#math-and-meta
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dont take your stuff too serious at that stage, you will grow and then things will look different ๐
i already have a coal power plant so its not like im desperate for power right now
ye i know but still xD
Me skipping basic fuel/turbo and going into rocket fuel using coal.
I just discovered the concept of logistics floors, so I felt this. Gonna be retrofitting literally everything one at a time.
there's nothing involving pipes that can't be built with mk1 pipes. where you need them is to transfer from oil extractors (and just to make long distance piping a little more dense
train signals are breaking my brain
unless you want it to look good
imho anything built well looks good ๐
if i don't do it right the first time i'll just procrastinate about it forever
sooo uhhh, is this a known issue that the calculator cant take the classic battery recipe?
you have to disable the regular recipe
based tools btw
ah ty
some recipes are "less efficient" for materials based on the whole map, so it has moments like this.
fair, its more that i already have a factory for plastic thats kinda unused rn and i hate working with liquids if i can work around it with alts
also classic battery doesn't require you to deal with byproducts and produces more/min for its pretty cheap price
also true
overall, i think the less you have to deal with byproducts and complexity, the better
the latter is the reason why people combine sloppy alumina and pure aluminum i guess
well, also that bringing silica to bauxite isn't easy
classic battery is a very good recipe, just that at this point batteries are kind of obsolescent
but fuel tho :(
one of the few fuels that don't try to kill you, are easy to mass-produce and don't need fluids
my plan is to make 400/min of them to eventually be used for supercomputers and use them as drone and tractor fuel for a while until i need the supercomps
eventually i'll be upgrading my tf plant to ionized fuel, and that should kick off a fair bit of extra fuel, at that point, i'll have IF to power vehicles i guess
Is fuel better for drones?
the various fuels make drones travel at different speeds
Rocket fuel is about the same as batteries
And wich one is easier to mass produce?
100% rocket fuel
With the alts especially
about the same if you factor in the aluminum you need to package rf
Alr, ill take a look into that. How would i go best with distributing the fuel to the drones like getting the rocket fuel to every drone port
Am I going to have liquid flow issues if I feed machines from a loop of pipe with two inputs at either end?
Except that RF doesn't have liquid byproducts like batteries
Drones
neither does classic battery
funily enough xD
Sure, but RF is easier than classic battery AND is used for power
Hmm alr, ill make a seperate set of drones that will feed the other drones lmao
may aswell get drone fuel as a bonus from a power plant than a whole battery factory
which means you need a separate rf build for drones since their consumption is variable
You could just have a "hub" where you fuel the drones
I'm planning on running my drones with batteries just for RP reasons, save the rocket fuel for power.
I was planning on making the entire blue crater a rocket fuel plant anyways
It being variable means that you dont need a separate one...
why is it easier?
Righto, but what if i wanna move stuff from my plastic factory to like a computer factory. How would that work
well, yeah, you could just sink a fixed amount you've reserved making for drones, but feels bad โข๏ธ
water byproduct on batteries
Classic batteries dont need any water
one drone takes it to the refueling hub, then another takes it to its destination
classic batteries take solids only.
UFR and PFR for drone fuel? yay or nay?
dude. no one used default battery. recipe sucks. don't make an argument
RF is multipurpose and easier IMO
Ah yeah that would work
This is the recipe Im using
It takes a lot of sulfur, but you get so much fuel you can just drone it in
the inefficient one that eats sulfur
for me as long as the recipe takes at least one fluid - it will be discarded if there's a solid-only alternative
The nice part is even with the base recipe for rocket fuel, if you go "max" and use alts like turbo blend, its also fairly simple.
even if it's a choice between diluted and p. diluted fuel
The turbo blend -> rocket fuel chain eats up way more power than the direct nitro rocket
True, fluids are awfull
Why is it inefficient? Batteries also use sulfur
The normal RF recipe takes way less sulfur per rocket fuel
The sulfur to end product ratio
I love how we spent ages wanting pipes when the game was first released and as soon as they were released we all went "thanks, I hate it!"
Regular recipe trades that sulphur for oil.
its kind of a 50/50
does it? I thought it didn't use nutrogen gas?
whats a decent amount of cooling systems to make? like 30?
It ends up using the acid instead of gas.
600 sulfur makes 400 batteries. 600 sulfur can make 2000 rocket fuel with default recipe or 900 with nitro
Depends what ur gonna build in the future
probably a good target, i'm shooting for 45
Yeah, I have one using sulfur and nitrogen and another using the default. Although the sulfur one is for drones specifically
yeh i just wanna be able to progress and finish the game, but i hate going back and make more but since its so hard to assume what i would need i was just asking around for an estimate
okey thanks
you can get by with less than that, for sure
going back is my least favourite thing, currently tearing down an aluminum base because I got a better alt, it hurts ๐ญ
I made it look good and everything
@prisma kraken your also making heat sinks on the side? if so how many?
where making a bunch of cooling sys helps is if you use the OC Supercomp recipe
need to expand my RF factory too bnut theres a geothermal in the way so Im like "do I cover it up or completely rebuild this part to move it up a floor?"
i made super computers 8p/m just now
that's a question i'm currently trying to answer for myself
i think i need 430/min total for my plan so i'm making 450
ugly but finished
Regular uses less gas, and less sulphur, but bumps up oil use
they're also going to making RCU's
the drone ports are actually designed to clip over the edge of a building, which I find looks good. You dont have to though xD
ur making RCU with the Radio Connection Unit alt?
grassy
yeah
I didnt go for that at my one because no iron nearby and I couldnt be assed to make tracks (hence the drones) xD
uses less aluminum ๐คท
oh yeh iknow i was just playing around wanna see the rest? xd
b e a utiful
floaty ๐
Unlucky, very mid biome. Just move to newer nodes and make a power line to the new factory
Im one of those people thast (unfortunately) spends 30 hours on a wall only to tear it down
ur makingf 450 heatsinks?
these levitating concrete technologies are magnificent
much hightech very wow
my WIP
its looking like that's what i'm building next, lol
i was thinking about making 30 heatsinks extra what did i miss KEK
that is very sexy
good for early-mid game if you're rushing to T7-8. lots of many resources relatively close
i'm sizing things for a max nuclear build
ty, only took me 3 days (i wish I was kidding) xDD
Sadly the pure nodes are rare, imo rocky desert is just better
lol well ive never been there so i see this as an calculated first exploration ;p
i'm going to need a lot of pressure cubes, and they take rcu's, so
im surely not building everything like that! (i am but like 3 of my factories are nice)
it is, but if you're one of those that don't want to destroy the current factory before building a new one - grassy may be your best bet
I wish there was a calculator where I could click on nodes on the map and say "how many [Item] can I get out of this?"
get coding!
Ive spent days on this tunnel, its the extent of my train network xD
cant u do resource input and than max output in the satisfactorytools
True, mid game its not a big issue cuz mk2 and mk3 miners make plenty off normals and impure
I know how to display "hello world" in HTML, does that count? xD
yeah but I have to work out the nodes myself
if I delete a node I have to take it off for example
Like, when I'm thinking "i wonder how much more I could get if I go to this node" it would be nice to just be able to click the node, yaknow? xD
@cloud tree this is kind of where i'm looking to target with production rates:
its a lot
ahh ok thanks for sharing, i have no idea yet how to work with those
ficsit doesnt allow lazy people!
i also need in there 2000 ionized fuel
Sure but Dyscalculia (think dyslexia for numbers) goes brrrrrr
the amount of times Ive put in something like 13500 instead of 13500 and only realised far too late is insane
ah yeh i understand tough out there
whats there to realise?
wait
haha
HAHA
Easiest way to handle excess water?
Imma go cry now!
you meant 1350 instead of 13500*
I just cry...
wet concrete or coal gens
that one!
dump in the ocean like china does it
or you can recycle waste water like an environmentally conscious pioneer
That isn't 100% is it?
What's the strategies behind running entire factories at 1%
100% of what?
I hope we get circuits one day... The ability to change overclock based on a fluid buffers reading would be amazing
use it back in the system with machines that only use waste water, like this
like it can fail eventually
make fluids worse? perfect
Power usage decreases more than production decreases when you underclock, so it's a method of using waaay less power at the cost of a horribly complex and time consuming build. Bragging rights mostly.
That particular one is 100% up time for sure.
alternatively, you can do it the stupid simple way like me:
wait why would that make them worse? xD
I want to overproduce by like 1% at every station so the numbers will be an absolute nightmare, im doing uranium and plutonium
having random spikes of consumption and production to stutter and starve section
Is the satisfactory calculator up to date on recipes?
Iโd rather just have a way to sink it honestly and just feed more water
Really? I watched a video and they said it failed and required manual input to recover
ok well, as long as you realise you're creating a night mare
Its to turn it into sinkable resources
Ah yes, because one random youtube dude couldn't do it, therefore nobody can!
probably. but use tools
don't ever trust what youtubers say about this game
It's set so the pumps plus the recycled water equals 100% of needed.
is classic computers a recipe?
no: default, caterium & crystal
It's also set so recycled gets to go first.
I say that but i cant find a way to make it any simpler ๐
From trivial to sophisticated, here are four different methods for recycling byproduct water in Satisfactory.
For completeness sake, I will say that there is a fifth method: Send the byproduct water to a different production building (e.g. a refinery on Wet Concrete or a coal generator). I did not include this in the video because I wanted a so...
this was the video, is it wrong?
and murder flow.
look, this isn't factorio. the game is designed around static consumpion and just because a machine has a full buffer doesn't mean it should go faster
you'll clog up belts, over fill other productions. it's a very bad idea
what in the pixels is this
At work, discord is blocked
It would still be nice IMO
I mean you also recommended a terrible video
it probably is correct, i've watched it, point is they're torturing pipe builds and saying 'this way works better' while ignoring the fact that you shouldn't build things to be tortured
It's a VIP line connected, to a system that only supplies 100% of the needed water between the two. It hasn't failed for me in the last hundred hours.
the guy couldn't even get the VIP to work properly and then goes on to suggest the most unreliable solutions
Is it? Ive been using it as a reference for months ๐ญ
back to point A: don't trust youtubers
I guess classic battery is what I was confused with
Or rather, don't trust them when something doesn't work.
so, the 'solutions' they suggest? not impossible. But very finicky to set up. The least reliable options
it's not that they can't work, but it's the difference between doing a reliable set up and not.
like bringing the plates to the dinner table by carrying them? reliable. Telling people to juggle the dinner plates to the table? not reliable
If they can show how to get it to work every time, then good.
I would say don't trust anyone
that's wrong. don't trust anyone ๐ ๐
one of you is giving me bad advice, lol
the issue is the unreliability. LOTS of things, especially with pipes, can work but the unreliable methods have a lot of hidden variables that are hard or impossible to spot. With things like that you want to copy elevation changes, twists and turns exactly.
That's why the 'if' and 'every' is in there.
Sure but if the input slows will it not have the issue he showed?
even the order in which the pipes were built
Im kinda doing the opposite, big factory here and bring stuff from where i get it and handle it here
Is classic battery an alt recipe for the manufacturer?
Doesnt that use liquids
Oh damn thats a good alt recipe
1 l + 1 s? refinery. more of either? blender. 3-4 solids? manufacturer
mostly
excluding particle accelerator, converter and other lategame crap
Calculator thinks I have it, I very much don't. I synced my save. Unfortunate. I'll go back to hard drive hunting.
Same happened just now with aluminum rods..
Odd.
wrong channel
Probably better to ask in #design-and-architecture ๐
that's just about it, lol
they're still useful in machines, might as well keep collecting them and using them. if you're making power shards, you can't sink them, only burn them as ionized fuel
they are nice world decorations
i'm not sure once i build ion fuel if i'd want to steal shards out of the production chain, lol
ofc, when you get there, you can also buy powershards from the shop (hard drives too)
making 40 shards/m right now
I'll probably automate a little bit ionized just for jetpack
if you have a looping rubber plastic recycled factory. fuel limited, (4 refinery each) what is the surge capcity? 6/2 or 5/3?
'surge capacity' ?
yeah, i was about to ask too
so balanced it has 4 refineries making recycled plastic/rubber which feed each other.
if one side backs up how much can it surge to the other side, without starving itself
that sounds like you're making an unstable and non continuous production line buddy
use it to make one or the other
Dunno what you mean, the recycling loop should always be full on both ends regardless of whether the output lines back up.
if, for whatever reason, you're not using residual rubber from the resin to kick start the process?
you can mix it so both overflow out, but it isn't worth the trouble to work around belt and pipe speeds
have a dedicated machien that makes exactly what the initial production needs
(Easiest way is using smart splitters to enforce the recycling loop and take overflow)
i'd have to see a schematic of what you built to be able to answer
if one side backs up and the other is not full the thought was to have an overflow fuel valve, and overflow splitter, to allow excess of the not full production
i wanna play the hardest version of the game
no belts allowed. and if hand craftable hand craft it
it's a sandbox, you choose to make it as 'hard' as you like
there's no difficulty level in the game except for critter hostility settings
and that's less of a level rather than on or off
Well, the loop can't fully back up, even if there is no output line whatsoever for one side, the needs of the other side in a typical recycling loop design propel the belt forward in perpetual motion at 50% the rate.
i beat it yesterday i just wanted a modpack that made everything more complex
passive/retaliate/off/no spiders, idk
make a complex goal then? it's a sandbox, it's about making your own projects that are as easy or hard as you like.
But yeah, we'd probably have to see your schematic to be sure what you mean.
if you set a continuous delivery goal for yourself that is rather lofty, like 60 pasta/min, the game gets plenty challenging, lol
in terms of mods that increase difficulty, the continuous delivery mod looks pretty interesting as a challenge and there's also satisfactory+ which probably is WIP to update it to 1.0
i saw this youtube vid where i made everything harder to make. like instead of ore into ingots the ore was made into dust
sf+ seemed way too grindy in past game updates
kinda like extra steps in everything
that's sf+
oooooo
probably doesn't work with 1.0 yet, but i haven't looked
Do a no oil playthrough. Buy all the plastic and rubber that you need.
Yeah, I'm probably gonna look around for people to play sf+ with if and when it starts working.
or build max nuclear
Does the term max nuclear mean something now?
i'm using it for anything that eats all the uranium on the map ๐คท
what's the max plut fuel rods that's possible per min?
Uranium -> Sink
But with or without zero waste?
it's technically only limited by how much uranium you can make and process
let's say without converting other ores into uranium
I like that the dilemma and temptation to store waste exists
Thats not possible with a max nuclear setup, not enough sam to process all the waste
using existing uranium nodes, how many PFRs can be made max ?
max pfr's w/o converting is 33.x
numbers haven't changed there from update8
it is looking like probably the max ficsonium rods you can reasonably make while still having some form of large producing factory is 225/min that eats 22.5 pfr's
the numbers aren't exact, if you were to build ONLY nucler, you could definitely go higher than that
would be interested to compare straight max Ficsonium vs 50 APMs and then max Ficsonium from the leftovers
are mods on a launcher or is it some sus website downloading winwar
you can only build 10 apa's with the sloops on the map
there's a whole discord for mods linked to you before
yep. and each one eats 5 APMs a minute.
so 50 is the max amount of APMs you'd ever want to produce, and that turns the overall power boost up to 4x
gotcha
i mean, yeah, that's the easy way to get a lot of power, lol
i'm not sure how much sam that uses, but probably not unreasonable, right?
flat 6000 SAM for the Fluctuators
nuclear at this point is more of a build-it-cuz-you-can sorta thing
so around half of it
i suppose thats an instance where you could argue for a priority merger that has a 'switch' to only feed the 5pm you need when you need it
or just turn off the one encoder feeding each APA, lol
what i'd kind of like to do is set up a balanced split feeding a bunch of apa's so they all pop on & off at different times because the animation is cool
total waste of sloops though
tearing down blueprinted factories is soooo much easier and faster
I'm never building without blueprints ever again
Setting them up is much faster too, once you get used to the magic pixels needed to snap them together.
No complex belt or pipe alignment required, just need to align a bunch of cubes.
What does this mean?
Specify?
What does what mean?
Low efficiency %?
I think you're not consuming the unpackaged nitrogen fast enough
Your unpackager makes 600 nitrogen per min, but you're not consuming all of it at that rate
is there a clean way to get 6 belts of 540/min to supply 4 belts of 560/min?
the extra i'm not worried about, i'm just tryna figure out how to get 4 clean belts
With a 4:4 load balancer
yeah, usually there's an easier way, but for the parameters you're listing, a 6:4 balancer is probably the way to go
you could honestly break it up into 270 belts and do some funny merging 3 of them into 1 with an overflow
I'd be inclined to just split 1 of the belts across 4 with those exact numbers.
560 is an ugly number
balancer or injection manifold
both kind of suck to build
better is to change your problem to have nicer numbers
Injection manifold isnt bad to build tbh
Yeah, I've been thinking of ways to try to merge an arbitrary number of belts and split to the same number of arbitrary belts... it seems like virtually every solution just keeps scaling quadratically in size. O(n^2)
(or your design so that you don't care)
my go-to solution is to just put everything into a 4 car train where i'm loading the cars at an even rate, on the recieving end, i balance the outputs to draw from all the freight stations equally (it's just fair merging) and then send the train's remainder off to a sinking station
Should i refactor my whole factory once i get mk.2 miners_
like in principle they quadruple my slowest nodes
I like the N Circulating Bisecting Train solution I thought of the most, if only trains weren't so large.
probably better just to build new stuff until you have compelling reason to tear down old and redo it
only reason to tear down old is cuz of efficiency and also most of the inputs to my current factory are directly taken from the nodes
yeah, well you gotta start the planning with the trains, lol
I would have to do some belt merging shenanigans so the belts have the same speed
At what tier do u get trains?
um, pretty early nowadays, i think it's phase 3?
might have been bumped to be in phase 2
actually i may do that, change to mk.2 miners and just have the same speeds go towards the factory i alr have, and just use the extra output for more stuff
my hub is across the map so can't run and check
is phase 2 tiers 3 and 4, or 5 and 6?
is there a good way to calculate drone throughput
Yeah I had my own repeatable train station schematic already for a single location. The n-sized Merger & Splitter solution is, generally, meant for something else, though.
idk, i know you need a lot of mod frames and eib's to build trains and that you need computers to signal rails
Wait, why are those empty platforms...?
because i just built them and did so just for spacing it out
building factories in real life is kinda hard tho
so you can try this one
electricity bills, no flying buildings, no hoverpacks, no jetpacks, team of qualified engineers is essential, etc...
So why is the calculator showing recipes that I don't have when my file is synced
I'm not able to make aluminum rods or classic batteries
But the synced up calculator said I can
There is a mod for that
Stopwatch
Yo, is there a pipe design that can mimic the smart splitter's overflow functionality?
I want the pipe to feed the main factory, but any excess fluid/gas should go into production of something else..
What's the fluid
Liquid hates going up, so for liquids you can use "arches" which are less preferred.
what?
use a hump in the pipe for liquids, but gases won't behave for that trick
https://satisfactory.wiki.gg/images/3/39/Pipeline_Manual.pdf page 16, variable output priority junctions
But yeah it will only work for liquids, not gasses
It's actually rocket fuel, which is gas.
I want to package all of it, but if the packagers are stalled, because I'm not using the packaged RF, I want to produce ionized fuel with the overflow of RF
So, packagers are priority, and ionized is using overflow
put it on a belt and overflow the belt into an (un)packager
thanks for help
I believe it's been tested that VOPs and VIPs don't work on gas. Make continous production lines
Package it all and unpack what you want for ionised fuel @ember fractal 
or yeah package everything
idk if there is a better way, but that is what i'm planning
Hmm... yeh I am packaging everything
I guess I can use the smart splitter on the packaged stuff
If you've got a manifold feeding the packagers, and they eat the full pipe's worth of gas, I wonder if you can just draw excess off the end of the gas manifold. No guarantees, though, I guess.
and unpackage the overflow and produce ionized from that
probably your best bet, seems like it is the most bullet proof way of doing it too
Gases will go to consumers at the start of a manifold over the end of it, you could use this as a way of getting close to an overflow
yah, just requires a couple more steps, but it's manageable
logically, yeah, but i wouldn't make a bet that'll work
I like the package -> smart splitter -> overflow -> unpackage idea
after 100's of hrs monkeying with pipes, i just know better, lol
Or a valve? I'm not sure how valves behave with gases, but you could limit the flow to the ionized fuel, which would send the remainder to rocket fuel
Yeah somehow I planned my system so it works 
(packing and burning RF at a steady pace)
Limiting won't achieve what I want though.
he's got a variable consumption problem
You sound like a YouTuber
All good
maybe they rubbed off on me ๐
oh, yeah, a valve would only work if consumption is static
I do not get the reason of manifolds
Although, a valve+buffer could work, if you set the valve to the average consumption you want maybe?
If you are making a factory that produces 1 single recipe, just load balance it
No nevermind that wouldn't work
The main appeal of manifolds is their linearity & simple shape.
simpler to build mostly and balanced splitting can be a time consuming thing to build
thats true, ngl if im trying to make something that i 100% sure will not tear down and only scale it bigger manifold is the choice
I do prefer piping grids over pipe manifolds, though.
i use both manifolds & balanced splits. sometimes i really do prefer balanced splitting (aluminum scrap comes to mind)
anything with 500 stack size i really would prefer to balance
I mainly do fair splits (1/3 1/3 1/3), smart overflows, and straight-to-consumer lines where possible.
Not much of a load balancer... was experimenting with special merging strategies, though.
cough Most of which are loops or loop-like.
i've also found that really long belt manifolds kind of get butt-hurty on fps especially if you have sushi belts
Pipes would be a lot easier if they didn't have a hard 600/min limit but instead were burstable to more than that for brief periods of time
tbh, i think the mk1's actually do just that
That's the point of using a pipe grid... it can support as many pipes as you have in a given direction, at least.
Could be hard to code that though, or horribly CPU intensive
Thats what sloshing can do 
I was mucking about and the projected flow rate on a tiny pipe between buffers went REALLY high when sloshing between the two.
Yep, they're evil, counterintuitive, and cause more problems than they solve.
friends don't let friends...
I can't even get mk2 pipes to handle 540/min across 3 machines lol
He said the word! o-o
Been playing all evening, and I feel so good right now.
Totally sober, but feels like I'm on molly.
Satisfactory is one hell of a drug

You need to get better molly
Nah, I've had like super pure sht in the past
This is the first time I'm feeling like this playing lol
If the curve in the math to fill them fully, was skewed slightly above 600 then capped at 600, that would also fix it.
All my builds are just going right tonight, no hiccups, everything falling in place perfectly
Is this a bug?
Consumption going above Max Consumption.
I do have machines that are OC and slooped, things like converters, encoders, accelerators
I think the Max Consumption line doesn't take into account the power swing from those machines
Maybe it just takes the average?
But peaks can punch through, if the high of the cycles syncs up across many of them?
So I was going to do encased beams and realized how many things can be joined together
Hey, anyone know why the calculator showing recipes that I don't have when my file is synced
i see it too, i'm writing it off as 'works as designed' lol
if you watch a converter or PA click on and off, it moves the max line with it
Hmm, do you have batteries or high priority switches? That seems kinda scary. o-o
Like pipes with encased pipes, stators, and concrete with moulded pipes and encased beams. It feels like you can make a lot of these lines in the same manifold
Oh, guess the calculation with the variable power stuff might be weird.
alr... so how am i gonna get the water piping done? This is my current infrastructure, is it enough space for pipes?
It depends, how much do you see yourself needing?
i'm processing all of BC's oil into a bunch of things, this is about all i needed for water and how i ran the pipes
nearly all of it is going hor->diluted fuel, so i'm probably pretty close to max water you can use for the oil
what i'm not doing yet is making nitric acid, but that will be 5 or less extractors somewhere in the sippy
the blue area + 2 more rows, but i might need to use more of it as i will need to move around other resources and am planning on building other factories. so in the end probably 6000 water
i do not look forward to connecting everything
also keep in mind that there's a water well up on the cliffside heading to east dune forest that can be utilized as well
Are you combining them in sets of 4 or 5?
especially when this is a thing
each row is 2 pipes stacked on each other
Conceivably that's what 25 lines?
you might wanna do some sloop hunting and build an APA or two to give yourself a bit of headroom
the sloop power thingy is a scamm
Or are they overclocked to 300?
unless the final step of you fuel source production takes more than 100 sloops to double, its just plain worse than using sloops on machines
if you say so
each pipe contains 600 water a minute
its not a scamm, but its less efficient
than what?
Once you hit things that require processing to provide power, sloops can give you more by doubling that output.
(the fuel step), UNLESS it take more than 100 sloops to doubke
Ie once you want to switch over to rocket fuel or nuclear.
Slooping production of an "end product" halves the size of the supply chain required to produce the same item rate. If there's something very advanced that fulfills the condition of an "end product," then in a sense you just gained double your power with respect to its supply chain.
... without building a single thing.
yep
On the other hand, to get benefit from a power boost, you still also need to build stuff.
or if you just have a bunch of sloops lying around and are planning to use them in future projects, why not just use them in APA's for the time being?
You should be fine for water, at the very least.
has anyone found a better way to create a storage room sorter which incorporates depos?
i'm using them atm where i see fit to make life easier
free power now?
pretty much
What are you looking to improve?
i have 6 or 7 apa's stacked in a 'tower of stoopid' atm
just wanting to know if something better exists
define 'better'?
Instead of that, I have a bin that goes directly into the sink, and two boxes next to it for the things I can't make yet.
I mean, better is very subjective, yeah?
if i need some sloops i delete an apa, when i have more, i build a new one
something without the second row of splitters
Everything else automatically replaces itself in the depot, so there isn't room to put it back.
or just go nuclear..
...or just go nuclear ๐
well, to make it simpler you could just connect the multiple containers of ssame items with lifts in the back right? and you only need 1 row of splitters to feed teh thing, not 3
soonโข๏ธ
ficsonium or just uranium and sink the plut?
I've pretty much just got to build reactors and plug them in.. but the people I've been playing with haven't automated supercomputers.. so slow progress lol
You could have it double sided, with smart splitters that take the desired item, then a bin at the end for everything you forgot.
with the way i have my storage room deigned it doesnt really work out
The more power you produce, the more benfit you get from APA
I looked at ficsonium, it's not worth it at this scale.
Well, I mean, in principle you're going to need 1 Smart Splitter port per unique item, I'm not sure what the middle row is doing exactly but that would imply that you need every single smart splitter to service 2 storages (and only 1 overflow port).
fair enough
crunching the math on ficsonium, if you sloop the rod encoders, it doubles the plut rod power and provides DMR for itself
I'd have to make enough ficsonium for 72 reactors burning plutonium.. I'm good. I'd like to actually make something else on this world other than power lol
the middle row is doing exactly that : sorting the items out. The second row is just there to make sure that all the items go to the upper storages ( later depots) before the main storage boxes
i'm planning on building it, but unlike you, i'm making sure i get the building stuffs fully automated first ๐
I have "helpers"
Hmm? Can't you just connect the output of the main storage to the upper storage then?
it'll get done, eventually(tm) I kind of took it upon myself to build a nuclear plant, because I like the production chain ig.. iono lol
You could use just one row of smart splitters. Have the right go to a bin, then a left split to a lift to a higher bin, the straight to the next smart splitter.
With the very last bin for anything you forgot to sort.
arrak look at the message in the anwser
true that could work
It's the way minecraft sorters work, in essence.
ficsonium is worth it, cuz it lets you double power with plutonium, plus provides a small bit of extra power on the side
Better to use the sam to make more uranium ore
it's expensive to make, and while I haven't looked into it much, it looks like it barely breaks even with power consumption to produce it.
my main issue was it looked like a major material sink.
well..... burning the fisconium barely breaks even, BUT it lets you burn plutonium. This makes it so much better because on top on being self sufficient it also essentially doubles your current nuclear power
at the cost of a lot of stuff. I may do it, just to do it, but I'm not going to burn every plutonium fuel rod my nuclear setup makes
The value of removing plutonium waste is more of a personal question.
You can tuck it into a corner with zero functional problems.
yeah but using sam for uranium seems kinda dumb
cuz you dont really need that much power, adn im not going to waste sam to make more
the ficsonium chain is pricey for sure. what it does is doubles the yield you'd get from burning the plut rods if you sloop either the ficsonium or ficsonium rod step
i'd be surprised if you really get much more than break even from it without slooping one of the two steps, and on top of that what your strategy with nuclear should be is to maximize ufr production and minimize pfr production
all that being said, from what i've modeled, i believe you should be able to make 60/min ufr from 2500 raw uranium and convert that into 225/min FFR with resources on the map without going to crazy lengths
yep, altogether it is 1.875 TW
Jeepers
yes
like if you build it to that scale, you probably will use ALL of your sloops on it
Very fun
Only question is, once you've exhausted the rare resources for power production... what is there left to use that power for? ๐
i'm calculating that with ficsonium, a more modest 300/min uranium ore build would yield 250gw
when i say i've modeled it, i had a 15/min production goal for biochem scultors, ai servers and warp drives along side it
Ah, fair fair. Eases the RSAM on DMR production.
you'll have to get creative to build that
if you sloop either of the ficsonium prod steps, you don't need to make dmr for it
well not quite true, you still need dmcrystal for the singularity cells
kind of a neat little puzzle to figure out though
i kind of needed to say 'what's the max number of ficsonium machines i can sloop' and worked backward from that once i realized the rods produce half as much dmr as the plut waste conversion needs
that number is 18 for a total of 72 sloops, and then you need to sloop the sam production for some extra sam (slooping all sam is 34 constructors) 72+34 = ....
106
took me a long while to figure that all out
i suspect if you were to actually build it all out, you'd end up needing some of the extra sam to make bauxite and would need a little for making the extra 400 uranium
sftools seems to think it is possible with a 15/15/15 elevator goal rate, but i have to say the solver it uses gets kind of really janky when you're at extremas and picks some very non-optimal things
106 sloops for max nuclear is wild, tbh
unfortunately there's only 106 on the map and you need 3 for research
And yeah, sftools is great, but you really have to massage it into giving it what you want... like in situations like these ๐
Dragging it away from the "most optimal" solution is a chore sometimes
i don't find the tool all that helpful anymore
i know what the most efficient is (or can strawman the numbers in a spreadsheet), what i really need is something that lets me pick what i want to build
i've been generally using sp.runesun.com for a lot of things, but really want a better tool
Best solution to that is making your own 
Learn basic CS & make a useful tool at the same time!
i'm getting very close to a point where i might
well, i already have a degree in CS, lol

Or you could maximize plutonium power and use the sloops to make power augmenters to boost the grid even further.
You'll end up with plut waste, but that can be stored somewhere and won't be a problem for a long ass time.
Anyone hear of the game forgetting alt recipes?
Yeah, but then if the factory is running for the next 7.5 thousand years, it will shut down ๐ญ
main bus sorting logic i do believe should maintain forever
Having some difficulty with Satisfactory Tools. Can't get my plan to load, says it can't calculate but works just fine on Satisfactory Calculator. Anyone who could maybe help?
Or know how to get inputs to properly load on Calculator lol
Is it using nuclear waste as an item in the production chain?
you're prob missing compacted coal in the alt recipe
Unfortunately not
shre the link
if it can't make the thing your'e either
a) missing a recipe
b) not enough resources
Im probably missing something dumb lol
you don't have the turbo fuel alt on
good plan ๐
Your help is grealy appreciated, Im gonna go lol Thanks again
no stress ๐ go sleep
Dont plan when tired ๐
There's a few non-needed splitters on the left. You could cut those down to 2 that output
- Item 1, Item 2, overflow
- Item 3, overflow (input is the overflow of prior splitter)
Then overflow is sunk, ofc
nice catch!
Thank you ๐
Man I hate it when I start planning then realise if I swapped to encased frames... I get the same output AND its somehow cleaner.

so, 2 pure nodes of iron + 1.5 normal nodes of limestone + a lot of water = ~10HMF/min
never tried something like that but good to know
now switch to default mod frame + steel rod
Even grosser, the thing is, this is a factory with zero coal input.
Only making 1040 steel from my RF compact coal.
You can scale it around. But alts can make the chains simpler. Dont be afraid to limit it to what you have nearby. Some paths end up very fun. E.g. a 450/min oil well felt limitless for my nuclear supply factory
I made a slightly modified version of this (with default recipes) for clean clocking, probably will be my go to from now on
mostly to try to use all of the local nodes, I'll try full on plastic/rubber for the frames later see if I get round-ish number like this
rubber concrete alone uses a bit too little rubber, adhered plate might help it up
I tried to figure out the best way of using crude oil during phase 3 with 4 alternate recipes, does this look right or useful to anyone?
its not horrible, id make sure you are running some sink splices so you dont potentially kill your power generation
yeah the idea is to store plastic and rubber then sink the overflow
if you have smart splitters, i would be making sure the poly has overflow to sink
why? it should be getting used up 100%
should be,
how are you on power right now? i have made that factory set before and its power up is a bit heavy. you may want to do partial power up. I sunk the poly until i had the plant powered up and ready to function
i have 2400MW of coal power, that factory should take about 2100MW to start so i should be fine if i disconnect the rest of my system
Looks a little overkill on power to me but it's fine
eh im getting ready to do a much larger blended fuel system xD
i got really excited when i realized how much power you can generate with turbofuel lol
that whole thing can be done with one normal oil node
You should take a peak into rocket fuel
just waiting on hard drives - check out blended turbo xD
i dont wanna spoil myself with phase 4 stuff ive never gotten there ;p
i played on update 5 and stopped right when i unlocked oil processing, so this will be my first time actually playing with all that
oh jesus
so my only concern is, having done that power plant you risk a bit of burn out but at T7 you can really push the limits of fuel power, at 8 you get further fuel options
if you really want to do that option, please let gravity help you
wdym burn out?
like personal physical energy burn out? XD
like setting up and hooking up that many gens... is tedious
also making sure you get the pipes to behave also tedious
ohh i see, im actually not super familiar with fluid dynamics in this game. can they extend infinitely if the pipe is horizontal? or does it need to go down or have pumps along the way?
He's not using the recycled alts so that power plant could get more tedious
Horizontal is free
using gravity down is also free.
im using that for plastic and rubber if thats what u mean
Take your time to familiarizing yourself with pipes, maybe read the pinned manual to avoid some unexpected problems
so packeged fuel on belt lifts, up to the top, and unpackaged on a higher floor then turboed then down to gens is nice and free
Yeah, those can get you even more power but makes the setup even more complex
im not worried about it, i'll take my time XD i just wanted to make sure that the theory is right
turning all polymer into rubber, then turning rubber into recycled plastic then back into recycled rubber seemed to be the best way to make materials with the least amount of crude oil
Theory is nice until the practice starts 
generally i do the recycleds and material generation in one plant and then power from another ๐
looool true but so far its worked for me
but i go after blended ๐
i need to start producing plastic in the first place so i can go to the next tiers lol
Why so much fabric?
30 fabric or 10 plastic from poly - doesnt matter until i get blended online
I was thinking you had chosen to live in a gas cloud ๐
I did a turbo recycled power plant, that plant is also my plastic and rubber factory
is there a way on here to only show one chain at a time? Im a little overwhelmed ๐
Rubber is byproduct and plastic is what was used to make canister until the system had enough
I mean like, fade certain parts
nah, you will have to chop it up into other tabs to clean it up.
i will be rocking double blends so no canisters
damn, thanks, was hoping for a way to manually do it
Slice up. Convert a midpoint you want to split up to an input of the same per minute
I wish that changing one number wouldn't reset the whole chart's positions
I know the feeling. I need 22/min pressure conversion cubes for plutonium
Technically its a unique solution each time. Its not refining forward
You can drag the node around around to isolate those you're working on
makes me sad I cant just do it all right here, need more nitrogen if I want to get really going 
Cant clock your extractor? Not aware of a nitrogen node that small?
sure but there is a LOT of crisscross
and then when I change 1 number it all resets
well, west coast I have 900/min left after 2600 RF being made 
Drone packager loop? ๐
I might do that 
train wouldnt be bad, just, if I do it I want to use it for other things
So long as you build with an acces to a logistic floor in mind and build the input split/output merge at the sale time, this wont be a problem
What hes saying, the planner is a mess 
Its a mess if you dont constrain inputs, and make very complex factories
If its late game stuff. Feed in ingots instead of ore and you get some stuff simpler โค๏ธ
Thats what I do
it's more the working it out on the website
I mean, the normal recipe does
It doesnt need to. But that uses more resources
I get that, what I meant is that if you build like that you can build the website layout square by square in any order and still manage to connect everything in the end. Consequently, it makes it so you don't have to fully understand the planner
So you can just pick one square, build it then drag it in a corner of your screen when it's done
which uses more? and more of what?
Nitro rocketfuel alt lets you use much less machines. Think it uses more sulphur and less sure on nitrogen
eh sulph depending but more nitro for sure. honestly more interested in the fact that i can do it with 0 coal input in theory if i use turbo blend. to rocket, with Rocket fuel/Compacted -> turbo fuel loop
Thats how i did it ๐
just need to unlock turbo blend
The best part you can use the compacted coal byproduct for steel (if you hate yourself and want more machines) 
and that still zero coal
Though you kind of need a ton to get going propper
I mean thats just being stubborn
Make all steel from iron and oil
Have the devs ever commented on turbo diamonds using packaged turbofuel?
I wonder if there was a last-minute machine switch. if it was originally a converter recipe then that would explain needing two solid inputs
Maybe it dates back to the days when pipes didn't exist
That would be a long time for a placeholder recipe though
Nah i think its just to make it difficult ๐
or you have a rocket fuel plant, decide to sloop some turbo fuel and siphon off some turbo to package 
It doesn't really matter because it's just more oil, it's just weird looking.
Turbo ammo interestingly gives 2 recipes to either use packaged turbofuel fuel or not.
What's your prefered recipe for making supcomputers?
I like cataerium computers
oh for that one i havent yet decided
usually Super-State
because of overall ressource efficiency
but combined with classic battery, so that I don't have to handle liquids
This is what i thought about building before putting it the calculator as you see here... How cooked am i if i want to build this?
is 300k power enough to get me through the entire game, even if im planning to go abit big? And can i get away with less?
Think some alts might reduce stuff a little e.g. electrode for aluminium
I know its highly player dependent but as a rule of thumb
300gw was more than enough for post game
i know but i haven't got many alts at all
Once you get over the oil productions and how to lay out the logistics, you'll have done most of the work 
I finished the game with less
seems fine?
Okay so i can afford to reserve some more fuel for drones, thats nice
I guess, i just haven't been doing many big factories yet.
This is also the first thing im using a satisfactory calculator for
That's a good start. Still below 100 total machines, shouldn't be too overwhelming as long as you can keep sane about the number of different productions involved
I'm glad that was helpful to you ๐
Constrain the inputs to whats nearby and see what it can do with the alts you have so far ๐
Quartz stuff has a lot of alts to replace with oil or caterium
Okay, is there a way to see all my alts btw?
Scim is probably the easiest way
And what's that?
(And please don't take what Tools says as gospel ๐
The solutions it gives are accurate, but it's a tool to calculate stuff not to plan factories; don't feel like you need to follow everything it says! ^^)
im just thinking ill use whats goes into what and how much i need from the start
Feel free to mess with the production planner and cut out stuff thats a pain. See what it can come up with ๐
Okay, ill try my best. Thanks for all the help!
@leaden cosmos Got the Turbo Blend! ๐
How many hypertube launcher stages do y'all estimate is needed to get across the map from the blue crater to the rocky desert?
Roughly
I'd randomly guess 30/40 depending on how high you are. One hypertube loop is enough tho
Hypertube cannons are so nice
Yeah
Save before launching yourself, that way you can reload and adjust as needed
Perfect
Have fun
I use 4 for acceleration, then another 4 to launch myself across the map.
The first 4 shoot me into the air, and then I pick which directional cannon I land in at terminal velocity.
I get about a quarter of the way across the map, before I start to arc down.
Hypertube cannon + jetpack running ionized = โค๏ธ
Even liquid biofuel is enough to get you all the way across the map without issue.
why use a cannon when you havean mk6 belt?
i can't decide whether i prefer lbf or if for the jetpack
So, I'm doing an experiment before committing to a build, i have 40 fuel being created and 40 fuel being used up, but the machines are still filling up
should i be worried about this?
is there, like, some margin of error thing going in within the code where i can just ignore it, or should i build a buffer and flush it once in a while?
it helps to power on machines (or for generators connect their power cables) after the pipe & machine buffers fill
im not having an issue with not enough supply
im afraid it might be supplying more than its supposed to lol
im putting 40 fuel in but everything is still filling up, even though i should have the 40 fuel being used up
nothing will stop systems that don't have balanced producers & consumers from drying/locking up
idk i'd have to see what you have going on
I like IF, just automated it last night
Ficsonium fuel needs to be buffed in some way imo
imho, it's ok to have it be kind of hard to figure out and build, but i think they overshot the trigon cost
i also think the map needs 3 more sloops
Hey, I have did fuel Tests of all drones Fuel, Is there a good place for me to share them?
I can't test rn, how much power does a fully overclocked particle accelerator use? And what about using
?
There's a table on the wiki I'm stupid
How about using Somersloops? It is expensive but its by FAR the easiest to be scaled up
If you fully overclock one Quantum Encoder you can get 6,25 Fuel rods. Then you need only 4
to double it
Its over 15 Gw (6.25 reactors) So with 4
You get 15Gw....
- Add Power Aughmenters
Yeh, I mean you're forced to sloop it to make it worthwhile
Its quantum tech, if youre building it i bet that you have over 40
in range of scanner from youre rail network
15GW is like half a resource well extractor in rocket fuel tho.
15 GW late game is chump change, it's nothing
You can have one machine consume that much
anyone know an effcient way to get here with trains
cuz the entire path is blocked by mountains
i think
yea it is
For me Lowest amount of nuclear fuel to make is at least from 300 uranium (With alt recepies)
Otherwise there is no point building Nuclear
Here you have Simplified schematic of me nuclear setup (From plutonium waste)
I will use 12.8 Quantum encoder's, with power shards its 5,12 machines. So adding
to fully overclocked encoder's would add another 31.25 reactors that add up to 78GW, and with two PowerAughmenter's in youre network its 93,750 GW
Maybe go not on the right side but on the left over the water?
why did they have to change the stator cost to EIB for Power Storage? it's not like you, y'know, don't have stators when you get to oil, and at least stators had a use. now they're just an ingredient :(
this was exactly the reason i stored stators in my previous 1.0 playthrough, because by the habit i thought they're needed for power storages
Stator is also without an alt, right? Maybe someone is mobbing the stators?
yeh, stators are kinda useless now, except for maybe nuclear
quickwire stator
power storage was a bit to expensive
no, i mean for building. stators were used to build solely power storages and for motors, but now they're just a motor ingredient
5 stators per each is not really expensive, considering you mostly need those for geothermals only
it's not factorio where you need a shitton of them for solar fields
power storages are useful for other things
they are still espensive as is
how so? can't those things be replaced with more generators?
the most annoying ingredient is the wire, I can't fit enough in my DD
well not expensive, but you need a lot of inventory space
dimensional depot:
putting down 2 layers of 6x6 of them is all the space my inventory has
I plan to add power storages to all my factories so I can isolate them from the grid when necessary for troubleshooting
why do you need 120 power storages?...
to at least somewhat match my power usage?
yea you need a lot to get 2twh
if only that, maybe, but i usually don't have such troubles
which is what I want to have eventually
you probably don't keep your grid perfectly flat because you're not insane
I however am insane
but if your usage is lower or matches production, you don't need them...
i dont use geothermal, cant stand the grid not being flat
IMO, just use priority switch and divide your factory out of main grid and you won't ever need power storage, power storage now a day is used for countering the sine wave of Geothermal.
doesn't work for troubleshooting with interdependent factories
i don't, i just quintuple or even sixtuple check everything before starting the factory and while i'm building it
yea like I said we have different standards
but for power storage, I like it use less wire in exchange of other materials.
what do you mean by that?
let's say my max consumption is 26123MW, but my consumption is 26023MW
that means somewhere, 100mw of buildings are inactive
if you have a dozen factories it'd be useful to be able to disconnect them from the main grid to perform a binary search until you've narrowed it down to the specific factory
however if you have different factories that depend on each other you can't just turn some off, because the others will starve
yah, that's how I have my factory setup, each factory is behind a priority switch.
oh, nvm. I see your point now.
probably a good indication rail isn't great there
ofc it isnt but i love making my life harder
so im gonna do it anyway
yea I wouldn't recommend what I'm doing to anyone else, but it's the right thing for my usecase
Wait, is Quartz Purification actually bad on balance? It looked like the most complex recipe so I figured the gains were best from it but it seems like it makes a shitload of unnecessary silica and poor output on crystals
Silica has a lot of good use in endgame factory. you can use it to make more aluminum,plutonium rod chain, and crystal disc and something else. forgot.
its meant to be used primarily for insulated oscillater. the silica kicked off is good for making HSC's or to feed into aluminum
i'm personally struggling with how to massage what it makes into what i need and it kind of does seem that it always ends up being too much/too little of one or the other
I've yet to find a recipe chain that matches the ratio given by Purification/Distillation
It would be better if it was rebalanced more toward crystals imo
but you're making more silica and crystal from raw than you'd make with cheap silica and pure crystal combined (or using less raw for same amt of output), so it ends up being a logistics problem to get the overflow to where you need it
Silica is good though. Nothing wrong with a nice high yield of Silica
the point of the recipe is that you get a substantial yield of both items, with the tradeoff that you can't pick the ratio. The yield is still fantastic.
clip them through the mountains then
what i find funny is how much of a pain nitric acid is to make - it's only a smelter, constructor and 2 blenders, but jeez, it is always a 'i don't feel like deeling with that yet' sort of thing
i could technically
I was looking at crystal + limestone and there isn't enough so now, I'm looking at the Quartz Purification chain.
well you get more crystal+silica output per raw quartz overall?
yeah, that's the other bonus of purification is it doesn't take a biome's worth of limestone
I think you get about as much crystal from the same amount of raw + somewhat less silica if you were processing the raw jsut for it. So... great yield if you need both.
use all the electronic recipes that need crystal and silica
idk if you've ever done a big cheap silica build, but marshalling the limestone becomes a project unto itself
I'd imagine it's mostly about getting to arrive at about the same spot and smooshing them? annoying sure but not awful
ehh, at least back in the mk5 max days, getting the full miners split into the right amts was always a logistical ugly
always had to do something trick with load balancing train car output
iirc, it takes 7 pure limestone nodes to process 4 pure quartz?
i guess it would be 5:3 (recpie ratio) if you wanted it exact, but chances are you want bigger/smaller
the recipe itself isn't fun either as it is one of the dreaded 7's
I need more for my plan. I'm thinking of building around 120 NPP and need resources to recycle wastes.
funny, enough. the least planned usage resources in my current playthrough is oil. Maybe, I should setup some more Diluted Oil PWR Plant.
woohoo, i finally got the nuke hog near the cliffside bauxite in titan forest, the f***er just kept glitching through the ground every time i tried
+1 kill for nuke nobelisks
(my doggos have been good to me)
that's one bug i kind of wish they'd fix. it isn't bad enough to make it into the top 5 or anything, but it sure is annoying
is this a known visual bug?
machines have the idle light when i move away from them but theyre completely saturated with ingredients, and it reverts to green after a few seconds
maybe its between products or smt idk
do you have multiple power grids separated by switches?
this one is connected to the main grid
what about the train lines?
idk, but there is something when the hoverpack needs to connect to different grids where it causes a pause
yeah, it's annoying for sure
i guess im wrong about the train line
i kind of avoid putting switches in until i'm nearing completion of a factory because of it
i can't say for sure what the exact power topology is that causes it all, but i've run into it when the hoverpack is bouncing btw power and train lines
its because on my train lines the pillars have lights on them so their power had a light control panel in the network
hah, that would probably do it
i think i messed up the wiring and it was also powering the station lol
is it possible to clip through walls longer then a rail
no, but it is possible to make a rail long enough to clip a wall through
I have two car stops, one for dumping off coal, the other for picking up sulfur. The problem is, my coal runner keeps picking up sulfur when all I want him to do is drop off coal and go back, and my sulfur runner keeps dropping off sulfur in the coal box
the trucks are entering the other station's hitbox which is pretty big, you need to space the stations farther apart. one of the logistics nightmares with vehicles, sorry!
wym
nb: the station hitbox is something like a 3x3 square - much bigger than the buildable itself
just advocating building things in reverse order
im confused what u mean
i wasn't really sure of what you were asking to begin with
you build a wall and should be able to clip a rail through it, idk
bizarre questions get bizarre answers ๐
i mean like mountains sorry
large mountains can i clip through them
you can if you can place the endpoint on the other side
if you know how to get under the map and navigate there (harder than you'd think), you can sometimes drag a rail through terrain and under
some people spend a lot of time building under the map layers and learn where the easy places to pull stuff through terrain are, but there's a lot of trial & error learning with it, and until 1.0's release, it was constantly changing
i spent a day or two taking a look around under the map after 1.0's release and can say i didn't really find any compellingly great spots with it
some places like the void hole are solid barries under the map and there's no easy way to build through walls like that
i was able to build out a foundation bridge that gave me a pretty good tour of the entire world, and probably the easiest place i found to get down and up is through the floor of the central uranium cave next to the void
idk if that helps you at all, but that's about the extent of what i found
For those that are well versed in trains can y'all talk to me about your goals for a train system? How precise are your timings? Like is keeping 100% efficiency end to end in the system a reasonable goal? If not, how are you calculating the throughput for receiving systems?
I make it so the throughput exceeds my needs, travel time and throughput are coupled for trains
If a loop needs multiple trains then i make sure i leave enough line before the station for both to queue at
heat fused frame doesnt apear to be saving any resources?
is it just to have higher production speed?
costs more if anything
Is that Fandom? @deft lichen ๐คฃ
it saves on alu
It's not, fandom looks differently
Damn ๐ข
normal casings gave 2 ingot to 3 casing, with copper it's 15 to 20. both is worse than 50 ingots
you trade water, iron, oil and maybe nitrogen (I forgor) for aluminum
its not even more aluminum efficient if you use alclad casing
it is
20 ingots to 15 casings, you need 50 casings
oh I had it the wrong way around in my message
normal with alclcad uses 66.66, normal with normal uses 75 and heat uses 50
it's not worth the trouble if you just want to go through game. if you want to maximize usage of raw resources then it's well worth it.
but it only reduces alu usage, nitrogen goes up, fuel isadded
what's going on here?
nitrogen & nitric acid are far cheaper to make
I'm doing the Train tutorial map. I don't understand the sign to the left.
If there is no slip, how does the train pass the other?
for top level components (i.e. phase 4 and 5 stuff), you really can 'win' the game with just a single machine making each of them, if you are trying to scale out production and wish to build bigger than that, horse trading resources for resources becomes important - both for logistic simplicity and also because resources like bauxite become rather tight
if you're looking to make 60 pasta/min, the difference btw default fmf and heat fused ends up being 1000 ingots/min and that does get rather compelling considering you also need to make rcu's next to the fmf's
i soon will have made 1k pasta using one clocked down machine
60 pasta/min is a terrifying number of copper ingots per minute
does this looks right for Train throughput calculation?
!wikisearch Train_Throughput
The actual in-game throughput of a Freight Platform can be calculated if one wishes to be that precise. The most important variable in this determination is how long it takes a train to do a complete round trip, called Round-trip Duration (RtD). This is measured between the first and last departure "choo" at any single station on the route.
Aight so Iโm designing a long-term storage facility for radioactive products (donโt ask why Iโm planning on storing radioactive material) so I need to know before I get cracking on actually making nuclear products
How many can be poured into the Awesome Sink in case of excess?
thanks, forgot we have that there.
in this reference the stop is away from the main line.
I know itโs not many but I donโt know which ones exactly
The train is pulling off to get to the station.
trains are programmed to bypass stations that are not on their timetable.
Hence they can only pass each other if one goes to the station and the other one doesnt
afaik anything uranium except uwaste, nothing plutonium except fuel rods
Ok so just 4 then.
I thought there were 9, so my storage building for them doesnโt need to be as cramped as it actually is
hey guys. is it known what would be the best way to harvest 1 - 1.5 TW of power when you want to mine out the map and maximize sink points?
like what % of it should be nuclear and what should be turbo/rocket fuel?
Depends on how much you want to maximize sink points
Doing the typical 50.4 uranium rods would give you more than enough power
50.4 lmao
thats a lot
i just placed the first manufacturers for making 28,8 and i thought that was overkill
from my calculations with rocket fuel 750 GW would cost: 474 sulfur / min | 474 coal / min | 500 nitrogen / minute | 125 water / min (lol) | 62 iron ore / min | 1348 crude oil / minute
50.4 is the max with no converters involved- aka pre-1.0 nuclear
that is so cheap for 750 GW I cant imagine nuclear can really hold up against taht ressource efficiency?
for the most part at least.
nuclear costs other stuff, mostly steel and such
100%/0%
nuclear is a lot cheaper in regards to sulfur than turbofuel
Nuclear is in the TW at that stage I imagine.
and rocket fuel... might just be decent enough
nothing is decent enough, lategame is lategame ๐ let me put in the numbers for nuclear.
750 GW too just for comparison, easy to scale up of course
also - maxing the map will probably put your pc on fire
630 GW from 50.4 rods
750 MW is like 30% of one nuke
Is that 50.4 pre slooping the outputs?
i think rocket fuel is overpowered tbh
yes thats the pre-1.0 limit
50.4 is with U8 tech
2400 crude and some nitrogen and boom 480GW
I only have 1.0 experience, thus the question.
I did 50/m Uranium Fuel Rods, converting waste to plut fuel rods and sinking. Then with 4x matrixed APA it makes just shy of 1.4tw
Slooping nuclear comes with its own issues, however- waste management being the big one.
well i am now crunching the numbers for waste free of course. we are all gentlemen here, no need for waste
With converters, you can get up to like, 240 uranium rods with no waste lol
thats insane lol
what would it be if you make all the waste into plutonium rods
oh I think I am an idiot. I forgot a zero on the fuel generator and everything should be 10* what i said
cause that stuff takes a lot of materials
numbers are reasonable, recipe choices depend on your preferences ๐คท
im aware on alternates, im relatively new, so ill worry about that stuff later when i feel its more necessary ๐
4740 sulfur / min | 4740 coal / min | 5000 nitrogen / minute | 1250 water / min (lol) | 620 iron ore / min | 13480 crude oil / min ||||| = 750 GW
getting these dips in power from my new power plant
1250 water seems extremely low
check the generators see what they're missing
ah well I didnt put in alt recipes, right @patent blaze
then trace the problem backwards
thats just clean vanilla recipes
are they still filling up?
it took 2 hours for my rocket fuel generators to fill up properly
ok it hasnt quite been two hours
should i just ignore it for now? the dips seem to be getting fewer and farther between
are all the pipes full?
no
its kind of like waiting for coal to back up in coal power plants
i would just wait
they wont be full until all the generators have liquid in them
Considering max crude is 12600... even with alts, it would use most of that up
then trying to get the whole system flooded first, that can cause flow rate issues otherwise
so just let it ride?
will this work if a train is in the crosspath of the trainway ?
buffers are just asking for yet more problems
If your generators are starved, the buffers should stay empty
No point in using them there
what kind of power plant.
fuel gens? coal gens?
fuel
are you maxing out a pipe by any means?
trying throwing in random pumps but they dont seem to help
pumps dont increase flow
i am maxing one out yeah
If your ratios are correct, try to underclock some gens to 1% and let the system flood with fuel, then turn them back to 100%
mk 2 i assume, yea?
Because full pipes are happy pipes
mk2 yes
right. you will probably need a bypass pipe then
actually no theyre doesnt seem to be any maxed currently
no point in taking it then