#math-and-meta
1 messages · Page 230 of 1
I should start to count how many times you reply with that one 😂 You're not wrong, I just find it funny
I could stream my game to a vc and get real-time help
Dude I was thinking the same thing
Got it
Wait a minute how long is that wth what r u transporting
It’s not that much tho for one 600 pipe
black pipes
well it's a reasonable question, asking for followup clarification
I use black pipes for everything tbf
It absolutely is, just funny how often that question gets asked
I added another breakoff halfway through
well because people assume there's such a thing as "best" 🤷
We need to define a total ordering on alt recipes obviously \s
600 oil per minute in a single pipe into 20 refineries making heavy oil residue
OHH i see why it’s long
alphabetical 🙂
I do 300 a pipe for my input that’s why
I was gonna say mines only 10 long why more
Perfect
My output pipes r 600 tho
I deleted the SML folder to try and see if that fixes it
A playthrough where I only use the recipe that is "highest" in alphabetical order would be interesting
VC's are awful to moderate :)
ok
I mean, you don't really have to moderate the vc, you only really need to moderate the vc's text channel
mod ticket:
A: hey mods, B was playing earrape in the channel
B: no I wasn't
how do you moderate that?
(based on real events, not something made up)
disable soundboard, ask for more than two views
that was before soundboard was a thing
if the majority say the person did, mute them for 48h in vcs
how do you know who was and wasn't in the VC at that time?
Yeah, not sound board, live mic and offensive audio
So I did another loopback and the only thing that happened was it just changed which machine is being shorted??
This is killing me man
Mine it and see 🙂
HARVEST
I'm using a hoverpack
I have 8 coal gens per floor
I forgot the space elevator is a thing and almost screamed out about the UFO targetting my HUB
:(
HELP
I am so glad they made extractor placement more generous in the spire coast
water absolutely everywhere, but pre-1.0 most of it was considered too shallow to use until you went really far out
so apparently this water isnt real
this entire water system is atrocious
It works... Most of the time
How the hell does this single pump
Provide water for TWO WHOLE FLOORS
No, I'm redoing this
jesus christ
What in the pink Cthulu is going on?
Also, why run coal gens if you have mk 2 pipes and fuel gens?
because this is the fallback network
I've got three fuel generators running over at my oil refineries
I have found an interesting thing with head lift when going upwards in multiple places. This diagram shows what my setup and results were. But basically, if you go upward in multiple spots, you can actually go up higher, perhaps that is what is happening?
Interesting
Using a MKI pump I somehow got the water over ~50m up
then there's this
much cleaner, but horrible distribution
not to mention the halved water intake due to the floor above
It just needs more headlift I think
No, what it needs is a redesign
The generator part is great
My hypothesis is that with having so many places for the water to rise, as the water rises in each pipe, it induces a headlift back down which goes to the other pipes, allowing them to each reach a bit higher. This then compounds until every pipe is able to reach up very high
I'm gonna try to put the input in the center and have both sides offshoot so the only one that should be getting any degredation in water input is in the center
I found that putting valves at the base of each upward pipe stopped this from happening
It looks like you are trying to use too much water for those pipes
I love that there's a pump after the packager whose only purpose is to make the water go up a big hump, and then immediately come back down to the same level
In this case it acted like there was just 1 upward pipe
7 gens is like 350 or 315 or something like that just a hair over the limit
yeah if you have more than 6 generators and they're not underclocked, that pipe literally cannot carry enough water to feed them
I have one pipe coming up and I'm gonna have three going down
math-check please: I have been calcing Rocket Fuel recipes to minimize Sulfur use and the lowest way is [Turbo Blend (alt)]>[Rocket Fuel (base)] (and Diluted there is good but doesn't affect Sulfur). It seems to be better than any of the Nitro Rocket paths.
That tracks?
That makes extra compact coal, no?
Yes, but is it bad?
I don't know the reason for pumping it up to those wacky stacks when the water already starts and finishes at a similar elevation
Uhhh
I dont know what to say to that but I would not personally do it that way
the packager output is already a couple notches higher than the generator inputs
I do not know of any reason to pump it up to everest height just to come back down
It was fine before the problem was just throughout
I did this so I could make the connections easy
also I had a feeling I might need more pipes than I did
but it also helps with the momentum
That makes it easier?
I mean do what you want
Pipes just care that they are always full
this seems easier to me
that's what I did before and the other end wasn't getting enough water
Momentum doesn't make a difference, the simulation isn't that sophisticated
the only reason I went through with this change is because I needed more water on the far end
because your main pipe is still an Mk1. Convert it to an Mk2
I checked that compacted coal byproduct and sending it buck to Turbo-Heavy refinery reduces Sulfur ever more for the same Rocket Fuel output, but the layout gets messier.
in every screenshot you've posted, the main pipe (the one going past all the generators) is still an Mk1
You've added Mk2s connecting into it but you haven't upgraded the main pipe
I didn't see that at first
The main pipe right above the splitters can definitely distribute all the water by itself, I've built many many factories that way and that first layout always works as long as you have enough capacity
that the hell is this madness?
better than the spaghetti monster on the first floor
there's 7 generators here, so they need 315 water total. an Mk1 pipe can only do it if the water can enter at more than one point
but it will not work if you try to push all the water through a single bottlenecked entry point
8
why you need pump when your unpackager is on same floor as your generator?
and my fuel generator failed
Good thing you're working on a backup lol
that's a simple loop that works
first design attempt at a 4:3 balancer
(think twice before ever using such a beast)
Me laughing at the lalencer user's
i'm not sure i'll end up using it, i might and building them is a fun problem. I think i can get it a lot more compact
i sometimes have to build something in a way that my mind reasons about it before i can pivot the problem
hehehe overflow splitter go brrr
doesn't help when you're trying to drain 4 train stations at equal rate
The way I'd do it is to start with 4 stacked splitters. Then you get a column of 4 outputs on the left, 4 on the right, and 4 in the middle. And just merge each column.
that's essentially what i built
4 3-way splitters stacked, rest of it is just merging them back together
codex
without searching one by one?
Not really.
You can search item by item and itll tell you all the relevant alts for it, but thats it as far as i know.
ty guys, yeah i saw the interactive map. didnt know if 1.0 added something
thanks guys
i have many, many, many, many, many regrets.
Wait I do this all the time, you mean I'm getting bonus headlift from this without realizing? o-o
I know the fluid's capable of overflowing a tiny amount from isolated tests (it's like 0.1m levels of small) but I've never seen it overflow by that much.
maybe it's some sort of positive feedback thing? like, once the fluid gets raised up to a high point in multiple pathways, they start contributing that headlift back to the system below
Exactly my hypothesis
and since fluids can go a little above the headlift cap, the above-cap fluid in one pipe raises the cap in the other pipes, and so forth
There is still a point of diminishing returns as it isn't infinite, but it is still something that exists
That one I did not know, but would probably explain it
Anyone have an aluminum electrode scrap production they like? I just unlocked electrode scrap, sloppy alumina, and pure aluminum ingots and want to set up my aluminum processing at last
how many fuel rods can a nuclear plant holt?
im halfway done with setting up a manifold before the thought occured that it might take ages to fill
0.1/min
thats the burn rate
Though now that I am thinking about it, from the digging I have done in the code headers, HL comes from pumps, gravity, and overfilling pipes (to generate a small amount of natural "pressure" as the devs called it). So it would make sense that overfilling gives some extra HL that then translates to other pipes
so 50
yes, it can take hours for the plants to fill and balance a manifold on their own
im too far into making the maifold to revert it
True, just let it run on empty for a bit and prime it with your stacks
injecting every row should speed it up a lot
How many reactors are you going for?
When you guys are doing bigger sized builds for ingots - do you use the alts that maximize resources or convenience? Some of the alts can be a pain vs sacrificing more resource by a little to make it a little easier
My plan is 72 nuclear reactors. Should I do balanced or manifold?
Balanced is probably easier when you have each manufacturer feeding a few reactors directly
Rather than output manifold all manufacturers onto a single belt
yeah but too late now, im just gonna inject some from the front into the back
Personally, I use original recipe for Alumina Solution to keep pipe simple and also for Silica, Then I make extra Silica from Quartz and use Foundry to make Aluminum Ingot.
I usually do the sloppy -> electrode -> pure ingot chain
You could sloop the electrode refinery for extra scrap
this is the way
i am however eyeing quartz purification as a way of kicking off some extra silica to boost alum production
seems kind of good
I know what it is now
i kind of figure that regardless of whether i end up with extra silica or extra crystal from it, there's a sink in either aluminum or pink diamonds for it
I do have distilled silica chain going. It makes 4,500 quartz crystal and 8,100 silica I believe
sounds right, that's a big build
that's 7200 raw!
Yah, I have 6 belts of 1,200 raw coming in
I figured it's the best yield to get both crystals and silica
My supercomputer production uses the cheap silica recipe because limestone is plentiful
yeah, it eats limestone for breakfast though, lol
Not a fan of that one the cheap silica
the expenditure of limestone isn't the problem, it's the logistical headache of it all
Yeh bringing like 8k limestone together into one factory is a headache
That's fine, limestone is local, the quartz comes from the demon cave, so making quartz go further is all upside
i've played that game in past game versions, and like it isn't fun to build
might be a little easier now with 1200 belts, but playing the game of filling 10 780 belts with limestone and then merging the remainders together wasn't nice to build
purification/distilled works well with making concrete at the same location
ie, use byproduct water for wet concrete, use excess silica product for fine concrete
hadn't thought of that, but makes sense
Since I have extra sulfur and nitrogen, I probably need to setup Quartz Purification, too.
I'm making a skyveyor
this way I can have pure resource coming from the hole and have it move across the path in a way so that my terran vehicles won't be fucked up by the conveyor
they purification is nice u use less ore for more resources
How many supercomputers/min is a decent number to aim for for endgame? Is 5/min too much?
you don't need many besides for building
5 is good I think
3/min for neuralQ thingies and then however many biochem sculptors you want
Ah nice. Is there a meta alt to use? None of them seem to stand out in particular to me.
the OC supercomp recipe is good for making them, as it is assembler & cheap to sloop
if you're building them in bulk for some reason, the superstate recipe is preferable b/c it uses lots less aluminum
Oh damn, I didn't even notice it was via assembler. That would remove supercomputers from the computer factory entirely, and I'd probably do them in the RCU factory instead.
(The RCU factory which I haven't built yet... not sure on recipe for that yet either)
you still need computers to make ACU/ADS
Oh yeah, I'm still making a computer factory, just don't need to size it to build supercomputers inside.
i think probably the way to go is to put the effort into oscillators instead and kick off what you need with some stout oscillator & hsc production
That's for the Radio Control System RCU alt?
rcu's are weird
Or wait, you said HSC, that's Radio Connection Unit
i'm favoring the alt that takes heatsinks & hsc's for them
but you do still need oscillators for endgame stuff regardless, they're used in the superpos oscillators
Yeah Radio Connection Unit seems to synergize decently with OC Supercomputer and the cooling system mats.
but at some point you're going to be trying to centralize the high-end parts to store & sink regardless, it isn't hard to hang a couple of machines that cherry pick from the sink lines to make some of the more expensive things
i am planning to ultimately use superstate comp for making supercomps for a continuous production goal, but in the mean time, having some batteries lying around and making use of OC supercomp for building needs is sort of what i'm doing
(i kind of rushed through the game completion stuff using adhoc box factories and am now circling back to really build stuff)
Is there any big or worth burnrate difference between normal fuel and turbo fuel for drones? Its either 516/min Turbo fuel or 676/min normal fuel. Don't know what to pick.
You need RCUs for a bunch of stuff
Yeah I'm not even sure how I want to arrange things yet. I'm trying to avoid building one huge megafactory, everything so far is just happening on its own and dumping into the dimdepot, but at some point I need to start moving stuff like plastic and rubber around for stuff coming up soon.
My strategy is to make tons of Crystal Oscillators and tons of Radio Control Units. That will allow me to easily produce a lot of other parts.
one of the things you'll realize pretty quickly when you start looking at the t9 cool stuff™️ is that you end up needing tons of pasta
Will answer myself. I Think it will be worth it. Should have wiki'd in the first place
each pasta is 2 rcu + 1 fmf + 600 copper ore, lol
How many pastas should I be aiming for? Like as far as sizing my RCU requirements.
really depends on what you want to build
the portals take 0.2 pasta/min to power
ficsonium recycling is i think (don't quote me on this) 1 pasta for each plut rod you burn
and then there's the balistic warp elevator part
Hmm so maybe 5-6 pastas/min?
probably a good target if you're not doing nuclear
Oh I was going to do nuclear lol. So maybe 10?
even with nuclear, that's optional if you sink plut rods instead of burning them
or decide to create a superfund site with the waste 😄
3600 rocket fuel supplied me till the end of the game
idk why people bother with nuclear
i made it to the end on 12 gw of coal + 40gw of turbofuel plus 7 apa's, lol
Something to build. I was debating if I wanted to do rocket fuel power at all. Feels too OP.
I'm just building fuel power atm, as an upgrade to coal, but might do nuclear for the next round of power upgrades.
Man single slooped accelerator eats like 30GW XD
Nuclear is not required, but it's a fun project
yeah, i'm a little bummed that they made rocket fuel so good
I'm not going to be surprised if rocket fuel gets nerfed at some point. Like more/different input mats.
well, ut eats A LOT of sulfur
And sulfur is limited supply
feels like the game should really push you to make nuclear if you want to power a big factory
Like 10400 per minute per whole map
i challenge you to use all the sulfur and THEN tell me that 'there's only 10400'
the old map limit was 6700 and that was plenty
I used like 5k for fuels when i was doing it
Oh but it does work? Nice. I realized I can still have my blue crater factory and have a fuel distribution depot in the center provided by train 😅
What's the max rocket fuel possible?
you can get 120gw of rocket fuel power off of 600 sulfur, 900 crude and 800 nitrogen. what else do you need it for besides nuclear (which max by my calculations would top out at around 3000/min)
why is my train jittering off the rails whenever i try to move it?
Yeah they stick around to feed into the port.
I havent used drones much so the menu is rather complex if you start mass delivering.
sometimes rails connect badly to another spot nearby and it leads to like trains that teleport
I'm thinking if someone wants to go pure rocket fuel, no nuclear
How much power would that make?
how though? D: its just a straight, right out of the station
probably a gw or two
idk, there's a lot of oil on the map, but you're probably going to want to use some of it for diamonds
and it only happens when i have WASD held down, it doesn't happen when i let go of it
think about how terrifying it is to calc the SAM-> uranium
that but nitrogen 
*tw or two
it looks like about the max you can make from nuclear with recycling and smart slooping is 1.875 tw
seems like your rail didn't build right and snapped to something weirdly, delete a few of the rail segments and rebuild them
i've been noticing some jank when i'm building rails, honestly
2:3 balancer
imagine if we could make 3d printers in this game
nope
nice, at least it dosent look like a belt clipping monster 
idk, maybe save & reload?
Is there a way to connect that station to this station, but also have it still loop round? Can't seem to connect both
Is there any rule of thumb for when I should start using a second freight car for a given product?
if the platform needs to move more than 1 belt/pipe's worth, start considering it
I guess I should've stated that that was a given. If I have 780 in to a train buffer and 780 out, will any reasonable train length cause bottlenecks? I know to do the double belt buffer thing.
And does this answer change once I get 1200 belts?
I personally like the rule of "one car per belt"
the throughput interruption is proportionate to whatever speed belt you have hooked up
so it's simplest to talk about platform throughput in terms of number of belts
So say if I was in Phase 4 I would generally want 2 cars for 1560/min ingot delivery?
That has been my operating assumption
Yep. Same. I have one quartz output station that has two belts input on a single platform, but there's multiple trains stopping there.
for 50 & 100 stack items, the car capacity can quickly become too small for the 1-belt-per-car guidance
i.e. for ore, i limit what a car carries to 600/min
I usually do a belt and a half's worth instead of just 1 belt. But it will eventually depend on stack size and belt speed. Probably won't be able to do 1800/min to a car 😅
Yeah I was debating what to do for my copper ingots for aluminum plant.
I planned to deliver 1560/min if possible.
in that case you do multiple trains
But I have been having success with 720 ore/min to a car
I meant it as "one belt per platform"
right
Oh yeah, multiple trains to solve that one
at some point, either b/c your rate is too high or your round trip is too long, you'll need a 2nd train on a route
my rule of thumb is 4 stacks per car per min for half map trips, 3 stacks per car for longer
Though with multiple trains and higher speeds you'll probably want to go with greeny's suggestion of 1 belt/platform. Each train adds a stop which is idle time loading from buffer -> platform
i prefer limiting ore to 600 because it gives a little more round trip time before that becomes a necessity
And the more idle time, the bigger overhead you need to compensate
having extra train cars on a single train is cheaper logistically than adding more trains
i do both, but i've really been sticking to 600/min for ore & ingots
Also probably keeps traffic down. I'm starting to run into that right now. Hasn't actually affected anything yet aside from having more variable throughput rates, but the averages are still consistent
yeah, the more trains you have, the more quixotic they get
I might end up having to do a double lane/double floor design for the congested areas
Though I wonder if a double lane design would fix much, or if trains would all still just take 1 of the lanes
keep in mind that train routing always chooses shortest path, not least blocked path
Yeah, that's kinda what I was getting at
i did something a bit unintentionally clever with my rails in this playthrough
Though I wonder if I had lane-switches in each intersection and used path signals if they would be able to go around easier
At the very least turn lanes would be efficient
What did you do?
this is how i built the rails in blue crater
there's no turnarounds for the trains, but they can enter the loop from either direction
Wait, are you using bi-directional stations then?
nope, they just enter the loop going in the direction to the station that's their destination and then back out of the loop to where they're going
Okay, so every train will end up (nearly) going around the entire loop when its done
Aside from the area between the two entrances
yeah, but only a few on each one of the two rails
as i said it was unintentional design, had i planned it better with that understanding, i could have exploited it quite a bit more nicely to balance the traffic
It seems just in general having larger loop arounds like this can be useful. Essentially can act as bypasses if a train doesn't need to stop at any of the stations in between somewhere
i've thought about adding a loop around to it, but i haven't really seen a compelling reason for it, trip time around the crater isn't that long
i'm sharing because it was new for me as a design choice and has been working out pretty well
realised a short while ago a way to "save" materials, when doing the more expensive conveyor belts, but still get their benefit.
split the high tier conveyor into multiple cheaper tiers, by having the start and end of the conveyor line be the high tier, to ensure the input/output keeps its desired material quantity. yea you still need the high tier ones, but that amount is so little its just an investment.
not sure how something so simple, never came to mind
its a good idea when you're in an area like dune desert and slumming on mk2 belts, for sure
when i do DD starts, i usually resort to using a tractor to move stuff around for me
gotta get that 120/m from pure coal
thats one of the next tiers to go for💀
havent gotten far enough for it yet
nb: mk3 belts are pretty cheap to make with said coal 😄
At this point I just use MK4 for most things (unless a MK1 suffices)
yep
thats why this is an alternative to the expensive ones when you havent unlocked the others yet (i too wont do the mk1 hastle when steel farm is running)
Not looking forward to MK6 belts requiring 2 materials to build
How do you set up your oil? Do you just produce plastic and use the petrocoke later?
it isn't that bad, i just have a little build feeding into a pair of dim depots that eats a pure coal node, 2 normal iron nodes and a sam node
where is the sam closest to dune
ive tried guides to find it
NEED THAT MAM TREE
you want a spoiler for it?
does the game reveal it at higher tiers? or do you have to find it yourself
you have to find it, i honestly just found it last night... cave entrance is by the white square, you get jumped by 4 big spiders when you go in
really s***ty location to place that node, imho
ofc its in a cave.... looked on the mf outside and couldnt find it
well, dont really need it till later ig, so by then you already got the gear to handle it
i was clearing the slugs out from that area last night (all done!). those caves are tricky to find the entrances to - generally there's a few bacon mushrooms right near an entrance
good to know!
but the sam in the starter biomes is all pretty well hidden
its like they put an impure node in each starting biome & then the rest is in the bauxite belt
im just glad to get a damn node, cuz yk... unlocks scanning for em
I went in there running around the map, slapped foundations and a miner, hope I can avoid the spooder spam when I eventually use all the nodes.
With the changes to the NF, I don't feel like it should have the 5 star resource diversity rating at the start screen any more.
is it normal for my fuel gennies to just fluctuate on and off by like 1~2 machines?
its much better than before but some machines are still being starved
i'd say 80% of the time they're all on though,
Did you flood the system before starting the generators?
yes
The random SAM deposits? Yeah, those are gone
Did you check your math? Do all the refineries get enough materials?
it comes in at the top and then goes down and then at the end connects back to the top again
yes, its all 600m3 crude into 400m3 fuel into 20 generators burning 20m3 (20 x 20m3 = 400m3) fuel each
Is your Mk2 pipe used at its full capacity, 600 m3?
pipe is only using 400m3 for fuel
the 600m3 crude is working fine, all the machines' internal buffers are full
Ahhh, mk2 still have troubles transporting at its full capacity, from what I saw in this chat
mk2 pipes are fineeeeeeeeeee
Then if they do, i don't really know
nah they're dogshit
you can make mk2 pipes work but you have to do plenty of workarounds
actually wait i was wrong
ye im using mk2 pipes, just for visual consistency
but there's only 200m3 running through them
I'm just wondering why they don't make it like 600.01 m3 while still showing 600 m3
2x200m3
it's not the pipes that are faulty, it's how the system directs fluids around within the pipes
there's nothing bugged about an Mk2 pipe that prevents it from moving 600/min. It's just that the game is indifferent to where you want that fluid to go, and may waste time & throughput sloshing it around
Im going crazy trying to calculate how many Plotonium Fuel Rods I can make from the waste of 15 nuclearpowerplants ...
thats just the explanation they came up eventually when they wanted to conclude "its not bugged!"
if your players, for years, think its bugged, and so do the devs
the system sucks
I run 12 pipes of 600m3 rocket fuel with zero throughput issues, as well as 3 pipes of 600m3 crude also with no issues
anyways
they're 600m3 pipes but i'm only running 200m3 through them
the pipe that i have 600m3 running through isn't having any issues
Are your generators perfect ratio to fuel production?
i have 10 machines making 2x200m3 fuel each and somehow thats not enough for 2x10 fuel gens burning 20m3 each
i flooded the system first and it worked fine for a while, its probably been 2 hours until it started having issues
If you did set everything up correctly, it’ll eventually work correctly; ala give it like 2 hours. If you’re impatient, you can sloop the fuel production to speed up fully filling the fuel gen pipes.
Same idea as toggling off a few fuel gens to speed up filling
like i said, it was working fine for 2 hours lol
You can say that, but it doesn’t change the advice
Yeah, the whole "floating point errors prevented us from getting true 600" seemed somewhat inaccurate to me. Like, floating points at 600 still have plenty of precision.
I think it is more so this, liquid moving in pipes inefficiently causes dips below 600. Since we can't ever exceed 600, the average is therefore below 600. A loop solves this since it helps with those dips and effectively allows for 1200 flow depending on how you look at it
but i do have it looped
I think it was your argument above, but said something to the effect of when an earlier machine eats liquid, a later pipe flows some backwards, which prevents the earlier pipe from "needing" to flow at max
Are any of your machines producing fuel running at not 100% efficiency? If they are all at 100%, your system is probably still warming up
In my experience, it takes a while for a system to stabalize, especially with fluids
Ever since doing the loops properly, I havent had any issues with fluid unless I split/use weird numbers of extractors(like low but not failing numbers), but they still work.
And especially since you aren't even close to the 600 cap, I'm guessing it is either warming up or there is some other problem
Because even if the system was flooded, the generators themselves weren't. That's a lot of extra room that needs to get flooded
they're at 100%, and it started warmed up lol
And flooding can be tough if you are producing exactly as much as you are using. Typically when I start my fuel generators, I turn on about half of them, let them saturate, turn on some more, let them saturate, repeat until everything is on
i filled all the crude pipes before turning the refineries on and i filled all the fuel pipes before turning the generators on
all my refineries have full buffers
Were all the machines 100% full when you started. Not just the pipes but the gens themselves
yes
There is also the extra 5% (I think is the value, maybe 10%, either way) of overfill space that exists that is probably also requiring to be filled up
anyways, i had plenty of power so i'm just turning off the generators and letting them all fill up again
It is a hidden value (found from looking at the headers) that "extends" pipes and such by a percentage to help create HL
When I flood my systems I try to do one of two things, a packager feeding in, or slooping machines.
Once I see producers stockpiling some fluid I quickly clean up my mess.
Yes, do that. Generators are finicky, because fluids are finicky, but usually time will allow it to stabalize
i have sub 2GW consumption right now that can be taken care of by bio generators and my coal powerplant lol
There is probably also something about getting the fluid to move consistently. You are technically still starting from 0 movement, even if full. That movement has to propagate still
ye i'm just doing it AGAIN
i did it before, i just hope i don't have to do it again in 2hrs
If you do run into problems in 2hrs, before turning anything off, check every other machine in your setup for the 100% indicator. If any aren't, that will help narrow down the problem. If they all are 100% (like even back to the oil pump), then wait some more
Keep in mind, there are multiple other ways to introduce small production and/or flow issues w liquids. The 600 thing and filled pipes aren’t all of it.
Ah, the overfill % is 40%, which is honestly quite a lot
So even if pipes look full, they may not actually be
Only once that overfill is filled for every pipe, junction, etc. will the system be stable. Plus probably some other stuff with the simulation
well
unless it conjures that extra crude/fuel out of thin air that isn't happening
cause the machines eventually just stop working
so tldr go back to what I said and see if producers are stockpiling 
It doesn't need to conjure it, it just needs to fill up
refineries just stop producing if there is more than 46.1m3 fuel in its internal buffer
Yes, see if producers are stockpiling, if they are they won't be at 100%. If they are starved, go back a step, and repeat all the way to your crude oil
they're not
the buffers are emptying
though with sloshing its difficult to tell, i'd have to look at it for longer
but seems to be going down
also, it doesn't seem to start producing immediately when possible
it'll have 45.7m3 internal fuel and it will wait like 3~4 seconds before starting
like, say it has 43m3 internal fuel, it does a cycle and its at 47m3 internal fuel, it stops, if it then gets drained to 43m3 internal fuel again it will wait a few seconds before starting production again
i guess its sloshing
so anyways, if i start having issues again
i'll replace all the pipes i can with Mk1's regardless of visual consistency
if it then starts functioning properly, anyone saying Mk2 pipes are fine should be perma muted.
When in doubt ask if anyone is willing to look at your save, I know a few people on here do that from time to time.
And I must say, its not looking good for the "mk2 pipes are fine" crew
I mean I have no issues 
50m3 buffer that was completely filled is emptying out into thin air
it should still be full considering its producing exactly as much as should be consumed
The only times I had weird issues like this, feeding from below and forgetting that something was clocked slightly higher than it should be.
i didn't touch clocks
pipes exiting the refineries are raised
then pass over all the fuel generators and loops back into itself, feeding into all the machines level
they are fine if you build them correcly 🤷
I mean, draining from an output is fine. Stabilizing a pipe network requires fluid in addition to the fluid your gens use
Assuming you are producing enough fuel, a buildup of fuel in the refineries is what would be bad
that is a lot of refineries and still have an impure oil node to use.
just found out that the note feature apears to have a fairly small character limit
why do you need this much rubber
For alternative recipe that use rubber.
https://satisfactory.wiki.gg/wiki/Rubber
mainly mass produce radio units to make converison cubes.
bro decided to minmax rubber alt recipes, i see
thats a lot of rubber
pretty certain i have
also its not even about "getting 600m3 through a pipe" which is what people are usually complaining about
you should loop back from the last generator to the first refinery
im talking about buffers emptying out into thin air
and fill all the pipes and generators before turning it on
the pipes were full when i turned them on and they're full now
again its not about howmuch m3 fuel i can push through it
its that fuel is just vaporizing
and all the internal buffers of the refineries are emptying
aside from the crude oil input
one of my favorite rubber recipe. it makes me 🤣 everything time.
where does the wiring even come from
exactly but it save me other resources.
FICSIT patented top secret technology.
can make circuit board from just oils is so funny.
Carbon nanotubes and magic
i still think its a BS workaround just to fix something inherently broken but sure
i have multiple arrays so lets test it
one of my current setup, which links last and first fuel generator together
one looping back to first refinery instead
and one where i just replace the pipes with Mk1 pipes
Can fluids get "desynced" at distance? I've got an aluminum factory set up with separate waste and fresh water and it's still backing up
go check your entire chain and make sure you don't have a hidden mk1 pipe or disconnected pipe somewhere.
my current setup doesn't function properly
if the loopback to first refinery works, its a decent fix
but if the Mk1 pipes work, the Mk2 pipes are just broken and people should stop being Mk2 pipe apologists
meanwhile there is a computer with a solid frame made of rubber or thin air, apparently
Maybe the frame is made out of circuit boards lol
and those circuit boards were made by using rubber and petrocokes.
i'll be using the borrom recipe and crystal disc.
AI limitter is probably the only legit one in the whole produciton chain.
thats not it
trust me i've been working on this stuff for like 4 days now
i even deleted a 3 day long oil platform project i was working on because i just didn't have enough space and it wouldn't work out the way i wanted to
that one also had issues with delivering fuel
but it was worse
current one is better but its still not 100% efficient
also, again.
it won't matter if there is a mk1 pipe because the pipes that are having issues are only transporting 200m3
all that tells me that you didn't do your pipe right 😄
it feels like it should be a very subtle gag - every electronics should have an alt recipe which involves rubber and uses nothing that can be used to make the frame 
2 pure 250% nodes and 2 normal nodes also 250% and then combined together
those are working fine, the pipes im having issues with only carry 200m3 of fuel
I made this, is there any similar resource already up on the net?
Satisfactory Calculator right?
see, I've been having issues with satisfactory tools
it simply refuses to calculate anything fuel related
My Train on the right says that the destination is unreachable due to a signaling error, these are all block signals, how come it cant reach? even if the other station is able to reach to same station
you have to enable the alternate recipe in the recipes tab
and you need to add fuel to your inputs
probably
wait
compacted coal maybe
that did it
welp, ty for helping with that issue ^^
np, can you perhaps help with mine?
I started playing early October, but let's hear it
.
I might now have a few rock formations with over 100 hog remains stuck in them due to the cliff/nuclear hog teleporting issue.
o.o
can you delete them with the interactive map?
I'd more likely move them and collect them if there's a way to do it en masse. I'm not worried about it, it's just amusing.
ah lol
It'd be too tedious to do one by one.
thought maybe it was causing lag for you or something, but also it was a little bit of a question for me
i know the interactive map can see boxes, so i wonder if it can see animal remains too
there is that one mod that adds a command line to pick up nearby loot, but I can't think of anything other than mash E in vanilla
also if you use the Interactive Map's mass delete to delete structures then it has an option to leave a box near you, maybe thats possible if you try deleting the hog remains, if it can even do that
I might look into it down the road, at some point it's tempting just because factoring sloops, that's over 1000 capsules sitting around basically.
I'm plugging along while I route power around the map and so forth.
oh, btw, that spreadsheet I made gives you a result based on the amounts of oil available
satisfactory tools seems to do the opposite, is there a way to make it calculate your output based on your inputs?
There's a few places particularly affected by the weird teleporting hog thing.
SFTools can do both (but it's generally not very recommended to start from raw ores)
I was trying to make a power plant with the ten oil nodes in there, and didn't want to hand-calculate how many gens I'd end up with
just limit your resource input.
ooh
i mean thats the only time i would still go for capsules i think
well i mean, go out of my way to
i'll run into monsters to get HD's and unlock new nodes etc. but i wouldn't go out of my way to farm dna capsules anymore
i also got most of the stuff i already wanted from the shop anyways
I already have 2 golden nuts. But why not 3. 😛
but then again, it'll try to reach the output I have to enter, right? what if I want to squeeze every last drop with those oil extractors?
Is the fused wire + fused quickwire Combo worth looking into?
does it save on both resources when used in combination?
no, you change it to maximise mode
oh that's great
ty!
is there any way to include the actual power generators in there?
example of me trying to get max rubber but include certain amount of plastic and petrocokes given 600 crude oil as input.
is this too close to the conveyor and other rail?
ic
@thorn trellis I think you can’t park there mate.
the red doesnt matter the rail length is smaller
im just worried about it crashing
like is this too close
If it’s the belt, just try deleting the belt and test. Seems kinda too short a track to place a loco also.
he's not asking about how to place it down
it will be longer i just am worried if the two will crash when moving and stuff
he's asking if the belt will cause the train to crash
I honestly don't have any idea
I’m saying rails are fiddly. You need to be able to rapidly test for yourself. I personally use a full foundation gap.
I'd say place down some more rails and take that locomotive for a spin
i need both train lines basically running at the exact same time and place but that obviously probably wont happen
train need minimum of half foundation seperation so you don't have signal problem. Otherwise, they can be next to each other.
two dif lines so it should be fine
most of my rails maintain an 8 meter spacing without issue
i think you can get a little closer together than that on straight-aways, but on curves it gets too snug
if you're in doubt about the rail placement, build a stationary train on one rail and drive the other one in a choo and see if they collide
well, trains don't collide with anything other than other trains, so you're safe with buildings and decorations, terrain, etc
as long as a train isn't entering the hitbox of another train, it shouldn't have a problem
if you're like most of us in this game, trains clipping into other stuff will drive you bonkers, so you often want to give things a little clearance for turning and inclines
well technically its not clipping cuz theres like a tad bit of space around it
so it works
I’ve been using a 3x3 inner and 5x5 outer curve. Interesting seeing a wider set of curves for 2 track 90 degree curve.
Looks like 4x4, 6x6 hmmm
Maybe
yeah, it actually builds a lot nicer at larger radius - its just you need space for it
I’ve always found it interesting how curves in rails are rather unconstrained. Similar concepts in Factorio.
i have mostly been laying tracks to try to contour to the terrain
...its going to be a pain to make them all looked finished when i get there 😦
I know that spot. That’s uhh… where I said “nah” to building rails through terrain
yeah, it's a painful spot
Yours looks very crisp. Good stuff.
thx
using road barriers to guide the next foundation for a rail curve at their 15 degree angle seems just about right to make gradual adjustments
Sounds about right. I get too particular with things, so need to limit myself to more “flat” ish setups to avoid things taking too long.
So I do 90, 45 degree turns. And straight inclines.
you can even do some curved inclines if you can tolerate a tad of clipping
Although makes getting Al down uh problematic.
yeah, i really wish the map had some way of making easy east/west ramps down from the pink forest
you have the rocky desert ramp which is ok to deal with, and you have the other egress point into lake forest from crater lakes, but there really needs to be some other way
ofc you can always do a big rail spiral, but i don't care for those so much
Yea, I’m kinda leaning towards just droning it down or using belts to drop to the lower rails. Or free style some rails up/down. in flux.
I’ve been refactoring my crystal oscillators to include RCUs in the same location. So Al transport is on the mind.
Breaking out the pen, paper as I do.
nice
i'm using up the tf bauxite first
after that, i think i'll probably hit the swamp baux for FMF's since it is the exact amt i need for them
that should leave me all of the PF bauxite for trigons and sheets
the value in that is i don't need copper for making the trigons and the sheets won't need tons either
Anyone find any good workarounds for the mk6 throughput bug? I'm playing on a dedicated server, so not sure the framerate change will fix it
One workaround is to treat them as a number <1200/minute. (obvious answer that is unsatisfying)
I have mine Network set to Ultra, Server FPS to 60 and increase the update array size to 4096 instead of default 2048 and I seems to not having problem with mk6 belt.
i see the problem even on single player
except in the case of miners, you can always split stuff into 2 mk5 belts
Thats what I did - mk6 directly into a splitter that then splits into 2 mk5s. Problem is, every interval or so the miner accumulates 1 bauxite
so over time it will clog to 100, stall, empty its inventory, and continue - so you don't get the full 1200
yeah, i know
build in a way that you can tolerate the pause i guess
tbh, i think that's something they're going to need to address as people's aluminum builds start crapping out
Is there an estimate on the effective item rate? I assume it’s like 1195/minute or higher.
it depends on how many stutters you get due to fps lag
Interesting
I don't know why FPS lag would factor in when I'm playing on a server. The belt computations won't be client side in that point
so I'm not sure how reducing your client's framerate will help in this case
I saw a bunch of posts and videos showing this problem.
Kinda not ideal. New feature of 1200 item/minute belts -> isn’t actually 1200item/minite.
i mean, i'm seeing it with just plain jane mk3 miners directly into a factory - belt misses an item now and then
I think I got a bit carried away...
wait, what???
oh, damn
i said screw it and built rails in a straight line going off a cliff right there
How can i have 120 if the output is only 100?
that 120 would be the max amount of items/min on that belt
although I don't touch load balancers, even with a stick, so I might be wrong
that isn't a balancer, it's a 1:5 prime splitter
im trying to get a 60/40 split from 100 output
and the math takes 100 input and splits it into 40+60
100/5 then the splits
squares for mergers and diamonds for splitters?
I think it's coming from the extra 20 going back into the first merger
one splitter can do that
ahhhh i think you're right
the math is kind of off
Care to explain?
the 6-way split in the schematics into 20's is incorrectly labeled; it is instead a 6 way split of 100 into 16.66666
one splitter would split 50/50, so the side that needs 40 would fill up, overflowing the 10 extra to the 60 side
which actually means it turns into a 6-way split of 100+16.66666
splitters will self balance when their outputs fill up. if one output clogs it will evenly distribute between the other 2 outputs. when one of those clogs it will just use the one output for everything
after a few cycles of input, it will normalize to 100 in and 40+60 out, but it takes a few feedback cycles to converge
I don't know why i make this more complicated than it needs to be... thanks guys... i go numb when i see numberse
because it is difficult to reason about
your diagram would be more clearly understood if it showed a series of iterations of the loop so you could see how it changes over time to converge
instead it tries to collapse the time dimension into a static diagram
which just gets fricking confusing
So messing around with the mk3 miner on the bauxite, I'm only able to reliably get 1100 out of the 1200 of the throughput
the diagram i made online in a tool for satisfactory.. you tell it what you want to split and its SUPPOSEd to make it easy for you
40 going left for canisters, 60 right for circuit boards
I understand that previously, Drones only used batteries and used a fixed 5 every time. Now they consume fuel upon takeoff. If I use a fuel type that gives more power than is necessary, e.g. a uranium fuel rod, will that actually last several trips, or does a drone eat fuel every trip? I hope/assume the former.
Is there any specific way to place more than one train station or just following the rule of "there are railways connecting them" is enough? By "specific way" I'm more referring to some super efficient hidden method. Or an easy one to handle :)
- I think that at least 3 train stations is good, but the more the merrier
probably 'simpler' ways that are more tidy?
like keep stations off the main track is a big one
but organising location of factories and recipes so that they cater to the local resources so you have to make less stations is probably more 'efficient' in lots of ways.
can anyone check if this is right?
I'd recommend residual rubber instead of residual plastic - makes more per resin
obsidian 
wait how do you label the arrows?
you double click them
It lasts several hours, yep.
Will I get an alert when a drone has no fuel?
plug your outputs and recipes into this and double check https://www.satisfactorytools.com/1.0/production
Just that it won't take off from its port
Yeah that's sufficient
So long as it persists on the map
I'm in between some fuel stuff and want to just pump a handful of manually crafted fuel rods into a drone until I've got it automated
Is there any convenient way to automate distributed powering drones with fuel rods that doesn't involve building up hundreds of surplus fuel rods?
Fill the drone port up with all but 1 stack of items. And loop the filler back with a smart splitter. This way there is only 2 stacks + belt length of rods
anybody wanna share train tracks / curves blueprints ?
there is a alt recipe tierlist on reddit
is it good, or is there another one? or is there a list of ones i definitely should pick?
What was there scoring metric 😄
Yep and thats the issue. This is well within the multiple optimisation metric issue. Where you can optimise for one. But not all. It will be a kinda possibility space depending on which ratio of metrics best suits you
ye its just that i have a bunch of hard drives lined up and scanned and i want to know which would be good picks lol
for example i have the 2 iron ingots + 2 coal = 3 steel one
or some weird alt turbo fuel recipe
Which help the most with what your currently doing 🙂
stuff like that
So are you making steel or turbofuel 🙂
i am making steel, no turbo fuel yet at least
i can, i just haven't yet, i'd need to get coal from elsewhere for that ;p
i have alot of scanned HD's so im not sure which are useful and which aren't
Which is useful to you right now 😄 there are plenty of harddrives
woohoo
idk, cause some are just pure dookie
If neither are. Let them sit
just about every recipe has some niche use
at this point the only recipes that are pretty trashy are fine concrete & dark ion fuel
Biochar? Biocoal? 😅
if you make a weapons plant that works off of critter drops, they have a use, especially now since the converter can change that into everything else
idk if you've ever done the math on how much coal they actually make, but very little in the way of critter bits will fill an ISC with coal
i've used that in past game releases to be able to make ammo in places where i've not had easy access to coal, so meh, it has a use
I forgot to check something related to that btw 
there was a bug that made charcoal and biocoal available after you get compact coal, bypassing the hard drives.
like I could use them, even though I have them both saved on a HD roll (together
)
still exists, iirc, unlocking turbofuel makes both available
oh its turbo 
maybe it is just the compacted coal gate before tf
but the bug still exists. what i wish is it would take the recipes out of the lottery,lol
Either way its ironic because they have the "least value" from what most people see.
no, fine concrete i think is still last place, lol
i do think leached copper is right up there as well
Oh quick food for thought, im going to be dedicating a mk2 pipe of nitrogen for quartz stuff.
gunna have 360/min leftover after this, silica heavy or crystals?
what are you asking?
What in general seems like a good dump for the rest.
Dump the rest of nitrogen?
ahh like 360 raw - what to convert it to
Oh
This is also the rocky desert, forgot to mention.
so here's my thinking on it all
you're going to want whatever crystal you need for oscillators and/or rcu's
and potentially pink diamonds
once you've tallied that and taken care of the silica for HSC's, the natural sinks for it are aluminum or pink diamond
Most likely oscillators as I still have the two pure down in dangle spires(near by my aluminum)
Oh wait I ligit need to remind myself the recipes 
Just for fun, has anyone calculated the absolute maximum ficsonium fuel rod output? The calculator doesn't seem to process waste
toss excess silica into making alum ingots, toss excess crystal into diamon
Fused quartz crystal recipe is also not bad in this location:
Im in phase 4 and computers arent even made yet 
kinda sorta
ehhh
it looks to me like the max ficsonium rod/min you can make is 225 if you still want stuff leftover for a factory you want to power - that uses all the sloops on the map on the fics rods and reanimated sam
from there, you can work backward to it being 22.5 plut rods generating waste and whatever you need from the uranium chain to make enough waste for that
different recipes combos if you hold the plut rod output at 22.5 will cap you out at 1.875 tw of power
Just using my remainder, 360/min, fused seems so gross 
i think you can make 60 ufr's and use the least efficient plut rod recipes to stay there
which means 2500 raw uranium - gotta burn some sam on conversion there but it is pretty modest
there's other ways to shift the numbers around and get varying good & bad power yields
for an overflow system, how do i fill a machine without creating the item?
i've been playing with the numbers there a lot and trying to figure out something i want to build, and i'm probably going to be going for something like 300 or 600 uranium into ficsonium for a yield of about 400-500 gw
drag it into the output slot?
Oh... right... i forgot i could do that, what about liquids though?
i think probably pure crystal is the easiest logistically
yeah just sorting through recipes and seeing what I wanna make rn
But what are you going to build that will use anywhere close to that power? I think Ficsonium would be more interesting if it were useful to nobody except two categories of people. The ones doing it for funsies who don't care about maximizing anything. And only the most hardcore optimizers going for maximum ticket points, by way of making Ficsonium dark matter positive overall, in such a way that it's better than AI servers and power shards for to generate dark matter for ballistic warp drives. In other words, Ficsonium becomes obviously good, but only in the absolute most high effort scenarios.
I maintain that it doesn't actually need to be touched though. I wouldn't mind because I find it disappointing right now. But I don't think it truly needs to change.
well, it is definitely a 'for funsies' sort of thing
idk how making ficsonium would ever be more points. you can't sink the rods
As it is now, never. It would need some sort of change like I just outlined. Where it produces tons of dark matter, and therefore you can make all your dark matter crystals without any diamonds or time crystals.
what i find sort of disappointing is that there isn't really a 'max power' sort of ridiculous build you can do that would make even kibitz blush
I actually like the idea that there isn't an obvious best solution
I think that's way more interesting
yeah, right now the rods make half as much dark matter as you need to produce the ficsonium (ikea lamp), so the only way to get it dm neutral is to sloop either the colliders or encoders
if you sloop the colliders, you still have to make buttons of trigons, so really the only option for a max build is to sloop the encoders
*butt-tons
Something to incentivize fertile uranium or more plutonium could have been interesting
so yeah, they could have probably done something different with it all to make it more compelling
what they actually did was to make it so that making plut rods less efficiently is better
Or to stick to rocket fuel
i had fun working out the math and the problem
would be nice if it led to something ZOMG cool to build, but meh, can't have everything i guess
what it does allow you to do, and it probably is more where the nuclear meta will end up is taking 300 uranium and making 250 gw of power waste-free
250GW with just rocket fuel doesn't even use much resources. And it will go up so much faster.
yeah, well, again. needs nerf. kthxbye
i really think they'd have had a better game if they had released the t9 stuff in an update 10 and gotten some community feedback on it all
At this point if any recipe revision happens, I'm going to question the 1.0 play test process.
you mean 'we had a closed beta for a few weeks and in the period of time less than what people normally spend on the game, the feedback was positive'?
People weren't going in starting from the beginning. I finished tier 9 in 2 days the first time.
i'm sure which is even more reason why such testing probably wasn't the best way
there are a few recipe changes too in early game that i've found kind of bad as well
So based on my calculations, this can hold 400,000 kg of water at room temperature
well gram = cm^3 of water = milliliter
1 meter cubed is 1000 liters, and it holds 400 meters cubed
(incidentally, fluids don't expand or contract at different temperatures, it is only phase changes to liquid or solid that change their volume
yeah, you're math checks out, i really think they should have made the fluid unit liter instead of m^3
Yeah even just volume-wise it's too big for that tank. The weight is insane though lol
i kind of noticed that when i started placing extractors down en bulk for the first time and compared it to something like the Hoover dam, lol
I feel like they could've reduced all the fluids by an order of magnitude and it'd still make sense. I could believe the normal fluid buffer holding 40 m^3.
I guess it's just at the low end, there'd be a ton of decimal places instead
i honestly think they meant liters and just oops on the dimension conversion
i actually filed a bug report asking for a relabel to cm^3
Yeah that could be it too, although I think that tank would be a lot bigger than 400 liters.
one character...
@obsidian belfry how'd you get 2500 rocket? I only could get 2400 from a single pipe of 600....or was that more than 600 oil?
maybe sloops?
I’m producing a weird amount to specifically get 2500 so logistics for burning the fuel is easier
ahh
i have the calculator thing i used lemme get it
I did 5 refineries of HOR into 4 blenders of Diluted Fuel into 4 blenders of Nitro Rocket Fuel into 72 fuel gens, that was my "discrete units" of 150 oil
I skipped Turbo, personally, but I have the Nitro alt unlocked
I don’t think i have nitro rocket fuel
oops, 144 gens per 150 oil
whats with the barf reaction on the atisfactory calc
wouldn’t this be more annoying? 2400 is an even 4 mk2 pipes
the default rocket fuel makes much more rf per resource if you use blended tf as intermediate, but it's rf, a little bit is enough, lol
satisfactorytools.com is a much better calculator for the game
Depends on what resource, Nitro gives the max Rocket per Crude
why dark ion fuel though? if you use the recipe that compresses DMR into crystals by itself, it gives you free fuel
oh i use that, i thought it was a diff website lol
honestly could not tell you lmao
well, it takes 2:1 compressed rf; you burn an aluminum ingot per fuel unit and it has such a large cycle yield that slooping it feels bad
satisfactory-calculator.com is great for the map, but the prod planner there isn't very good
can't speak to whoever emoted, but that layout from SCIM is really hard to follow compared to satisfactorytools
this is what I used for my layout....
It splits up into 5 groups of 500rf/min each going to 120 gens.
I might’ve just… wanted to make more power lol
Oh, no knocking your choice, I just was curious if I missed something that would have given me more rocket from a single 600 pipe
hmm I agree that’s much better but i like my calculators to represent the same spaghetti present in my factories
lol
yeah same i just got sonfused i thought that was satisfactorytools. gotta get some sleep
i mostly use this for planning
clock them to 125 and split between 12 🙂
manifold and wait 500 years
or 250 and split 6-way
and die of radiation before the manifold fills 😉
that's what i have going rn, it's crazy seeing the nuclear plants fluctuate the power so hard
lmao, I don't even know what that picture shows
whenever you need to split into a multiple of 5, clocking to 125 or 250 changes the 5 into a 2 or 4
i think the lower the input rate the more balancers favour you
yeah, or when the stack size is 500
also, if im already making a bunch of turbo fuel (in my case 1200/min) is this easy to retrofit into rocket fuel
how does overclocking power gens work? does the input become exponentially higher? what's the exponential cost in doing that?
linear
2.5 overclock is 2.5 the power and 2.5 the fuel
it’s just a way of condensing the amount of generators you need
200% means 2x power and 2x fuel consumption
i see, so unlike every other building, overclocking power gens is linear as opposed to exponential?
yeah
its entirely qol, especially with fuel gens because placing 2.5x less of them is significant lol
don't complain, you can go back to update 6 and play the game the old way
tl;dr: it sucked
it used to have a weirder formula that still ended up being linear, just with bizarre numbers
Sorry guys I'm totally out of the subject but i'm wandering if someone have test the Highlift of a fluid from a fluid platform. Does it need a pump at the beginning?
im not complaining? just asking to make sure if overclocking power has an exponential cost to it like everything else
also, what was update 6 lmao xD
early access release, some of us have been playing the game for a few years now
if you’re asking about fluid buffers its 8m for the normal one and 12m for industrial
i played before update 2, dont remember much tho
the old clocking behavior for generators was really dumb
Was talking about Fluid platform for train. I'm sure it work like Buffer. Thank mate!
you honestly had to like take a sqrt of something to figure out what to set the clock to to just double the power, lol
mb, wiki says 12m for platform
Is it more efficient to use cast screws or steel screws?
if you mean a fluid train station, there's a correct way to build it with a buffer that allows continuous flow when trains load/unload
btw are we supposed to be able to sloop packagers
the area in the ui is there but no input
Sound interesting! What about?
steel is much more efficient on iron, but works in messy ratios for all but a handful of recipes (copper rotor, heavy flex frame)
I used alt recipes to never use screws at all
yeah that’s usual practice
Yeah the messy ratios always make things harder
But you can over/underclock to get more even output right
also cast screw has exactly the same iron efficiency as regular screws iirc
it just eliminates the rod step
he do be flexing heavily with his frame tho
But replaces it with the steel beam step
steel screw works in multiples of 13. hard to get anything to square up properly with that number 🙂
oh is that why flex frame takes 102 screws lol
Which alt recipes should I look for?
all of them 🙂
Cast screw doesn't need steel
Solid steel ingot at the very least
cast screw is a good recipe for the very early game, saving a machine to make screws for default rotor & reinforced plate
Steeled frame
as you progress in the game, various recipes all but make screws obsolete for making things
Ah, you meant steel screws, not steel alts lol
adhered plate has a very high output if you have oil nearby
and can be combined with coated iron plates
Well either way, solid steel is one of those top-tier recipes
iron & copper alloy, solid steel, the hor + dilluted fuel recipes, recycled rubber and plastic and heavy encased frame are probably my short list of top recipes
there's many others i use, but those bubble up to the top
i quite like crystal computer tbh
yeah, it just isn't going to be placed up with solid steel & copper alloy
i disagree adamantly
how come?
uses liquids and has solid-only alternatives
Straight into the garbage bin
fair enough, i’ve found it useful in a lot of situations
if water is more convenient to get than bringing in more of a specific ore
imo the top one is pure crystals since quartz is actually rare compared to the other ones
lets tackle the 'pure' recipes: iron is garbage - wierd ratios and iron alloy is better
that one does suck
pure copper is very good, but there's so much copper on the map that copper alloy does a better job unless you need to make 60 pasta/min
seriously, the only way you'll EVER need pure copper is if you are making that much pasta
i also agree that pure copper is really annoying to setup since you need like 80 refineries or something for a maxed node
i’ve found it best with caterium and quartz
well, if logistically stretching out the copper you have with a 60 refinery build is preferable to using a converter as well
Quartz purification is very good
Yeah, I started setting up pure copper and caterium and after the 4th refinery blueprint (16th refinery) I had enough.
that isn't a 'pure' recipe
doesn’t it work the same? raw ore + water
pure caterium and quartz are the only other two
No, purification takes one of the acids. Nitric prob? Idr
(and I just routed the excess into a bunch of regular smelters)
o wait quartz purification is the dissolved silica one
Y
no purification is nitric acid, then refining byproduct to make silica and dealing with waste water
Raw quartz+water is pure quartz crystal only
yeah, it isn't awful, but purification is better imho
purification requiring nitric acid means that it’s pretty lategame tbf
It's better because you get huge amounts of both but can't control them
at the initial stage where you’d want a lot of crystals (for oscillators) you want pure
If you need to increase one - you have to increase another
which is ok, except for the power it takes, both crystal and silica have good uses
also interested in thoughts on aluminum alt recipes
Sloppy + pure aluminum, period
i have 2 different setups and one uses instant scrap while the other is sloppy alumina
both use pure ingots
whats the benefit of electro
more ingots
if you wanted to maximise ingots wouldn’t you avoid pure?
yeah, the problem is that default ingot takes silica
a) you don't have to deal with another product, b) there's pretty little quartz in 1.0
it makes more ingots, but the amount of quartz it eats means that you are essentially trading quartz for aluminum
So if I'm considering doing a Truck Station, which vehicle is best? (Ignoring Factory Cart)
I'm assuming the Truck?
Unless you sloop it to make it silica neutral then yea.
and logistically, it's a mess to bring quartz to bauxite or vice versa
yeah that’s why i stuck with pure myself mainly
Depends on the distance. For me, tractor is enough, and for the bigger distances i got trains
in general, you want to use pure alum ingot by default and use the default when you want to make a lil more alum from a factory for one reason or another
also, should be mentioned: instant scrap + pure ingot also makes 1:1 bauxite->ingot
it requires coal and sulfur, which is pretty meh to me
the place south to rocky desert is good for that if you manage to bring the bauxite from the mountain
Which is easy with trains and 2m ramps
since electro requires oil i guess its just a question of whether sulfur or oil is closer
Ah wow
What a yummy spot, should've used that in my first 1.0 playthrough
it's a resource well
ic
im still on tier 8 and i need a bunch more aluminum, will prolly use this
there's 1350 oil there available when you get to alum processing in phase 4
Can't build aluminum factory there, though, since the resource wells won't be available yet. Unless you mean ship in coal until a bit later, then change over to electrode?
the nice thing is that you can also make the rubber you need for heatsinks from it and (possibly) the fuel you'd need for heat-fused frame
oh yeah also im looking into turbo motors since im currently doing cooling systems
well, there's also a lot of coal right there with the bauxite
im making 20 fused frames and 25 RC units so i was thinking of doing turbo pressure motors
Ah so there is
turbo pressure ends up being a lot cheaper than the other 2 recipes
kind of the way i do aluminum is to grab the sloppy and pure alt recipes asap and just build a strawman setup to get mk5 belts, then get the electro going as a real build later
i also find that the higher rate recipes for lategame parts are way nicer because slooping them is worth more
i find the trick part of aluminum actually getting the copper and alum together
always ends up being a lot of trains
This is fine lol
I was planning to use this spot in the Titan Forest
I have a manifold system running a mk4 belt of ore through 16 smelters. Shouldn't that be enough to fill all the smelters? I'm only seeing the first like 6 get filled, and the smelters after that dropping off in terms of filling
that's where i ended up for my initial alum which i'm rebuilding now
the ones ahead of it in line need to completely fill before the latter ones, each one takes longer than the previous, patience
bear in mind after 6 splits until the first smelters start filling up the 7th one is receiving like 128x less items
Or you can prefill the inputs of the later machines
pre filling machines or powering them while you build the factory (so they’re filled by the time you’re done) is usually a good way to avoid waiting
also, if you have a double row of machines on a manifold, it is worse b/c it is 1/3 x 1/3 x ...
So just wait a while and it'll fill up? Maybe I should leave it at 15x smelters for the mk4 belt? Or will a mk4 actually fill 16 smelters, not in theory, but in practice?
Yep, unless you pre-fill all the machines, it'll just take a long time
it will in practice it’ll just take ages to reach that point

