#math-and-meta

1 messages Β· Page 233 of 1

brisk smelt
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edit: 2.22 item/min

haughty badge
brisk smelt
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one drone nees like 1 fuel rod every 5 hours of operation anyways

copper seal
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so even with significant lag its not happening for me q_q

brisk smelt
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putting a full 60 item/min belt is too much radiation lol

copper seal
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even after i restarted the game nothing happened

patent blaze
brisk smelt
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yep

patent blaze
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Love it

brisk smelt
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red dots all across the map, beautiful

patent blaze
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Spontaneous death in case you forget your filters

brisk smelt
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hahah

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very spicyyy

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16.67 hours/rod 😭

patent blaze
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Lol wtf

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Why only 25mw

prisma kraken
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that's what drone ports continuously use

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plug it in and there goes 25 mw

patent blaze
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Oooh i thought it was put into the drones themselves

prisma kraken
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nope, what's taken out of your power grid

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use a lot of drones, make sure you have plenty of power πŸ™‚

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i'm not complaining, but they are pretty expensive considering you need at least 2, lol

spare jolt
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legit some european railways here assΓ₯

prisma kraken
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wdym?

patent blaze
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Swede spotted

spare jolt
prisma kraken
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default station names?

spare jolt
prisma kraken
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meh, ok

spare jolt
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though default station names are funny too

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when i saw Krasnoyarsk as a name, i wanted to leave it and use it

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not because it's the funny name, but because it's funny to see russian name in a game with english as a main language

unborn dome
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Is there a tricky way to jury-rig a priority merger?

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Like "take stuff from this input if you can, and only then take it from the other input if you can't"?

tidal dock
unborn dome
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Yeah for belt

prisma kraken
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a lower speed belt takes priority normally, so you could split one side up into a bunch of slow belts and merge the pieces, idk?

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i'm trying to think of a way

tidal dock
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you can also split the less priority one into the more priority belt.

unborn dome
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Yeah it's tricky. This is the recycled rubber/plastic loop thing again, and I want to prioritize the residual rubber coming in over the rubber coming out of the recycled rubber refineries.

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Maybe it'd be easier to just let them merge naturally and have a smart splitter after the merger to dump the overflow as the main rubber output?

tidal dock
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ah, I just finish that one. you can just put a smart splitter at the end to to send out the excces out of the loop.

amber jacinth
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Or dedicate certain machines to recycling and the rest to output

unborn ermine
noble goblet
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serendipity - I tried using trucks to ship packaged oil to my main bus, and then was able to take the empty canisters and upgrade my solid biomass burners to biofuel burners and spin down coal generators. Probably get to spin them up again soon to burn coke

vapid gorge
unborn dome
vapid gorge
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much simpler

unborn dome
vapid gorge
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why are you merging them on the same belt?

unborn dome
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Because they both need to go into the recycled plastic refineries

vapid gorge
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make 2 different groups

unborn dome
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I thiiiink I have something that'll work? I have to pipe up the fuel before I can test it.

vapid gorge
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you never ever need to merge them

unborn dome
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The recycled plastic needs more rubber than I'm making of the residual rubber though, so the recycled rubber needs to loop back around to meet with the residual rubber.

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The ratios all work out, just need to figure out the belting

vapid gorge
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but you ... don't need to merge them even then

unborn dome
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I'm only making 80 residual rubber/min but I need to feed the recycled plastic with 213.333 rubber/min

vapid gorge
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resin to Res rub, to rec plastic, to rec rub again until you have your 'starter batch'

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and you don't even need to do that really, except you seem set on a specific starter number

unborn dome
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Because I've already built the starter number, which is being fed by earlier stuff in this process.

spare jolt
# unborn dome

if you don't mind not making it work the most efficient way possible, you can try using just recycled recipes, they make nice even loops and simplify the math a lot

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like, half refineries of output go into all refineries of input, the other half is your surplus

unborn dome
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I'm doing the recycled loop, yeah. It looks like you're not feeding yours with starter rubber from residual rubber though?

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That's interesting, I guess you'd have to toss in a stack of something to prime it? Making cloth instead... hmm

spare jolt
stiff rune
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im to tired to end this thing

unborn dome
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That's a lot of resin to sink haha

spare jolt
spare jolt
tidal dock
unborn dome
# tidal dock this is what I just finished.

Nice, that's approximately what I'm doing, just with equal ratios of fuel/plastic/rubber, and I probably should've done petrocoke but didn't, and I'm gonna need it for aluminum...

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I suppose if I can find a spot to squeeze it in, I could just overclock one of my heavy oil residue refineries and one of the oil pumps.

tidal dock
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going to setup last half of the factory, probably won't finish untill weekend. goal is to make stuff need for recycle uranium waste.

velvet ferry
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how much power do you guys think one might be looking at to finish the game?

vapid gorge
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depends how big you go.

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if you're modest you could make do with 20gw pretty easily

velvet ferry
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yea i suppose your right its pretty variable

vapid gorge
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if you need more than 40gw or so I highly recommend going nuclear though

velvet ferry
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my turbo plant is looking to be 60gw

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then im thinking of going rocket fuel slooped benders

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blenders*

vapid gorge
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eh.. pls go nuclear fields of fuel gens are super awkward and honestly ugo imo

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they made gens use more fuel per gen specifically to help people avoid fields of gens. Now they're just going rocket fuel

velvet ferry
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haha

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i mean i already have 240 fuel gens

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whats another 240 more

pure crow
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Convenient they made it so I can just pack my fuel gens with power shards, too

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So many fuel gens...

velvet ferry
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i might skip rocket fuel and go nuclear just for the experience of building a nuke plant

vapid gorge
velvet ferry
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damn thats crazy

unborn dome
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I'm leaning towards specifically not making rocket fuel, just to have the experience of doing nuclear

velvet ferry
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^^

vapid gorge
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and remember, if you do go nuclear you don't have to burn the rods where you make them, easy to drone

pulsar notch
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I dislike the spicy rocks, I'll stick to rocket fuel

spare jolt
velvet ferry
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it is pretty simple and the numbers are good

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just alot of machines

unborn dome
velvet ferry
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i saw the numbers after you overclock and sloop rocket fuel blenders and im like omg

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thats crazy

spare jolt
unborn dome
fringe pawn
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Fuel gens are fine up to 250GW IMO. Now that you can easily fit 4 in an MK2 blueprint, overclocked.

pulsar notch
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I think nuclear mainly needs a way to stop being dangerous. Doesn't really matter the power output.

fringe pawn
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Dangerous?

unborn dome
ember fractal
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Rocket fuel is like the simplest thing ever if you have the nitro blender recipe. You can even OC and sloop it for fun and profit

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It kinda stands out as the meta power production atm

pulsar notch
# fringe pawn Dangerous?

Yeah, being around uranium kills you or burns up suit filters. I'd really rather not deal with that

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Especially if my plant crashes and forces me to spend a long time troubleshooting it

velvet ferry
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was rocket fuel new to 1.0?

spare jolt
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though some say ion is kinda expensive and should be produced in small amounts for a jetpack

velvet ferry
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thats what ive read

spare jolt
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can't confirm myself though, didnt get to it yet

velvet ferry
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looks alot more complex for ionized

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like a huge step

unborn dome
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The tech spoiler -> ||Ionized fuel requires synthetic power shards to make||

spare jolt
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and voila, 7.5 consumption is now 4.16667

velvet ferry
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yea and that spot in the blue crator lakes, has all of that right in a central location

spare jolt
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there's one in swamp as well, but it's on an elevation though

velvet ferry
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it was a no brainer, but i think like someone said earlier i dont know if id want to build such a large plant if i needed more than acouple hundred gw's

hollow plank
vapid gorge
unborn dome
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Do filters get automatically withdrawn from the DD? I know ammo doesn't.

hollow plank
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idk but if you get low its pretty easy to just restock

unborn dome
pulsar notch
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Nope, doesn't autopull

velvet ferry
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oil is suprisingly plentiful though

spare jolt
vapid gorge
tidal dock
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sometime, I feel like this 100% is a lie

unborn dome
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(I'm not at nuclear yet)

velvet ferry
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right now i feel like there is more oil on the map than ill ever know what to do with, with the diluted fuel and recycled rubber/plastic recipes

fringe pawn
vapid gorge
velvet ferry
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fair enough

vapid gorge
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especially if you use the more efficient resource recipes

velvet ferry
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except bauxite

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never enough bauxite

vapid gorge
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resource efficient alts are pretty much just there to reduce needing to import stuff

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?? 12000 ingots is more than enough

unborn dome
pulsar notch
velvet ferry
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has anyone speed run the game yet?

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like i wonder whats the fastest time to finish the elevator

spare jolt
spare jolt
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irl holographic gun isn't going to build gigantic factories with just one button either :P

unborn dome
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When you sushibelt your plastic and rubber and then realize you need an 800/min belt and only have a 780/min belt... 😳

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(Probably going to just have the sushi go out both ends to divide it in half)

velvet ferry
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ohh thats right i saw that video

unborn dome
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It would be really great if the programmable splitters could let you configure all four belt ports. Just to make them more distinct from the smart splitter. Two inputs, two outputs would be amazing.

timid ember
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inputs and outputs are looped, headlift is also fine (lower pumps sit at roughly 40m, upper pumps are nowhere near max)

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but somehow the left side in the first screenshot is still getting less fuel than the right side, even though both come from the exact same production chain

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it's also just one generator that is sometimes not getting fuel and then only for like 4 seconds...

vapid gorge
timid ember
vapid gorge
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are your generators actually starving? I don't seen yellow lights

timid ember
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will probably do the setup in front of the refinery next time though, never thought of that lol

timid ember
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currently pre-filling the setup again and checking if that helps

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starving gen is the one in the lower left corner, second from the left third from the bottom

vapid gorge
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ok so you're kinda bottom feeding the input of the pipe loop and it's not the most stable loop option

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I'd try it like that with a pump right before the entrance of hte manifold

timid ember
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okay, re-filling looks like it has helped a bit, will let it run for a while to make sure. If that doesn't help i'll try out the pump idea. Might also have to throw in some flow rate compensators to combat the sloshing a bit, it's quite bad

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looking promising so far though

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ah nope, pipe is already half empty again...

timid ember
vapid gorge
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after the floor

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about there

timid ember
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yeah okay, put one there (kinda akward as it creates a super small pipe segment, but thats the only way it fits in at that point)

vapid gorge
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I really suggest reworking the loop like in the image though.

if you're going to keep this kind of loop at least re arange the pipe from below so you have more space for hte pump

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that's a lot of jank there

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and while yes what you do have there is a loop it may not be a very stable sort as what we're seeing is starvation

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did you double check the fuel producers? they should be clogged right?

timid ember
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kinda considering reworking the whole fuel part of the factory lol. Moving the packagers in front of the refineries, re-doing the pipe loops for the generators and so on

timid ember
vapid gorge
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I'm of the opinion that it's fine to have a less than 100% efficient fuel set up early on. Most people have a bit of a broken first big fuel set up

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Learn from it and use what you learned on the next fluid set up

timid ember
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right now it's stable though, will do some more testing tomorrow (past 3am here)

timid ember
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the first two had so much bigger issues, in the first one i belted the packagers wrong and all canisters ended up at the same group of packagers. Second was better but not aligned to world grid because i forgot

vapid gorge
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fair enough! pipes aren't that bad, there's just more and less stable ways of doing things and if you pay attention and ask around a bit it's easy enough

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imo avoid the world grid, all it does is restrict your design choices and forces your buildings to be all at 90 degree angles

timid ember
vapid gorge
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managing height changes is a thing, plus the more machines on a single manifold seems to make it less stable

timid ember
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yeah, i was also considering just splitting the fuel loops into 2 300/m loops in MK2 pipes

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but not sure if that would help at all apart from reducing manifold size and giving me more room to compensate for sloshing in the flow rate

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gens are still stable though, even if some pipes are sloshing from basically empty to full constantly

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also kinda curious why one loop is working perfectly fine and the other one is not

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probably just luck

pastel obsidian
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There is a bug with junctions at the moment it might be that but who knows

pastel obsidian
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I think it's something to do with junctions that you snap onto pipes

timid ember
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then it shouldn't be an issue with the gen manifold (maybe the production pipes below). Gen junctions are all placed on the ground, all production junctions are snapped on though

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anyways, imma do some more testing tomorrow, for now its fixed though. So thanks a lot!

pastel obsidian
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From what I have seen junctions that you place onto a pipe have slightly different properties to junctions you place and connect pipes. Most of the time it doesn't cause any issues but sometimes it can, it impacts pumps and the hated valve.

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Take care and ping me with the update

timid ember
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will do, cya!

vapid gorge
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snapping junctions to pipes can jsut allow for really tiny pipe segments to exist which can do weird flow, it's best to always rebuild pipes if you snap a junction on them

torn shoal
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What's ya'll's go-to method of dealing with water byproduct?

vapid gorge
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feed it into refineries that only use it

torn shoal
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just spent an hour figuring out how to make 420 canisters/min

vapid gorge
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blue line is fresh, red is waste

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that's 780 bauxite pm

torn shoal
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i bet i can make that work

vapid gorge
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all you have to do is figure out the ratio and clock things right. It's the more reliable and robust way to manage waste produce

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and you can do something similar for all the waste cycles in the game

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dark matter residue is a bit of a outlier as I think depending on the recipes you use and production goals you can wind up with more residue than you use, but then you can just make crystals with it and sink it

unborn dome
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Do pipe junctions have to have mk2 at all connections to work at 600/min? I seem to have having flowrate issues well below 600. Main line is mk2, but refinery is being fed with a mk1 because it only needs 45/min.

torn shoal
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Is the mk2 the pipe having flow issues?

unborn dome
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No, it's not peaking at 600

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I'm getting spikes into the 400-500, then it drops back then to much lower, then back up, etc

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Almost flat, so it's not a headlift thing

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Maybe 5-6m at most

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And yet, the ones on the right aren't getting fuel

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And on the other end, I've got blenders making diluted fuel that aren't hitting 100% because they keep getting blocked up

torn shoal
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you could try a pump, see if it changes anything

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each of the refineries are 45pm?

unborn dome
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Yeah suddenly it's just close to solid 500-600 min adding a pump lol, whyy lol, it reports a headlift of only 3.2m

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Thanks for the tip. I'm really confused why it was necessary though.

torn shoal
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np, fluid dynamics are weird in this game lol

violet halo
unborn dome
pastel obsidian
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VIP is amazing

unborn dome
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Yeah, now all the refineries have maxed out fuel. Really confusing why a pump was needed when headlift was negligible.

pastel obsidian
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Some people have PTSD when you mention recycling

unborn dome
pastel obsidian
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My best guess would be pumps provide pressure that push liquids to a low pressure area but who knows

violet halo
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Anything anywhere close to 10m, becomes iffy for export out of a machine.

torn shoal
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Maybe the drop down into the refinery causes a dip in the pressure

pastel obsidian
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We need a fix it slide deck on how fluids work

unborn dome
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Could be it's preventing sloshing back down towards the blenders, even though they can provide 10m of headlift?

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Like I'm right above the blenders in this pic

violet halo
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I have all of my pipes set at 3 or 4 stackers high, then drop the fluid in.

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The pipe that directly connects to the refinery, has an easier time if the pipe can hold at least one use worth.

unborn dome
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It'd be handy if pipes had an efficiency % when you open their UI. See if you're shoving too much through them

violet halo
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I imagine it also minimally helps with performance, because the math on the pipe only has to be done once.

torn shoal
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What do you guys mean by VIP?

violet halo
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I forget the acronym, but if you set up a pipe in a certain way, it uses the fluid from the lower pipe first.

torn shoal
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There a reference for that design?

vapid gorge
unborn ermine
vapid gorge
violet halo
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Not sure on the accuracy of everything in there, but the VIP seems to work.

unborn dome
vapid gorge
unborn dome
unborn ermine
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well since headlift is after a pipe is filled, maybe its volume filled and flow rate in some sort of combo %

unborn dome
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Because it spiking up and down constantly depending on whether a machine just instantly slurped a chunk of pipe for its next cycle makes it hard to judge

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I guess what would really help is if machines consumed fluid at a constant rate over the course of a cycle

vapid gorge
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like if you need it to be exactly 568 pm you'll always be plus minus

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just faster and more accurate to look at your machines after you flood the system

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are they starting to starve?
no? flow is good
yes? flow is bad

unborn dome
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Yeah, I mean none of the recycled plastic/rubber refineries are shutting off now, so I guess it's good. Still really miffed that the pump is needed, like I'm glad it works, but y tho lol

vapid gorge
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depends on the whole layout.
sometimes a pump is helpful to keep directionality

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also the longer the manifold with more machines on it the more points of instability

unborn dome
vapid gorge
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sometimes it needs a little push

vapid gorge
pastel obsidian
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Cobalt hates valves

unborn dome
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Valves are supposed to stop backflow, aren't they?

vapid gorge
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valves have the issue that if the system isn't fully flooded it only lets X% of the flow through

pastel obsidian
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They do but not in they way you think they do

vapid gorge
unborn dome
vapid gorge
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pumps, afaik through all the testing, do not allow knock back

unborn dome
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Huh neat

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Also sidenote, mk2 pumps are >>>> mk1 pumps just on appearance. I use them even when I don't need 50m of headlift lol

vapid gorge
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I imagine you'd still get back flow behind a pump if everythign in front of the pump is at a standstill

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but that'd be less the fluid in front knocking it backwards and more that the fluid behind the pump hits a wall

vapid gorge
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I wish mk2s were mk1s but with pumps on both sides. Like an old style roadster car engine

unborn dome
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Like this is mostly symmetrical-looking if you put two side-by-side

vapid gorge
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boo the image on the wiki doesn't show the power node on the image

vapid gorge
# pastel obsidian Cobalt hates valves

and I don't hate them, there's just no real benefit to using them and a lot of issues that can come up with them. The few times where they possibly have a use, they're always far more finicky to set up and there's always ways that are far far more reliable.
What I hate is people just spreading around false info to people. Cause I then see those people and fix their pipes.

astral warren
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Yeah after finding out about the weird precision they have with values I only ever use them to prevent back flow at 600/min flow rate now

vapid gorge
astral warren
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Huh, I thought they did

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Same as powered pumps no?

vapid gorge
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with valves water can hit the front of the valve and knock teh water behind the valve backwards.

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and since all we care about is flow in systems, not specific units of fluid, that's the main issue

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if you ever want to keep directionality? powered pumps are a much safer bet. If you're using a valve that way chances are you didn't need it.
There's a few niche systmes people have made that use a valve and a buffer for waste water but they are very fiddly and not super reliable

astral warren
#

🫑

prisma kraken
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i still feel that the buildable should just be removed from the game to prevent confusion

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i.e. we've all had the experience of unlocking pipes for the first time and think they work as described only to find that they don't work as we thought

fringe pawn
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I thought valves were begrudgingly added because otherwise people were using unpowered pumps to achieve part of the effect?

prisma kraken
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i think they may have been added at the same time with update 3.5

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i gotta say, they're really sort of a redheaded stepchild in the game

astral warren
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Didn’t know you could have expressions in the valve textboxes lol

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Wonder if there’s any reason to even use them in that case

leaden cosmos
vapid gorge
leaden cosmos
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so if you say had a buffer before your fuel packager, it would not steal everything

vapid gorge
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which would in fact prioritize the machines

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zero needs for a valve

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And having a buffer in line with a manifold, even with a valve, can create flow issues .

One of the reasons to have buffers nowhere near a manifold

leaden cosmos
toxic hemlock
#

What's the most efficient way to sloop SAM? Doubling the Reanimated SAM?

leaden cosmos
toxic hemlock
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Ya

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Huh, Converters have 2 sloop slots, not 4

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so it doesn't really matter if you put the sloops in the converters or the constructors

leaden cosmos
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yeah, pretty sure most sloop efficient by doubling the constructors

toxic hemlock
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(obviously you can do both)

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jk

leaden cosmos
#

ficite ingot is next best

toxic hemlock
#

I checked my math by doubling the SAM to account for the sloops

leaden cosmos
#

trigon is pain πŸ˜„

toxic hemlock
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which threw it off

elder frost
#

anyone down for double checking some ratios?
5 RF @ 100%
10 TBF @ (2/3)%
5 HOR @ 100% or (10@50%)
1 DF @100%
2 HOR @ 62.5%

outer vale
elder frost
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it spits out how many machines you need for X end product but that doesnt translate well into ratioed cells for mass production

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at least not as far as i can see

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like I know I need 40 total blenders for rocket fuel, and 53.333 TBF blenders

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8 DF Blenders
60 HOR refineries
10 Petro Coke Refineries etc

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but for ease of building sub cells to make fluids not a beast,

5:10:10:1:2 under clocked seems to make more sense

vapid gorge
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if it says you need X parts per min down a path and your belts can do Y parts per min you know you need X/Y belts at least tand you go from there if you want to adjust it

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of course it doesn't break it down into groups as there's an infinite number of combinations

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use a planner to 'check your numbers' and then break it down into groups as needed

blissful epoch
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your cells are like a subsystem are they not? just take the expected production of one such cell, and plop that in the manager, then build it 6 times, or whatever

elder frost
# vapid gorge ratioed cells?

so the production for Rocket fuel,
1 RF blender to 2 TBF Blenders being supplied by 1 (or 2@ 50%) refineries, make nice little subsets and are a nice clean ratio, no need to mix long fluid chains.

5 of those cells, supplied by one diluted fuel blender, being supplied 2 HOR at 62.5%

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fluids sub sets, belts systems i could care less about, those dont have weird issues with back flow and too many splits or merges being weird.

velvet venture
#

Hi, need help with those damn trains again. Made a single line train for 3 stations and a 4th one for the factory. I did get it running but for some reason it dosent run anymore by itself after adding a few more freight platforms. 1 or 2 stops then says station unreachable. As for stations directions I did <A <B <C D> which was running previously

Set it again to be <A <B <C <D, still dosent work.

Can anyone help?

deft lichen
velvet venture
velvet venture
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super annoyed, it was running just fine with 3 fewer platforms. and it can be manually driven so no track issues

fringe seal
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if it is a single line, try <A B> C> D>

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no idea why <A <B <C D> worked before, but it works when it is DCBA

deft lichen
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That would work if the timetable was DCBA

velvet venture
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Okay I have it at <A <B <C D>
I think I got it to work with A-D-C-B timetable

fringe seal
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that'd work yea

velvet venture
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Do the first two need to be opposite and rest as is?

fringe seal
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the rule is that a train can only enter the station from the back

blissful epoch
#

is this a single rail line?

velvet venture
fringe seal
#

but it can leave from the back (*if the train is double headed) or the front

velvet venture
blissful epoch
#

sure you dont want a double line for more trains? its quite the distance

velvet venture
#

first train so kept it simple, might redo it later down the line. It picks up 7 resources. For the most part its fine but had to add 4 extra stations for similar resources to compensate for the single rail

fringe seal
#

this seems pretty comfy
it can eat one 600 HOR line completely when at 2.5x
the rest of the oil I plan to send straight to coker

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also when @ 2.5x the turbofuel is exactly 42/min

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which sets me up for Turbo Diamonds

velvet venture
fringe seal
velvet venture
fringe seal
fringe seal
velvet venture
velvet venture
fringe seal
#

if the rails are connected the station will power via rail even if you are not connecting cables to it

velvet venture
#

yeah checked all the stations, they do have power. This is station B where its stuck at

(Station A is toward the left and C is toward the right)

velvet venture
fringe seal
#

I admit that I have no idea

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it should work yet

velvet venture
velvet venture
#

facing a small issue here. From machine A and Surplus storage B, have 2 conveyor outputs of the same resource going to machine C. I want it to pull from machine A first and then if it needs more it would pull from surplus B.

How would I set it up?

#

Cuz machine A is a refinery so dont wanna get it clogged up

wind spade
#

set two machines C, one that exactly eats what A makes, one that handles excess from B

modest burrow
#

here, i've been trying to figure out what the train pathfinder's tie-breaking criterion is, assuming that floating point imprecision isn't causing identical paths to have different lengths. it doesn't seem to be random, trains always take the same path between two paths of apparent identical distance; my best guess so far is that it takes the first path that was built

brisk smelt
#

must be FP then

timid ember
brisk smelt
#

scim to the rescue!

timid ember
#

might be able to dismantle it if i remove the pipe piece first

#

and its the ags test save anyways

oblique hollow
#

Or do you mean the A* criterion for which path they set?

#

I assumed you meant "which one goes first at an intersection"

timid ember
#

looks like i fixed it now though, added a second loop above the first that injects fuel at the "ends" of the manifold loop. Input pipe is now always at 600mΒ³/min. Will monitor the packagers a bit to see if they clog up again, thanks again for the help

timid ember
modest burrow
modest burrow
#

of course, that's assuming there's an explicit one: if the dijkstra / a* underneath just returns the first path it finds, then it's down to implementation details / memory layout

modest burrow
oblique hollow
#

That i dont know

#

We have no insight into the code implementation

modest burrow
#

yeah, i've been trying to figure it out with test cases like this, but i am not convinced i have the answer.

brisk smelt
#

probably a quirk of the path-finding algorithm and world coordinate system

oblique hollow
#

I assume rail build order doesnt affect it?

pastel obsidian
#

i'm sure the game has an internal stack that decided what gets executed first, it might be based on location or an ID number that was assigned when placed.

modest burrow
#

the reason i'm asking is: since i'm building a square grid, there'll be times when there will be several "identical" paths: knowing ahead of time which path will be selected means i can predict where the congestion will be and plan my stations accordingly ^^'

pastel obsidian
#

like a game of GO it is impossible to know the state of trains at any time in the network

#

as trains load and unload you will never have the same state twice as the network grows

ember fractal
#

What's your opinion on OC supercomputer recipe? I kinda like it, because you can sloop it for twice less sloops than the other recipes.

#

Also the yield per machine is larger

#

Although, you don't really need that many supercomputers. They're mostly used for building.

brisk smelt
#

SSC always the goat :D

#

but yeah assembler recipe is nice for slooping

ember fractal
#

Superstate looks the least attractive to me. It needs batteries and control rods

#

I don't have any incentive to make batteries for anything else. And control rods are mainly for nuclear, which would be a dedicated chain.

brisk smelt
#

it maximizes the production iirc, which is all that is important to me

unborn dome
#

I know it varies by travel time, but is there any sort of average rule-of-thumb for how much throughput I could expect from each train car? LIke 100/min per car or something like that?

#

Let's say over a quarter-map trip

#

Also is locomotive+4 cars the meta? 3 cars?

oblique hollow
#

!wikisearch freight+car

brisk shoreBOT
#
Official Satisfactory Wiki

Freight Cars are non-motorized vehicles that can be attached to Electric Locomotives or another Freight Car to form a train. They have a capacity of 32 item slots or 1,600 m3 for fluids and allow for the transportation of resources over Railways. Freight Cars can be loaded and unloaded via Freight Platforms...

oblique hollow
#

You cannot run 2 full belts per platform, but 1.5 should work

scenic cloud
#

3 stacks/min per car is the "you don't have to think about this, it'll just work" bar IME

sonic lion
#

Yeah thats about what i go for

scenic cloud
#

if you need more, then you want to actually start doing math

sonic lion
#

On the higher throughput lines, ive put large storage containers in/out of the station so that the flow of items doesnt stop while the train is loading/unloading

unborn dome
oblique hollow
#

Any belt you hook up to it

scenic cloud
#

belt level is usually a worse bottleneck than trip time in trains

#

I would ISC every station, it's basically free and ensures a steady flow of resources

oblique hollow
#

Whatever you do, the freight platform cannot support 2 full belts (of any mk) of throughput.
But if you use mk 6, then its like 1800/min best case which is a lot of lower tier belts

#

The reason for that is 27 seconds of docking time

unborn dome
#

Oh is there something about the platform that means it can't accept two full belts at a time? Like even a mk1?

oblique hollow
#

during which you get no flow of items

sonic lion
#

its because of the docking time

#

youre not getting any throughput while docked

unborn dome
#

Ahh ok

scenic cloud
#

yea, the animation is basically picking up the entire contents of the freight car and placing them into the station all at once, rather than at a steady rate. While this process is ongoing, no belts can extract, since the items "aren't there yet".

#

of course vice versa for loading

unborn dome
#

So would two full belts be possible if there's an ISC before the platform with both belts running through it?

scenic cloud
#

no, no matter what, you lose 27 seconds of transfer time every trip.

oblique hollow
#

The buffer just reduces your losses

scenic cloud
#

the ISC will slowly empty

unborn dome
#

Ah ok

scenic cloud
#

the buffer is there so that you still get your < 2 full belts demand met during the 27 seconds without relying on belts alone as buffers

oblique hollow
#

The wiki has math for this of course

#

But from what i remember, 1.5 belt is about as much of a rule of thumb as i could hand out for this

#

So instead of like 2400/min for 2 x mk 6, its 1800/min

unborn dome
#

Ah nice. I'm only going to be dealing with 480/min of plastic and rubber each, so it sounds like I can probably get away with a single freight car for each.

scenic cloud
#

yea, that should be fine unless the route is egregiously long

unborn dome
#

It's just going for the northern coast to the titan forest. Might be a bit of a winding route, but it's not going across the map or anything.

oblique hollow
#

Just hook the 1 mk 4 belt up to an ISC and the connect both belts between station and ISC

unborn dome
oblique hollow
#

and vice versa

edgy leaf
oblique hollow
#

Its a rule of thumb.
If you wanna do the math then like i said theres the wiki page

brisk smelt
unborn dome
deft lichen
#

I think they should simplify the system in favor of fun akin to Factorio

unborn dome
#

Iirc Factorio used to even simulate static pressure, so you needed pumps every so often just to keep things flowing on flat ground.

sonic lion
#

what would you like to see in a simpler fluid system

#

i havent played factorio so idk how it works there

unborn dome
#

But yeah, removing the slosh simulation and making machines produce/consume at a regular rate rather than in batch chunks would be handy.

sonic lion
#

slosh sucks

#

i just spam pumps, idk how else to really solve it

unborn dome
#

Yeah I had to add a pump that only reports three meters of headlift just to make my diluted fuel->recycled plastic/rubber system work, otherwise refineries at the end of the manifold were starving. Makes no sense at all.

sonic lion
#

do pumps work on gasses? it feels like they do, but i dont have any actual evidence

unborn dome
#

Gases don't have headlift, so I'm not sure

unborn dome
# wind spade would be weird

Like, diluted fuel still makes 100 fuel/min, but it'd be added to the pipe system at 1.667/second rather than 10 every 6 seconds.

warm blade
# deft lichen the existing semi-realistic fluids system is not fun, making it more realistic w...

I'm mentioning also hotfix rename stuff (at least dont call pump a pump) and add a buffer with bottom In/out solves a lot in current system
If my example give them some help or insights then maybe they look to be great at optimizing (looking at how much they are able to represent on a screen)
maybe they can simulate 3D volume and create transparent pipes - for like 20 tickets in MAM as punishment for skill issues πŸ˜„
GPU vector units can simulate this stuff crazy good (maybe complicates Dedicated server stuff) if you have good base. They can make molecules bigger and other programming Tricks (SIMD) , DOD
https://www.youtube.com/watch?v=IroPQ150F6c

other examples of optimizing
https://www.youtube.com/watch?v=U16RnpV48KQ
https://www.youtube.com/watch?v=pSvSXBorw4A

Copyright: Belongs to Handmade Seattle (https ://vimeo.com/649009599). I'm not the owner of the video and hold no copyright. And the video is not monetized.

In this video Andrew Kelley (creator of Zig programming language) explains various strategies one can use to reduce memory footprint of programs while also making the program cache friendl...

β–Ά Play video

7 Steps it took to make an algorithm 1,606,242% faster!!!!

Become a backend engineer. Its my favorite site
https://boot.dev/?promo=PRIMEAGENYT

This is also the best way to support me is to support yourself becoming a better backend engineer.

David Perez

https://github.com/david-a-perez

B3NNY

https://twitter.com/_B_3_N_N_Y_

Bi...

β–Ά Play video

Dave tests almost 100 different languages to find the ultimate champion in generating the fastest code. Feeling a little bit autistic? Check out the free sample of my book: https://amzn.to/40HUwgu

Primes Code on Github: https://github.com/PlummersSoftwareLLC/Primes
PrimeView: https://plummerssoftwarellc.github.io/PrimeView/?rc=30&rs=0&fr=&sc=d...

β–Ά Play video
unborn dome
wind spade
#

would need like 95% of production-related code to be redone

sonic lion
#

does anyone know what the delta speed is for trains to derail vs halt?

unborn dome
#

Anyone have a preferred alt for canisters? 30 plastic/min seems like a bit much. Maybe Coated?

sonic lion
#

iron and copper one is pretty good

#

its faster than the steel one, although steel one is simpler to make

spare jolt
unborn dome
#

It's mostly just for jetpack, maybe drones at first once I unlock them, and also thinking maybe 30/min (or 60?) eventually for the fused modular frame alt recipe.

sonic lion
#

id make this temporary because ionized fuel uses aluminum cans, and thats kinda the end goal wiith fuel

magic island
#

the main thing I want to package are oil products, at the site where I am producing them, so I find the default plastic simply easier because it doesn't involve shipping in any metals

unborn dome
sonic lion
#

i like to have half the train for full and half for empty so i essentially cant run out

unborn dome
spare jolt
unborn dome
#

I might transport the fuel as liquid just because I can, and trains with tank cars mixed in look cool πŸ˜…

#

In which case I'd only need the canisters for jetpack and maybe vehicles until I get a better fuel.

spare jolt
#

like package and load to car 1 - deliver - unpackage and load to car 2 - return

magic island
#

although Residual Plastic is a worse yield than Residual Rubber, it's handy in a pinch for getting fuel canisters in clean numbers with minimal steps

spare jolt
#

though if you're working with simply fuel (the orange one) - if you need to burn it, do it on the spot, if you need to deliver it - make it so you don't have to reuse the canisters, like burning it in drones and tractors

torn shoal
#

I'm having train troubles

spare jolt
#

this also eliminates the need to reuse canisters

torn shoal
#

Im trying to accomplish this without collisions

#

I thought it'd be as simple as blocks, but its notwokring

sonic lion
#

signals should work perfectly for that

#

whats your signal layout? maybe youre missing a bidirectional block

torn shoal
#

This is the first time I've had more than one train, so im brand new to signals

#

i just put a block at the front and back of station a

sonic lion
#

I can see the train going from bottom right to D and then trying to go back to the bottom right

#

at minumum you need one more block than you have trains

torn shoal
#

i forgot to illustrate, this all moves clockwise

sonic lion
#

ok

#

so my first thought is the merging of the rail to D.

#

a train may come from the bottom left corner into d, and then try to exit back to the bottom left corner

torn shoal
#

so far that hasnt happened

sonic lion
#

if that rail is one direction, then the train will say signaling error

#

are the trains not moving at all?

#

waiting at signals that are occupied?

torn shoal
#

without any signals, it moved like it should

magic island
#

I think this would be the bare minimum needed?

torn shoal
#

but the crash is inevitable

sonic lion
#

whats the direction of the signals?

torn shoal
#

lemme draw

sonic lion
#

np

magic island
#

the section with Station A is the only place collisions would happen

so a basic solution is to make that into one block; Train 1 will not enter the shared track if Train 2 is using Station A, and vice versa

(to be more efficient, you can then chop it into sub-blocks so the trains can proceed further in before they have to stop and wait)

torn shoal
#

the two bottom corners switch direction according to the timetable of the passing train

sonic lion
#

Ok heres my idea: More blocks is (almost) always better, it keeps the trains moving

torn shoal
#

er i guess the bottom left corner

sonic lion
#

its especially important to put signals at the beginning and end of train stations

#

Make sure that any signals on that bidirectional rail have block signals on both sides of the rail

magic island
torn shoal
#

They dont

magic island
#

oh, I'm not sure what you mean by switching direction

#

just as in, an ordinary junction?

torn shoal
#

yeah

sonic lion
#

id at least add signals there

torn shoal
#

red lines are blocks?

sonic lion
#

signals

magic island
#

I added arrows to clarify

torn shoal
#

I'll try this real quick

sonic lion
#

theres not much reason to be conservative with block signals

#

the bigger a block, the less trains that can be on it

torn shoal
#

well, laziness is a reason

sonic lion
#

so true

torn shoal
#

just not a good one

sonic lion
#

for that one bidirectional rail, it needs to be its own block. Having a train staring contest is not a fun block to clear

magic island
#

It's only a concern if more than one train uses station D

torn shoal
#

yeah

#

only one train uses station D

pulsar lagoon
#

Hi

sonic lion
#

hello

pulsar lagoon
#

i have a problem with train a rails, can someone help me

sonic lion
#

sure

pulsar lagoon
#

is there a voice chat here?

sonic lion
#

i cant vc (definitely not in class rn or anything what are you talking about)

pulsar lagoon
#

but is there any vc? so i can join

sonic lion
#

no

unborn dome
#

IIrc they used to have a voice chat here, but it was really hard to moderate and people were being rude, so it's gone.

pulsar lagoon
humble flare
#

Is that ok ?

unborn dome
pulsar lagoon
#

i am tired of this

sonic lion
humble flare
#

ok thanks

sonic lion
pulsar lagoon
sonic lion
#

ah

pulsar lagoon
#

will be imposible without sharing screen

unborn dome
pulsar lagoon
sonic lion
#

if you can draw it, that works otherwise there isnt much i can do

pulsar lagoon
#

what is this?

#

i dont understand this game, was so nice until this point

sonic lion
#

theres no signal that a train entering that block can use to leave

sonic lion
#

id put a signal on the other side of the track too

sonic lion
#

signals are only one way

pulsar lagoon
#

what i do

sonic lion
#

add a signal on the other side of that rail

pulsar lagoon
sonic lion
#

hold on lemme open paint

pulsar lagoon
#

you dont need to talkd

sonic lion
#

so your rail is bidirectional meaning you want trains to go both directions on the rail

#

so you need your signals to support that

#

the red lines should have a signal on both sides of the rail

#

nvm actually all signals should do that

pulsar lagoon
#

so....

sonic lion
#

signals point in one direction, so put one on both sides of the rail for both directions

unborn dome
#

Just like in real life, train signals only shine a light in one direction. You need to add a second signal in the same place on the rail, but facing the other way to the existing signal.

sonic lion
#

yeah

pulsar lagoon
sonic lion
#

sorry im busy i cant call if i wanted

sonic lion
#

look up a video about this

pulsar lagoon
sonic lion
#

there are plenty and theres probably one that makes sense

unborn dome
pulsar lagoon
#

now this happen

sonic lion
#

you have different entry signals

pulsar lagoon
#

train move but stop again

sonic lion
#

you have some path singals and some block signals pointing into the smae block

pulsar lagoon
wind spade
#

open the signal and read what error it gives

pulsar lagoon
#

why this happen?

unborn dome
#

Did you add signals on both sides of every signal you have? Even beyond this intersection you've shown us? If you're doing bidirectional rails, you're going to need bidirection signals in every place.

prisma kraken
# pulsar lagoon

this may or may not help you... now & then when i'm building rails in configurations that should work, the signals just get stuck in a weird state and i need to delete a bunch of rail & rebuild/resignal it to get the signal states to reset. I suspect that you probably have some of that going on, but probably more what your problem is that you are doing things like crossing bidirectional tracks over themselves

unborn dome
#

Not train stations, signals. Every block signal needs to face in both directions.

pulsar lagoon
unborn dome
#

Again, I haven't done this in my game yet, but this is my understanding of how they work. I'm not planning on doing bidirectional trains though, just going to make two rails, one for each direction.

prisma kraken
#

bidirectional tracks are very difficult to wrap your head around even in very simple topologies

pulsar lagoon
unborn dome
prisma kraken
#

there's truly a reason why most real-life railways go with unidirectional tracks

pulsar lagoon
#

i have no more warning blocks signals but the trains still dont move

prisma kraken
#

sometimes you have to hop in them and drive them manually a bit before re-enabling autopilot to kick them into moving

#

idk why that is, but it happens

brisk smelt
brisk smelt
#

what part of it is annoying

pulsar lagoon
brisk smelt
#

path signals wherever two trains may occupy a junction simultaneously

#

block signals otherwise

brisk smelt
#

not rn

#

send a diagram or photo wherever it is broken and ill fix it thou

pulsar lagoon
#

why people is afraid of doing vc you dont even need to talk

pulsar lagoon
brisk smelt
#

im not home rn, can't vc very easily

wind spade
plush gulch
teal wadi
#

its weird and dumb (though looks cool in action), but a "shuffle balancer" like this would technically work, right?
in a situation where either the output demand is unknown or variable, any input can reach any output, and if any output backs up the corresponding input will just overflow into another line?

wind spade
#

there's no situation in Satisfactory where input or output is variable

teal wadi
#

there is when I put temporary/unfinished factories up that may or may not be using everything on an input line

copper seal
#

so what is actually a sane and reasonable amount of Phase 4 elevator parts to make per minute?

teal wadi
#

or rather, say in that example i removed the middle output - the other 4 would still get an even balance

copper seal
#

Assembly Director System / Magnetic Field Generator / Thermal Propulsion Rocket / Nuclear Pasta?

#

need 500/500/250/100 of each... for now

wind spade
copper seal
#

i thought maybe 5/5/2.5/1 might be reasonable but... 4600 copper per minute is daunting xd

plush gulch
#

Make 2,5 and upgrade your power generation during those 200min

copper seal
#

2.5/2.5/2.5/2.5?

plush gulch
#

Half your number

raven saddle
#

I’m only planning on making 1/min of each whenever i get around to it, you don’t need a lot and having it trickle in will get you there eventually

velvet venture
#

is this valve done correctly? the machines on the right produce 400 wastewater, the machines on the left need water and are also connected to my main water supply.

I just want the valve to not allow back fill left to right.

fringe seal
#

I would have never thought to build something like this but it's creative problem solving imo

#

though I don't think the throughput is great in the worst case possible

#

i.e. all but one inputs off, and all outputs off except the farthest output from the input

proud totem
#

Which will I likely need more of in the long run, plastic or rubber? I am planning a large oil refinery, and am wondering if I should prioritize one or the other?

spare jolt
amber umbra
#

Really depends on the alts you use.

proud totem
#

That's been my main point of contention. I'm not nearly as familiar with the alts for later game items than I am for the midgame, but it seems that on a whole the base recipes at least use more plastic

spare jolt
#

caterium alts often use rubber afair

proud totem
#

Checks out from the few that I know

#

So perhaps equal would be best then

spare jolt
#

i usually go with equal amounts

#

the overflow will go into sink anyway

#

the underflow will just receive one more factory

proud totem
#

Sounds good

amber jacinth
#

Plastic is used pretty regularly throughout the tiers, rubber isn’t used much at first (except in alts), but comes more into play later on

#

Equal amounts of both is honestly the best way to go

unborn ermine
#

yeah start with a mix then oversupply what you feel is best for your alt choices.

#

I knew I wanted rubber earlier on so my first loop was 700 rubber/200 plastic.

velvet ferry
#

I think plastic and rubber usage equals out as you get further down the line

copper seal
latent anchor
# thorn trellis dont use valves

valves for wastewater are fine, (seeing as you want it to be able to drain without being blocked) but if you want to achieve 600/min flow without spending ages and having many headaches you also need to create a height difference after the valve (and add a pump if necessary too). The height difference, made by simply putting one pipe that goes a few foundations/walls upwards and another one connecting it back down to the ground, allows the wastewater to more easily flow elsewhere.

copper seal
#

but can't you just reuse the waste water?

violet halo
#

A wastewater return line is how I use it as well. To stop the main line from line from filling up the return line.

latent anchor
#

can result in issues, but most of them crop up from having too much water flowing in from pumps or otherwise

copper seal
#

i mean it seems to work for fuel

vapid gorge
copper seal
#

i have to start doing aluminium production myself soon so yea..

#

whats a good spot for that?

#

i was thinking of the ones near the oil on the west coast

vapid gorge
latent anchor
#

generally you want to be near bauxite, which tends to be in the middle segment of the map (in between north and south)

copper seal
#

i can then have it piggyback on my trainline that im already using for plastic and rubber

#

and i already built a bunch of stuff on the water there anyways

latent anchor
copper seal
#

i was thinking the 2 bauxite nodes here

vapid gorge
#

yes but these are highly unreliable set ups that are prone to failing unless you follow a very particular shape and layout.

things people, when people suggest valves, don't show examples that dcan be copied exactly

copper seal
#

i can get the geotherms while im there too

vapid gorge
spare jolt
copper seal
#

how is that a bad thing?

latent anchor
spare jolt
#

much safer is to make a bunch of refineries working solely on waste water and a bunch of them working on extracted water

copper seal
#

i mean with crude and fuel you flood your pipes anyways =|

wind spade
#

valves are not a solution πŸ˜›

#

valves are a problem. Removing them is a solution

violet halo
#

They can be a solution, but I'll give you that they are 'more' of a problem than a solution.

latent anchor
#

you can get by perfectly fine without valves, I just feel more satisfied if my wastewater removal has a spot that remains empty for more to flow in

violet halo
#

That's the only thing I use it for as well.

vapid gorge
# latent anchor Valves are *not* the be-all end-all solution. I've found they mess up stuff almo...

except by habit you probably have an extremely specific layout where the direct feed works.
a pump is a more reliable solution at that poitn but not much better

my main issue is people say 'use a valve' w/o also going 'this exact set up works' with a diagram and images

because if you don't do that you need to also add

'also this is like 50/50 it'll break and you could spend half an hour pointlesslly trying to make it work'

plush gulch
spare jolt
# copper seal how is that a bad thing?

say you have an alumina to scrap refinery, which makes waste water. it makes the maximum amount of scrap and waits to be emptied, thus stopping to produce water. meanwhile the extractor keeps working, filling your pipes, and by the moment the refinery starts working again - it can't output wwater because the pipes are full

vapid gorge
#

you have no idea how many people show up with broken systems cause someone said 'just use a valve/buffer, it'll be fiiiiine'

copper seal
copper seal
spare jolt
vapid gorge
spare jolt
#

^

copper seal
#

that doesnt answer my question tho

#

how do you then get rid of the waste water

latent anchor
vapid gorge
copper seal
#

if the problem is the pipe filling up so it can't continue producing

wind spade
latent anchor
violet halo
#

It let me make a base wide return line for waste water, instead of each set up having a different one.

latent anchor
#

in other words, plug it back into the water supply

vapid gorge
vapid gorge
copper seal
#

ah so you guys just use a mk2 pipe with 150m3 water (or whatever the number is) and under/overclock it?

latent anchor
copper seal
#

oh no i see it

vapid gorge
latent anchor
#

I don't recommend messing about too hard with valves but if you add one to a system and it works, it works

#

if you're having trouble, remove it

violet halo
#

People use it for a lot of things that don't work, other than waste water.

vapid gorge
# latent anchor I honestly do not know what other way people build wastewater systems that is si...

I mean sure but if you're going to suggest direct valve feeding, which is possible but needs to be set up specifically, pls give them an image and layout of how you do it cause it's very easy for them to fail. And tell them to follow it.

it's like setting up a VIP junction, there are other ways than the image in pipe manual but it's super easy to fuck up if you don't copy an existing and tested sample

violet halo
#

I'm at the end of phase 4, and have used all of 1 valve.

spare jolt
# copper seal how do you then get rid of the waste water

again, 2 choices, taking alumina as an example:

  1. you place a bunch of alumina refineries - make them feed on extracted water - you route the alumina solution to scrap refineries - these refineries produce scrap and waste water - the waste water is being fed into another, separate bunch of refineries.
  2. you recycle the water from scrap refineries back into alumina refineries as usual, but all your refineries have to work 100% of the time, otherwise the extractor would fill the pipe and the waste water would not have space to come out
latent anchor
#

is direct valve feeding where you have a valve right before every fluid input in a manifold? Never seen the term before

vapid gorge
#

this processes 780 baux pm

violet halo
vapid gorge
violet halo
#

Also, aluminum would be a bad example for me, because I wouldn't ever stop it.

copper seal
#

someone said something stupid and its confusing me

latent anchor
#

prolly me lol

copper seal
#

so im just gonna go away.

violet halo
#

If you did stop it, you are inches from the pipes, and can flush them.

latent anchor
#

imma defend the viewpoint that valves have rare niche uses but the very first step to solving fluid problems is removing your valves

violet halo
#

Agreed

edgy leaf
#

bilbo is right

unborn ermine
#

(the sloshing thing)

copper seal
#

does the game still run into issues if you carpet bomb the biome?

#

iirc back in Update 6 or 7 or whatever people generally didn't recommend removing toomany trees etc. because it caused some issues with lag or save size or something like that

velvet venture
#

finally emptying out the storage after building a plutonium rod sink plant

#

brought a tear to my eye

snow lake
#

idk if this is the right place to ask but why is a hypertube cannon with 12 entrances stronger than one with 13? they are facing opposite directions

vapid gorge
#

initial velocity affects it

snow lake
vapid gorge
#

possibly slightly different layout, spacing ect.

#

they're exploits so really can't expect strict rules

snow lake
vapid gorge
# snow lake thats fair ig

with finicky things like that the order of operations also can matter sometimes. Like which objects you build first in the system. Plus floating point errors in positioning

#

in theory a blueprinted cannon might be more similar? but there could be effects from being pointed in different directions

velvet venture
#

best way to get rid of wastewater when limestone isnt nearby?

oblique hollow
#

coal generators

unborn dome
fickle roost
#

Is transporting liquids via the train a good idea?

#

I am trying to keep everything as centralised as possible

vapid gorge
prisma kraken
#

it works, yeah, is it a good idea, no

unborn dome
vapid gorge
unborn dome
#

Oh those are the ones on the wiki lol

vapid gorge
fickle roost
#

Is it so the liquid does not back travel into the trainline liquid storage

prisma kraken
#

to allow pipes to burst faster than 600/min into/out of station and tolerate the train lockout period

unborn ermine
unborn ermine
# unborn dome Uh oh lol

Was never a fan of the "vibe checks" and public shaming with the block lists, also the mods thing EVERY convo

vapid gorge
vapid gorge
fickle roost
prisma kraken
#

it isn't that useful, honestly

vapid gorge
#

good to know what to avoid too

vapid gorge
prisma kraken
#

what exactly are the rules for gas in a buffer?

vapid gorge
#

btw @shrewd oar , you were testing gas buffers right? I can't remember did you end up getting it to work smoothly or was there wonk?

vapid gorge
#

but I can't remember of Ladyhawk got them to work or not

#

if she did I'd suggest putting it on the wiki

prisma kraken
#

i'd imagine they just fill up completely and empty like long pipes

vapid gorge
#

nice! definitely make some clean example set ups for the wiki πŸ™‚

shrewd oar
#

and it's the buffer that requires work, not the gas

#

they're in uhh... sec

vapid gorge
#

that's been an issue that plagued the game for ages

glossy ether
#

What causes the weirdness? I’m hearing this for the first time, meanwhile my nitrogen train has been supplying my rocket fuel plant with no issues for dozens of hours now.

shrewd oar
prisma kraken
#

'someone on the net once said...'

shrewd oar
vapid gorge
shrewd oar
#

powered pumps don't work on gas lines but powered pumps on a buffer forces buffer to output steady at pipe cap

#

gas or liquid makes no difference

vapid gorge
shrewd oar
#

for a train station 1 small buffer isn't enough to cover the train docking time at 600/m so yeah, you either need 2 small ones or 1 large one

#

2 small ones just takes up less space than one of those giant blobs so i prefer them

vapid gorge
#

hmm although this one might be a bit confusing, it looks like it serves only 1 train in/output?

shrewd oar
#

you can cut those off

#

depending on whether you're loading or unloading a train you'll need the 2 pipes on the other side

#

that serves 1 pipeline at 600/m

#

but obvs you need 2 pipes from the station side or supply side to refill the buffer during the time the train's not there <<< bad description.. need double station output to refill buffers when train's not there on unload side, need double station input to empty buffers while train's not there on loading side

#

pumps always face the output side, so station loading pumps face station... station unloading, pumps face away from station

violet halo
unborn dome
#

I mean it has to - it needs to keep track of the changes made to the default world state

#

Otherwise all the trees would respawn every time you loaded a save 🌴

copper seal
#

but whats the issue, just the save file size or lag?

prisma kraken
#

lag while saving πŸ™‚

#

honestly, a lot of the world state modification is marshalled into the save file asynchronously from the autosave events in 1.0 so it isn't a huge problem, but after a few 100 hrs in the game, the autosave isn't an unnoticeable blip anymore πŸ˜„

copper seal
#

ah okay

velvet venture
#

alright for Nuke waste I got 2 sources which go into my drone.
I wanna fly the active waste first then focus on stored waste.

For 2 inputs to 1 output how do I make it so that the active conveyor is first used by the drone and then the storage conveyor

velvet venture
#

welp got it somewhat solved by using a mk1 belt

#

imagine 4 days of work, just to sink them πŸ™‚

flint rapids
#

How do you usually do Battery Drone Ports? A battery factory with several Ports that sends drones to every other stations, or just 2-3 ports that recieve battery movers from multiple stations each?

amber umbra
#

@flint rapids Afaik the standard way to deliver batteries (fuel of any kind) is to have a battery production line feeding a drone port. That drone port is empty. You then build drone ports with drones at the destination locations that go to the battery production line port. Ala a many-to-one system.

#

If you need to send batteries to a large amount of locations, you can duplicate that setup as there is an upper limit on amount of drones that can get filled at one port due to docking time and input belt throughput limitations. Reddit has some good posts on the topic.

brisk smelt
#

any suggestions to improve ze junction

#

efficency-wise

sand epoch
#

Shrink it and use a normal T intersection?

brisk smelt
#

-_-

edgy leaf
#

and you probably wouldn't even get bottlenecked by a normal t intersection

brisk smelt
#

this is a pretty high-traffic line that's why

#

after everything is complete there's probably gonna be 10-15 trains passing through it a min

edgy leaf
#

making multiple directer paths would probably be the only way to improve it, or reducing the amount of trains you need

vapid gorge
unborn ermine
#

Anyone else kinda bummered we cant package dissolved silica?
I was thinking about logistics and it came to mind that it wouldnt be "that bad"

edgy leaf
edgy leaf
vapid gorge
vapid gorge
edgy leaf
#

i wonder how a smallabout compares to no crossing junctions in terms of efficiency

vapid gorge
#

Small about?

edgy leaf
#

a small roundabout

vapid gorge
#

If it’s a roundabout afaik it’s the worst efficient

edgy leaf
#

stop trying to make fetch smallabout happen, it's not going to happen

unborn ermine
edgy leaf
vapid gorge
#

That’s not the issue, it’s that all train paths interact

#

That’s why turbines are the most efficient, they only interact with their specific path

edgy leaf
#

that's why I think a smallabout might be more efficient than a regular t intersection, and it's definitely more efficient than a regular roundabout

brisk smelt
#

what about two-lane rounabouts

edgy leaf
#

tgeres nothing better than your setup in terms of possible trains per minute afaik

#

unless you're trying to squeeze out a few percent more by having the trains slow down less in the corners, but at that point it's insanity

brisk smelt
#

yeah i suppose

#

it should be good, now what about in terms of aesthetics

edgy leaf
#

assuming fully loaded trains carrying plastic, 15 trains per minute would equal 96000 items per minute

edgy leaf
edgy leaf
brisk smelt
#

80 belts of throughput 😝

#

yeah i probably wont, just a lil over future-proofing here hah

edgy leaf
#

yea at that point the only option is alternate routes. shorter alternate routes.

brisk smelt
edgy leaf
#

and doing the math to make sure you use as few trains as possible

edgy leaf
#

I'm sure @vapid gorge has some nice example pics

vapid gorge
vapid gorge
edgy leaf
#

a train barely spends any time inside

#

also, not all paths block each other

#

3 trains can use it at the same time

vapid gorge
vapid gorge
edgy leaf
#

I'm using blocks only

brisk smelt
#

but thats a lot of blocks signals

#

they won't jam? i get uncomfrutable even looking at that

vapid gorge
edgy leaf
#

but now that I think about it, maybe I should actually put path signals on there

#

I'm not good with trains, cobalt is there a way for that smallabout to jam?

brisk smelt
edgy leaf
vapid gorge
#

I did make a prototype Stacked Interchange. Looked pretty cool

#

Could probably make it more tidy , just was curious what it’d look like

#

You could sacrifice some throughput and make it much more compact though. A half turbine

brisk smelt
#

also, need some input: 4 platforms can do 6000/min with this setup? running 2 locos per node group

vapid gorge
#

Prooooobably not

#

Especially if the same platforms are used car the shared station

#

The more trains stop at a particular station the less throughput the platforms have

brisk smelt
#

i did some great planning and have nowhere to expand my station manifold but up ughhhhhhhhhh

brisk smelt
#

oh boi

#

#160628?! thats old hah

vapid gorge
#

I want to say u4?

#

It never got used in the end, but learned a lot

unborn dome
#

Interesting, single car trains?

vapid gorge
#

Not all, the plan was to move all the raw goods from that spot

#

I’ve since gained logistics and planning wisdom xD

#

But still some functional station floors

brisk smelt
#

hmm, we go a) up, b) right, or c) stack them doubly πŸ’€

unborn dome
#

D) Nuke it from orbit, it's the only way to be sure

vapid gorge
#

Amy way works really. You can always build the factory above the stations

brisk smelt
#

what i was planning to do

#

probably going to be 6-7 floors of hell

#

15 BWD's/min

#

also planning to bring 1300 plastic and 1650 rubber in via drone, shouldnttt be thaaaaaaaaaat many drones, right...

unborn dome
#

Drones can carry 9 stacks iirc

unborn ermine
#

yep, 9 stacks.

prisma kraken
toxic hemlock
#

Is Nitro Blend Fuel worth it if I A) already have nitric cid production and B) don't currently have a need for compacted coal?

prisma kraken
#

its easy to build. i prefer turboblend+default rf for the better yield, but either one is pretty goodℒ️

#

as for the compacted coal... there's a number of good uses for that

unborn ermine
#

The real trade off for me is, Oil or Sulphur.

#

what do you have more of and feel like spending

prisma kraken
#

tbh, i think where it should be utilized is to make turbofuel for diamonds

toxic hemlock
#

What do you mean?

#

Like, hold onto the compacted coal for diamonds?

#

That's smart

prisma kraken
#

nitrorocket uses a lot of sulfur and isn't great on coal

toxic hemlock
#

I feel like I have a billion leftover oil

#

I was tentatively planning to just do oil diamonds

prisma kraken
#

yeah, it can be sunk so punting on its use for a while is ok

#

i started looking at the diamond recipes last night and realized turbodiamond is a heckuva lot better than the other alternatives

unborn ermine
prisma kraken
#

i realized i was going to be using a bunch of oil and coal for diamonds one way or another and saw that the turbodiamond recipe is pretty good, for less oil and coal than i'd be using otherwise for a lot of diamonds, it ends up being much smaller of a footprint

toxic hemlock
#

I'm pretty sure it's substantially less efficient than just doing oil diamonds

prisma kraken
#

well, ok, how many oil diamonds can you make with 600 oil?

toxic hemlock
#

120

#

And like, yeah, you can get 2k diamonds out of 600 oil if you use turbo

#

... but that's also costing you 1k sulfur and 2k coal

prisma kraken
#

i'll let you draw your own conclusion

toxic hemlock
#

24000 cool per minute

prisma kraken
#

yeah, big numbers, that's ballpark what i'm projecting to be needing

unborn ermine
#

Yeah the diamond thing is only really a great idea if its 100% based on your byproduct than straight input imho.

unborn dome
#

I'm just planning out my first train station are three-car trains the usual? Or is it four cars?

unborn ermine
#

Im under the assumption you want to base that on your throughput?

#

Im not sure myself jacelul

unborn dome
#

I'm loading multiple things, but not sure if four is too much

#

I'd like to do four, for plastic, rubber, fuel, and petrocoke, but maybe four is too many?

unborn ermine
#

I mean, if the track is not pushing the limits for an upwards slope, should be fine.

prisma kraken
#

you can go up to 5 without needing another engine on inclines. i find 4 to be a better way though - that's more of a 4 being a nice number for splitting & merging more than anything

#

whatever size you settle on, you're going to be kind of married to it for the rest of the playthrough

#

any train not that size is going to be problematic in some way, lol

#

(there's a joke in there somewhere about having an affair & a mistress, but my funny bone is broken)

bleak ivy
#

is there a convenient way to illuminate a large indoor area?

#

all the light sources ive tried (ceiling lamps, wall lights etc) have really intense point lighting and dont really illuminate big spaces

#

i dont wanna have to plaster them everywhere

prisma kraken
#

really just the light buildables or billboards mounted on the ceiling

bleak ivy
#

how do you do billboards on ceilings? the build prompt for me is like

prisma kraken
#

hold ctrl

bleak ivy
#

i rebound ctrl to crouch

#

and C to the functions i saw that used ctrl

#

but for some reason after doing that i cant find a keybind that works at all for any of the ctrl functions that arent mass dismantle

#

like the 0.5m nudge doesnt work either

prisma kraken
#

haha

#

those are pretty new ui changes

bleak ivy
#

i worry ive permanently unbound something internally 😭

prisma kraken
#

have a feeling the game just has some very messy keybinding code and a lot of edge case bugs esp when you do rebinds like that

bleak ivy
#

resetting to defaults fixed it, i can deal, it just annoys me that crouching is C

prisma kraken
#

well, it is also the down button for the hoverpack

#

you probably want to keep that near wasd

bleak ivy
#

rebinding crouch also rebinds hoverpack down, with the *interesting* side effect that using copy+paste midair makes me descend

unborn dome
unborn ermine
#

Speaking of trains, im very glad I swapped my planning over to drones for packaged gas, would save me some logistical nightmares.

prisma kraken
#

here's an interesting little comparison

#

for what matters, default ECR is cheaper with plastic ai limiter

toxic hemlock
#

Do I need to know anything special for a tower of generators using rocket fuel? Ik that gasses behave funny

unborn ermine
#

They should be straight forward

prisma kraken
#

in theory, you should just be able to pipe it however

unborn ermine
#

no pumps needed, loops can be horizontal, and remember to keep the pipes SIMPLE

prisma kraken
#

i haven't really tried pushing gases around through height changes

unborn ermine
#

My setup uses 5 floors for 240 gens

#

its not too crazy either for piping

prisma kraken
#

mine has 5 floors below the 192 gens, lol

#

i'm still burning turbofuel though

unborn ermine
#

Ill see if I can get a decent snapshot of the pipes in SCIM

prisma kraken
#

i should probably start working on the conversion for that all soon

unborn ermine
#

Each floor is just a copy paste, and it works. One floor per pipe.

prisma kraken
#

makes sense. i find you get better results in general if you have one level of destination for any pipe

unborn ermine
#

I also forgot how comfy this clockspeed is

prisma kraken
#

my setup for it all is just really basic

unborn ermine
plush gulch
#

I need help.
I have 2 conveyer belts.
One should always be at max capacity, the other one is supplying the main belt.
I tried a splitter going from 2 to 1. But that resulted in line 1 backing up til the end and into the machines and in general lower throughput and low efficiency.
Priority splitter would be nice. Always taking items from belt 1 and then the remaining items from belt 2.
How can I solve this problem?

spare jolt
#

there's 2 hard drugs i've tried in my life and which I'll consume for life - one is hoverpack, second is dimensional depot.

#

i've gathered those in a single run w/o returning to base

deep jacinth