I of course decided on 12-long row of refineries before I noticed it
does anyone else wish that pipes and pumps etc had a figure for average flow rate over say a minute? i donβt find the instantaneous measurements very useful since they tend to vary wildly unless the pipe capacity is maxed out
the entire blue parts are looped at least
huh look that should work
I did my pure node in one row and looped it, working
flood the system and maybe put powered pumps on the Xs for safety
the third group of refineries are not drawn but imagine that there's a third blue line
Actually have one that splits THEN loops in two segments, also working (600/min)
gotcha
splitting manifolds is possible, just a bit more finicky.
by all accounts this should not work...??
well, there's a good chance you don't even need manifold loops with that. Raw oil tends not to
Nice
however if you're performing shenanigans, and you flood this system and still getting some jank after the pumps? I'd prob loop and flood the branches individually
I'll just chalk this up to fluids being incomprehensible
iirc I did do a prefill as well, was a while back tho.
nah, think of it this way, does the idea of doing things that can be grouped as 'less stable' and 'more stable' with pipes make sense to you?
sure
ok so the trick with pipes is that it's not super clear w/o experience how much the 'less stable' designs affect each other. LOTS of variables. So in general you're better off using as many of the 'more stable' options
the problem I have is that it often feels like our understanding of pipes run perpendicular to how pipes actually work
it's like a jenga tower
One of the splits, the sides jump from 298 to 390ish.
well real fluid systems for cities and things are things of great work and design and have actual pressure that has to be managed very careful so it doesn't explode
if you ever meet the people responsible for maintaining your town's water system? shake their hands and thank them for their service
I will beat the person who made my apartment's plumbing
true, but RL physics need not apply for this game
that's probably the lowest bidding contractor putting in a shitty pump. Thank you capitalism
well.. RL physics is much worse than this game's fluid physics xD
if you ever do an engineering degree Fluid Dynamics will be your 2nd most hated topic
Thermo dynamics only gets 1st because it includes having to deal with fluid dynamics
Things like my kitchen sink burping because my neighbor did dishes.
Or that my neighbor upstairs uses a dishwasher and the drains cant handle it so I get a flooded apt 
hey, if you have stricter building code regulations you get Communism, is that what you want?
honarary mention goes to P-Chem
What was the nerf?
pre-1.0 it was 2 copper + 1 iron = 4 ingot
now it is 2+2 = 4
unless you're goal is to do something crazy big with nuclear or portal tech, the 2x yield from alloy is more than enough in the game
Is there a way to turn off rounding in the calculator? I'm getting sick of trying to figure out the exact percent needed for exactly one of my machines
wdym?
i.e. basically nothing changed because there's still a lot of iron on the map
So for my current factory I need 10.63x smelters to churn out 318.89 ingots per minute and I had to go out of my way to do some extra math because the 10th factory doesn't need to be set to 163% but rather 162.9667% to curn out 48.89 ingots/min
Rounding up adds just a bit too much iron into the mix
yeah, also the buff that iron alloy got really means that you can use both recipes to multiply your ingot count in the early game by using them together. I was able to make a factory that takes 300 copper + 900 iron ore and get 90/min mod frames out of it
that's at phase 2 tech level
Yea I really gotta utilize these more
Considering i started my new game on grassy fields which has a ton of impure nodes
i prefer taking numbers like that and rounding the machines to an even number like 12 and then figuring out how much each should make at an equal clock rate
i.e. if you need 120/min, you just enter into 12 machines 'make 10/min'
yeah that's not rounding, in that case you need 318.89 ingots per min
the copper alloy nerf was barely a nerf, because almost every copper location has an equal or greater amount of iron too
it tells you how good the recipe really was
Also iron is a trash resource.
Very nearly as good a trade as adding water to a recipe, plus you get teh bonus of not needing to deal with fluids
yeah, i gotta say that i really dislike doing pure builds
The calc says 10.63x not 10.629667x
probably 10.63333333333333333333333333 repeating
share the plan?
Sure gimmie a sec.
man, that's an ugly number
ugh, scim. Let me convert this to tools
There's another calc?
lol
also factoriolab can do satisfactory but sftools is better
I think I got all your alts ? https://www.satisfactorytools.com/1.0/production?share=RSAMzTuRDIaDBVcSlz52
sorry, missed 2 outputs https://www.satisfactorytools.com/1.0/production?share=St1lbxDJ3OV9ROeDtwCT
I'm going to ignore the SAM
I don't think it's required since I'm near Caterium not SAM
that last link removed sam from the options
This whole thing is gross
All this just to make a crappy circuit city
But this is MUCH better
ok the reason for that is the actual needed clocking is 10.62962
which you should round up to 10.6297 total constructors
Which is odd? generally tools does more than 2 digits on machiens
Hey greeny, do you know why your tools is rounding up to 10.63 here?
@wind spade
Well what do you know
I go stark raving mad trying to get everything perfect, and I actually find a bug to be squashed
Neat.
it... might not? there may be something odd with the actual ratios between the ingots and iron wire?
it's possible it's rounding up because the 108.888 ingots pm you need gets rounded up
in any case. Tools has a much more user friendly interface. I highly recommend
Yeah it's way faster I noticed
you can easily save plans too - apparently you can download files that will save groups of plans together? I just use the 'share' button and save the url in my spread sheets and lable them
double check I got all the alts you were using though. the resolution on your image was a bit small I could have missed something
actualy off hand I'd guess that since you have an Or input that you have to round up for and a ingot input you have to round up for that's why it has 10.63? but I'm not sure. Since both calcs did it I'd imagine it's something to do with how computers math
Eh, it seems to be even after some fiddling
It's an ugly ratio
Now that that's all done I can finally after 4 hours hook this bad boy up to miners and power
iron wire and stitched plate always end up making strange ratios
you need to make everything at like 45x the size for the numbers to be non-icky
or clock everything up to 250 and only make it 18x the size, lol
then there is aluminium where 1 shard in 1 machine and 2 in the other makes the math way easier π
Or clock machines for the "weird" ratio and be done
to transfer 1,200 m of gas do i need to train freights or can i do it with 1 ?
1200/min?
not possible with 1 car
whats the max per cart ?
Two
your input pipes are 2x 600/min and the inputs stop for 27.08s
so you cannot cram in 1200/min to a single station,
the car holds 1600, but the station cant load that rate
package it and it becomes more convenient
Does anyone know if this works: You put 2 truck stations opposed to each other, one is loading and one is unloading, it will remove the things the truck carried, while adding the stuff from the other truck station (ofc until the removing station has removed everthing, then it would probably start removing what the other station is currently putting into the truck).
... what? maybe sketch what you mean?
and then you put the right timing into the stop, and re-route the stuff you dont want removed back to the loading station
ok
are you trying to make it so the truck arrives, unloads in 1 stop, loads in 1 stop then continues on?
I don't think you can clip stations like that
you can
also, why would you?
yeah, that's what I am asking, if you can do this to make one load and one unload
what items are unloaded first?
maybe? try it
yeah, I have to try it I guess
why woudnlt you just have 2 belts continue to move things?
but that's what the chat is for π to exchange, maybe someone here is truck experienced
oh, missunderstanding.... I want the truck to arrive with a full belly, and then the unload station is removing stacks, and the load station is filling the empty slots with something else. and then I want to time it right, so that it doesn't start to remove the loading goods.
ok, I will try it
we ll see
but the truck isn't moving in this right? it's just sitting in between loading and unloading?
oh you actually want it to do a loop and load and unload at the same time. Yeah you'll have NO control over what gets unloaded even if it can do both simultaneously
have it stop to unload, then stop in front of another station to load
ok, I tried it, doesnt work. The truck is always ignoring one of the two stations
Only one arms moves and one station is triggered. Pitty
I mean, even if it didn't ignore one you'd very likely just swap items between stations
yeah, as long that that would have happend only AFTER the arriving goods are removed, I would filter them and move them back to the other station and minimize that effect by blancing the time of the stop.
but meh, doesnt work
they aren't all delivered in one shot, it's stacks per second
How many items are used to build stuff ? I want to know in order to design my storaeg but I don't want to spoil myself even more
32~ ish? probably more now ith t9
central storages aren't particularly useful though, build one if you think its fun though
Yeah I want one to have everything at one place and have a cool line of belts
aim for at least 40 then
I really don't want to have to modify the storage ^^'
Is taht with or without consumables
with or without the alien artifacts
better go with 50 then
without
add at least enough for every ammo, bomb, alien thing
inhaler I guess though those are handcrafted
if you also want to store every single ammo and nobelistk type and equipment stuff, power cells etc etc.... maybe you even want 60 π
I can have 36 belts on 9 foundations with walls on either side so I'm probly going for that many infinite ressources
No I'm gonna sotre them together
that'll be difficult to automate and store even vaguely evenly
it's more that you're not guaranteed to have them all arive around the same time you might fill up the container 3/4 full of 1 type of ammo before the rest come along
wait actually I can go for any multiple of 4lol
Yeah but I don't use a lot of them anyway, the only one I see myself automating is nobelisks
and masks
What's the point of water resource nodes? They use more power than an equivalent number of extractors with pumps
just another place to get water from
access to water in places you normally dont
Effort. Some nodes are located where getting water is a logistical effort
sometimes you just need a small amount of water somewhere
it would take 102 seconds to move items from two Drone Ports immediately next to each other.
let's assume I need to move plastic, which stacks to 200
drones have 9 slots
9(slots)/(102(sec)*2)*200(items/slot)*60(sec/min) = ~529 items / min
better than I thought hm
Ive now checked this one out now in the save you sent me.
These refineries use 480/min crude total, not 600
Ive been looking at this for multiple minutes now on 3x game speed
chat what do i do with 2 industrials full of fluctuators
i started making them without knowing what ill do with all of them
Did they change fluid dynamics?
Or is it just the change to the junction size that affected things?
As far as I know, fluid dynamics are the same since ~U7 when they fixed the fluid loss bug, right?
hook up to your depot, handy for making more depots π
yeah i have a depot hooked up
its the mercer spheres that im too lazy to get
HWHAT?
they definitely changed SOME things because snutt said in the phase before 1.0 that they were looking into pipe bugs
is that connection intentional?
I stopped looking at videos/news a bit before 1.0 due spoilers, so I'm not up to date on that
yes, but only to wall nubs, it makes a good entry / exit point for zipline travel
Something about pipes or fluids was changed, not sure what
they are likely always being looked at, belts and pipes are 2 of the most performance related computations in the game, most of the machines come down to are all inputs enough to run, and is there room at the output to run,
belts have gotten cheaper now they do combination shenanigans to lower the compute load,
pipes I don't think they can pull the same trick on and remain with some more expensive computation
hey all. what is the approximate ratio of iron to copper i should go in the early game? like, is 2:1 enough?
Just make at least 1 line on every material, it doesn't matter early game
there's also crystal computer with silicon high speed connector + silicon circuit board that saves quite a bit of space
caterium computer is simplest in terms of logistics (only need to bring caterium and copper sheets) I think?
depends heavily on how much caterium vs. how much raw quartz you have closeby... the Alts allow you to go heavy into the Quartz direction
if you go for Crystal Computer, you will need quite a few Crystal Oscillators...
caterium computer i think
supercomputer forces caterium so I'm slightly hesitant to put the local caterium on caterium computer
you'll have trains by then
This should work as a variable priority output junction, right?
variable output? yea
Yea to make sure the pipe network in the generator farm is filled, and then send the output to get packaged
tx
Would this work to make sure nothing gets clocked? 500 fuel up one pipe, 460 up the other (960 total). 420 goes to turbo, the rest goes to fuel gens
the one that goes up and back down into the wall is going to fuel gens
You may need a pump before they split and/or valves afterwards but otherwise that should work
which direction is it going ? ^_-
big oof. In general don't try to do a merge split like this. Make the 2 sections create the exact amount each destination needs
if you insist on doing this I'd put powered pumps everywhere and flood the system
pumps
it took me a minute to reason about what you have pictured, I think it should work, but with pipes in the game, whenever you're asking such questions, it probably won't
rationally, junctions don't have capacity caps, so you should be fine doing the merge and split through one like that and the hump should prioritize the TF of the generators, but idk
the hump prioritizing turbo was mainly what I was going for. Once the turbo is full then the gens start recieving fuel
if the system works at all? sure
but aren't the gens and turbo sections clocked to consume exact amounts?
what i can say is that you have way too small of a pipe segment with the junction spliced onto the pipe next to the support
remove the support & snap the junction onto the pipe end
the main this is fluids can act real weird doing a merge/split like this
pumps can help keep the flow stable though? doesn't guarantee it though
that's one of those unwritten rules if you splice junctions onto pipes or splitters/mergers onto belts - you never want to do so at the end of the belt or pipe segment
anyone got the coal/ water pump ratio image on hand?
Not sure which one you're looking for, but this setup would work:
it's just on the wiki
Ah here we go https://satisfactory.wiki.gg/wiki/Coal-Powered_Generator#/media/File:Coal_Generator_Schematic.png
I usually do the middle option from the last one
perfect, thats all i needed haha, i was going to look at the wiki, but it would have been faster to ask here first lol
math question (not sure if it goes here) but i dont quite understand liquid, is the 20m per min in cubic meters? if a water extractor produces 120mΒ³/min you could like get 6x the needed amount out of this right?
or what exactly is the 20 per min?
oki thanks
do you guys connect your geothermal line to main grid? if not what do you usually use geothermal for?
I personally do bc itβs too inconsistent to run a factory off of imo
I think the only reason I placed them was for free power, not sure I needed it
i currently run a separate line for it but idk i might just connect them to the main under a priority switch or something
I see the fuel power generation tutorial on the guide is outdated. Anyone got the maths for 1.0?
i dont because too much effort of running around and putting the powerlines
not worth it imo
what maths exactly? fuel gen produces 250 MW while taking 20 fuel/liquid biofuel, 7.5 turbofuel, 4.166667 rocket fuel or 3 ionized fuel
or something like that
is cluster nobelisk nice?
sorry I'm not using this tutorial, I use community calculators or calculate myself
is more bombs better than one bomb? 
baby bombs
thats a good salses pitch
nukes my beloved
but seriously, if we're talking about the vegetation, then yea, it's totally worth it
not so much for combat though, unless you don't mind leaving a barren desert after fighting with alphas for an artifact
yeah, the nukes use is leveling terrain & killing yourself in a fight, lol
in all seriousness, there's a few spots on the map with tons of large spooders and if you can chuck a few nukes into their camp ground, the fight can be quicker
power generation with rocket fuel is worth it, or should I stick with turbo fuel and move on to nuclear?
rocket fuel can supplant nuclear for power needs
that being said, i'm still working off of a 40gw tf build with a bunch of APA's along side
totally worth it, expecially if you're using nitro RF recipe
though it takes twice as much sulfur instead of iron plates and water
there's a ton of sulfur on the map at this point
there actually always was
one thing about sulfur though is that the converter can make a lot of other ores with sulfur as the source material, you may want to be conservative with your use of it with power, as once you have a power plant that is using a resource, that resource is kind of can't-touch from then on
i'm honestly of the opinion that nitro rf is the worst way to make RF. it is easy to build, but it just ends up being mediocre. for 600 sulfur and 4x the oil you cna make more than 2x the rocket fuel with blended -> default rf
soon
the pasta is-a-cookin!
just waiting for the final train
mmm I can do that. setting a new train line will be a pain tho
Iβm at the point of working on phase 4 elevator parts. Gets a bit overwhelming since I kinda need to refactor a few earlier parts (plastic/rubber). Did a mini nuclear pasta setup last night. Particle accelerator is cool.
it takes iron plates and water though, so two more items to care about
nitro is just simpler, even if its less effective
Water is likely βfreeβ since youβd build near oil and thatβs near water.
Naturally is an ease of design, build vs output.
I definitely prefer the simpler approach
agreed, either one makes more power in a reasonably sized build than you probably would ever need with APA's to supplement it
is there a uranium node on the map?
haha, perfect, means i can auto mate nuke bombs lol
probably easiest one to find is in the massive cave near the void hole
anyone got a fused frame recipe that dosent take 1300 iron ore xd
T9 here i come. now what do i vonvert into ficsite?
HMF's take a lot of steel, no way of getting around it
sad xd
aluminum is the best conversion ratio, but atm for just doing game complete unlocking, i'm making it from iron
not hard to find 2400 iron next to a sam node on the map π
I found two reasonably near caterium and Sam nodes and just ran a train
what area?
the pure SAM node in western dune forest, and the caterium in dangle spires
also how much ficiste is a good starting point? i get like 37 out of 600 sam if i go iron. but i have no frame of reference
I built it out of the two pure nodes and it was massive overkill
you really don't need much IIRC, a full SC should probably be enough to beat the game.
two pure you mean 2 puer sam?
No, one pure Sam and one pure caterium
I feel like scaling based on one node of each resource required for a recipe is a good starting point.
You could sloop the blenders and get tons of RF while still having a quick and simple build
I'm a fan of the nitro recipe
anyway to get around need 5k copper ore per minute for 35 singulatertys
and after making ficsite ingot i can just sloop the trigon constructers if i see it right. that should give me enough to cerate a few things from it. 600 sam then become 300 trigons
for 2 sloops when OCing the constructeres
Not bad
i've been crunching the numbers on that, turns out you actually get more trigons if you sloop the converters
...at least with the aluminum recipe
I'm creating my first mega factory, and I have 21 different outputs. What I'd like to do is have each output go into storage, but once storage is full go into a sink. How might I accomplish this without making 21 sinks?
do gases need pumps ?
why do you need 21 sinks? if the output doesn't even fill mk1 conveyor (say rotors), you can just combine those into one best conveyor and sink it
I want to have 21 storage boxes, but when the boxes are full to output into a sink
put smart splitters before the storage, and then merge the overflow
i understand if you sink low-density resources like ingots, but if it's rotors, motors, computers etc., you can just merge them onto your best conveyer and put into a single sink
still don't see much of a problem except squeezing in the smart splitters and rerouting the overflow without conveyer intersections
is something like this enough to have multiple trains on a line? or what do i have to build to enable that
or where can i find a tutorial to make a trainnetwork. a basic one
Is that a single line that's bidirectional? If so, you should make it a dual track to avoid a ton of pain
ok i suspected that much.
Yeah, dual track. Periodic block signals on normal rails. Guarded intersections (i.e. path signals on entrances, block signals out). Off-rail train stations so loading trains don't block paths for passing trains. Those are sort of the rules of thumb and makes things a lot easier.
how do i
Drag your power grid from "undefined" into a priority group
Damn it still seems like a nightmare to get rid of decent amounts of plutonium waste
I made up a plan using 76 waste/min and its asking for 16000 copper ore /min
Do any of you know of a site to calculate your power production? Satisfactory tools doesnt work because it doesnt work with nuclear waste
Yea, you're better off just sinking fuel rods and using the resources you'd be dealing with plutonium waste on convertering more uranium.
It does, you can add it as input
omg thank you so much, now it feels like my little pony: friendship is magic... TY!
True
Iβll just uraniummaxx then
Aiming for a terawatt on my world
Noice
Assuming it doesnt corrupt before that, i think i already hit entity limit and i havent even placed a reactor yet
How big is rhe entity limit btw?
yeah, the ficsonium chain is a nightmare for resources
how do i signals?
What makes production and capacity different_
Hmm... at what number of belts worth of throughput, would you say is enough for just about anything, assuming you were running a bus for it (say, 1 type of ore)? Been wondering how the bus players think about this.
(I thought up multiple ways to merge & split N belts, but the solution gets pretty ridiculous, I'm wondering if like, 4 is enough)
For ore? You might need like 10 belts of copper ore idk about the others
But i suggest smelting the ores into ingots at the extraction point, if theres water there then use refineries
cloudy diamonds looks kinda nice. but it needs more accelerators. so its more power right?
50% more power per diamond, yes
praying for ficsonium to be buffed
I'm honestly going to be kind of disappointed with the 1.0 playtesting process if they only decide now that Ficsonium isn't what they intended. Or pretty much any recipe rebalancing they do.
idk what they wanted it to be
because right now its pretty much nothing
does nothing, since its too expensive to be used at even a small scale
Didn't it enable people to use Plutonium Fuel Rods without producing permanent waste? I guess the Ficsonium itself is kind of underwhelming, though.
The issue is that if you use the SAM to make uranium, you end up with more power.
There aren't enough resources on the map to sink all the plutonium waste afaik
it only works for minuature plants using like 300 uranium total
and with those, waste never was an issue to begin with.
So what is its identity?
it was suposed to be a way to take care of the waste
Oh, I see.
there arent enough to even sink 1/3 of the plutonium
i wanted to make a plant with 1/3, but that idea died very fastt
there is a post for it on the QA site, but it could get a little more love.
most people that play the game just didnt get to that point yet
Nuclear power is already a bit of a novelty. Rocket fuel, or even diluted fuel, is more than enough for anyone to finish the game. So I don't necessarily think it matters whether Ficsonium is balanced (whatever balanced would mean). But if they intended for it to be something other than a novelty, and didn't realize that's all it is after the 1.0 playtest, that'd be perplexing to me.
yeah for now i just did rocket fuel. Its 1/10 the work
no waste
low resource consumption
but i would LOVE to do complete wasteless nuclear at a decent scale.
very disapointed that its not possible
why is my mk1 miner on pure getting clogged ? I have all my belts for mk2 so it should be transporting 120 pm. (this is the only source of coal on the line)
possibly issue on the consumption side/
yea what's on the other end ofit all?
im not getting enough coal on the generators its going to (8)
they are frequently shutting down and sometimes i have to restart the whole thing
300 uranium is 7.2 uranium rods, 3.2 plutonium, and 16 ficsonium, right?
The most likely scenario for something like this is that you have a Mk.1 belt somewhere you're missing
i think putonium and ficsonium is 1:1
at least on my crumbly sheet of paper from a week ago when i did the math
32 plutonium waste turns into 16 ficsonium rods on Tools.
Which would be 3.2 plutonium rods.
force it to use heavy oil alt
by removing the resin alt from the list of useable ones
and use diluted fuel if you can
im turning 300 crude into 1200 rocket fuel
yeah, just makes no sense why it would go for that xD
or not go for diluted
a bug prbably
I wish satisfactory-calculator let me force recipes
Basically, those solver algorithms/libraries are far from perfect
do heavy oil alt
Use satisfactory tools
yeah I am
Yeah I generally find tools to have the better planner.
unfortunately it isn't working with liquids for me
SCIM's map is freaking awesome though
10 waste is 10 fisconium
5 fisconium is 2.5 rods
so 10 waste to 5 rods
32 waste to 32 ficsonium
32 fisconium is 16 rods
Shame
tools tells me to package then unpackage π€£
well shit
ahh unticking the packager seems to have fixed it...
fisconium cost should be rediced by like 80%.
its so far beyond useable
halving the costs would still leave it to be bad
Tools though, my god that planner loves SAM ore
I legitimately don't see the point in anything nuclear with how good rocketfuel is NGL
it really wants to convert everything
I have more rocketfuel from one mine and a couple of droned mines than I will ever need
Even assuming you get the DMR for "free" from some other process, the resource cost of getting rid of 32 plutonium waste is hilarious. But I do maintain that it doesn't need to be balanced because it's pointless anyway.
And that was WITH me using a bad recipe
Really it needs a whole new function so you can specify exactly how much material you want to get from SAM
i kinda want to do it since i want to do the process.
but i dont want any waste
Sinking plutonium rods is the way sadly
You can just use only what plutonium you can process the waste for, and sink the remaining rods
There's no functional reason to care about getting rid of waste though. You can safely burn plutonium and tuck it in a corner.
Just cuz we can't use all the plutonium we produce doesn't mean we shouldn't use any of it
i want to do closed systems only
This is also true, there's plenty of places on the map, as well as under it, to store an effectively limitless amount of plutonium waste
At some point it's too much work for the developers to support the infinite number of possible arbitrary player goals.
yeah sure
Waste-free plutonium is not arbitrary, it's ficsonium's whole purpose
but when ficsonium is the worst option available by a wide margin, maybe there is something to do about
And it does that. It seems like people just want it to be more resource efficient.
yeah that on top.
waste free plutonium for me was THE THING they added in 1.0
what a let down
No, it doesn't and that's the whole point here. You cannot sink all your plutonium waste. The map does not have sufficient resources.
You're choosing to make that much plutonium waste though.
it does not do that by any measure.
it is too expensive to even do it for small plants
IMO the worse issue is that it's worse than the old method of waste management of sinking plutonium rods
its way worse than that.
and also the other option is to use sam to create more uranium (why would that ever be more efficient)
Sure, you could train across the whole map to sustain a medium sized power plant, but yea, you'd get a power plant making more power with fewer buildings just by making uranium instead.
nothing like using 60% of all the resources to eliminate waste from like what? a 300 GW plant?
better of making a few rocket plants and using sloops to increase power
1.1 will surely come with some changes
I wouldn't count on it.
would be very sad
I would change compacted steel and dark ion fuel and some other thingss before I'd touch ficsonium.
It's useless in tier 3 and 4. It's so power inefficient that you need extra coal plants, defeating the point of its resource efficiency.
all the tier 9 stuff is crazy expensive.
kinda gives the impression it was designed with a map that has like 3x the resources
I assume it's designed with sloops in mind
The dark ion alt is especially perplexing because is uses 2.4x the rocket fuel for the same amount of ionized fuel. And eats up the aluminum packaging.
how do signals for trains work. i tried the block once and it just caugt the train in the station
dark ion only exists so you can make some fuel for the jetpack with minimum efford
and that it does fairly well
Compacted steel is a weird one, yea. Not sure you'd ever be so iron strained that it'd make sense, the map is rather rich in iron.
Interesting, I just did petroleum coke for that.
if you have oil around, sure
Compacted steel ingot is not more coal efficient, assuming you're running off of coal power.
im not
For 60 ingots, compared to solid steel, you need 2 more coal plants. So the real coal consumption is 40 for solid steel and 45 for compacted steel. Hence my original point of it being terrible during tier 3 and 4.
oh nevermind
im stupid
i thought we are talking about solid steel all this time
yeah n ocompacted steel is useless.
but solid steel is good, so its not even an issue
having to build 10x less generators lol
you can make 4 generator blueprint, that makes it a lot less anoying
For really big factories nuclear is more efficient resource -wise as well
anyone familiar with excel solver/crystal ball?
I also use compacted, because it's a complex chain and I always try to use the most complex chains π
Based
IDK why but I always get this on tools when trying to calculate rocket fuel
I think the alternate is bugged
Did you enable compacted coal and turbofuel recipes?
yes
It works with the regular recipe
it refuses to do fisconium or plutonium
My theory is that there's something up with liquids in the calculations
it is a puzzle to solve. by my tally, you should be able to make 60 ufr's, 22.5 pfr's and 225 ffr's with resources on the map and a modest 15/15/15 goal for the P5 elevator parts along with some extra stuff for portal fuel and APA's if you so choose
there is no puzzle, its too expensive
just like there is no budged planning to do for affording a new iphone when you have 200$
it dont fit
it does fit. you just need to think about it
i have and it doesnt
is it the best way of making power? no
try using different combos for recipes for pfr's
there are no different recepie combos, you need too much sam.
and there are no alt recepies that save on it
and the copper usage is also intense
with all the nuclear pasta
34 sloops double the sam on the map
you must not be doing the math right, sorry
being fair, it took me a while to figure out as well
what i'm hoping is that there's a 3 sloop gift at ficsmas so it can be built properly
or possibly 13 so you can fit in an APA as well
even if i double the sam on the map, its 75% of that
I think it's good that there isn't a clear best solution.
even if fisconium is good its not a clear best solution
rocket fuel is too good and simple to setup for that
but it not being almost unuseable would be quite nice
The tradeoff should be logistics and added complexity of fisconium vs less power of nuclear. But it is more complex, needs more logistics, and makes less power
Diluted fuel amplifying all the subsuequent advanced fuels is another issue.
yeah logistics and just production completexety
Ficsonium makes absolutely no sense to me
Of course it doesn't, it's a fictional material
the tradeoff of plutonium power + waste or no waste makes perfect sense, adding insanely complex ficsonium to the mix does not
the amount of time and planning ficsonium takes is suposed to be the tradeoff
there needs to be some kind of reward for the time it takes to setup
there is none currently
if i spend 30 hours or more working on that fisconium plant, there is nothing wrong with that being the "best" option
and best always depends on what you want.
Most power?
space complexity?
logistics
time investment?
right now rocket fuel checks 3/4 of these
Personally I'm hoping it gets a bit of a rebalance and becomes useful post game
it needs one. otherwise it might aswell not exist
So I just set up a power shard factory, 40/m
And it's putting a sizeable dent into my power grid
I would like to see it on the most points per minute factory
It's 2 quantum encoders at 200% and slooped
That'll do it, yup
I'm not even sure I need that many shards. Probably use a couple for ionized and store the rest.
If you can let the game run overnight or while you're at work a few times, you can just dismantle the shard production later if you want.
Yah, I could build up a few ISC and then just disconnnect the factory from the grid
I stopped at 20 ISCs, which is an amount that's unrealistic to use.
lets be real 2-3 is pushing what a person might use 
How many shards can fit in 3 ISCs?
4800 shards per ISC, enoguh to fully OC 1600 buildings, so 3 ISCs does 4800 buildings.
There has to be a way to use less iron here, I need more than 2 HMFs/min and my belts cap at 480 rn
Either split the factory into smaller modular pieces, or get mk5 belts
Solid Steel isnt in there 
I don't know what solid steel is
And yah, you need solid steel alt
I'll go hunt for it then.
Go find hard drives, and then research them in the MAM
I'll set up 6 ISCs, that should be enough for me
Oh wow that cut 60 iron out of the recipe
Yeah
Is it possible to add more than one alien power generator to a power circuit?
It makes it sound like it would rip the fabric in space-time
no, as many has you have sloops is fine
Yeah rn with a rocket fuel plant, all the geo, and two coal nodes(780/min) I get ~206-209GW
Okay because in my head it would cause an infinite positive feedback loop
But I suppose it adds 500mw, then adds a 10% bonus to the final amount combined with other buffs
something something diminishing returns, but the flat power can be a helper early on.
Instead of taking the current amount and amplifying it which would be amplified by another which would be amplified by the first which would...
how does overclocking work? that bar is not filling up
drag it
click and drag
OHH
or enter 150% in clock speed
its pretty stupid, I know π
especially if you want to overclock A LOT of generators
or whatever production you want also work
why would you OC generators
unless u do large rocket fuel plant with like 500 generators, space is not an issue
but even that would barely make a dent in the available space
I am doing a large rocket fuel planet with like 500 generators π
Only 1 foundry near where im getting my coal
yes. PLANET
so i had to make it 60/min
π
then make a blueprint with all the overclocks already applied.
you can fit 4 generators in one
I know, it grew organically
while exploring etc
and I usually ignore slugs, cause I just build more machines.... EXCEPT when I realized that I make some thousand of rocket fuel and one OCed gen takes like 10 fuel
How did y'all overcome the moment that all your nearby nodes were occupied
just walk
I think I still need about 150 more gens or smth like that
where did you start?
yeeah, and by then I can produce powershards
that's why I dont go for every slug I see... waste of time
so OC is more relevant as your save grows larger
The setup I did was 2400/min rocket fuel, so unclocked it would have been 576 generators 
yeah, that's mine too....
I clocked them at 240%
that let me do groups of 4 for the BP I had planed.
that's the mess I was talking about. the gens on the right were running without OC, then I changed to rocket fuel and had to OC every single one by hand π
growing pains
Layout for mine, and the final checks.
The blueprint maker mk2... so good
NO clocking needed by hand
is there a spreadsheet for fuel consumption on drones? mainly need to know it for my battery factory
I am waiting for my neural-quantums which wait for supercomputers, because plastic bottleneckwhich means my circuit boards are too low.... but any moment I have them and unlock blueprinter mk3
wiki has this but doesnt really tell how much per km they consume
so i was hoping there was a better spreadsheet that would prevent external calculations
if you do the first trip, you can see the distance in game, then compare via all the consumption rates they give.
If I'm making a oil factory, should i use it to make plastic+rubber and use residual to make fuel, or should i make fuel and use residual + water to make rubber and plastic?
did I really just say "blueprinter" π
righto, but i would rather know it before hand so i know how much batteries i should make per min
Up to you, first one is the starter setup you get first, the other is alternative and more efficient
i could make either of the two, i can do it im just not sure whats better
like if you go HOR for diluted fuel and then into rubber to convert to plastic. but its also a big chain
make straight fuel and use the resin for plastic and rubber
Im torn, I dont want to boot the game rn, but I do want to to check one thing. 
HOR?
I feel like the fuel consumption might be given for all the varieties once a trip is made?
You could say maybe do a packaged fuel trip and see the results for battery, is what I mean.
oh but i don't have diluted recipe
i just have fuel and residual fuel
ohhh like that, yeah that would work
ah, ok, sorry
well, if you want to use the fuel, make fuel and plastic from the extra residue