#math-and-meta

1 messages · Page 236 of 1

eager solar
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it is done

vapid estuary
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boggle

eager solar
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that's why I honestly tought I was good for hours

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because it actually worked perfectly for so long

vapid estuary
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so when you clock the recycling side higher, the problem goes away, right?

eager solar
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(btw, making monster is masochistically fun)

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that's my initial question, should I?

vapid estuary
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absolutely!!

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46 manufacturers? this thing must be enormous

eager solar
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Honestly, my biggest gripe with liquid in this game is that problems can take literal hours to be spotted

vapid estuary
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14 of them making nuke nobelisks?

eager solar
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if you look me up in #screenshots you can se it in my most recent posts

vapid estuary
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if that's your biggest gripe you're doing it well. most people build something that basically can't not slosh and are baffled what they're doing wrong

eager solar
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gotta show nature who's boss

eager solar
vapid estuary
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the #1 mistake I can think of is exactly matching supply to demand which, if you're following the planner this closely, is what's going on

magic island
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well, since the thing is built, AND it seems to be running entirely off Mk4 belts

I think you could take the surplus ore you'll get from upgraded Miners+Belts, and pipe the recycled water into making ingots or concrete. that should solve your byproduct woes without requiring teardowns

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then you just extract more fresh water for the machines you were previously feeding the byproduct

eager solar
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Comes with the territory of challenging yourself. I do have to say that by doing so I learnt a lot

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I might do that if it still doesn't work now

heavy gust
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i got "gifted" 20 sloops by the update
did anyone else check yet?

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( a lot of stuff respawned)

eager solar
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No idea

dusky dust
magic island
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alien power math just changed, now you gotta plan to build 12 augmenters and produce 60 matrixes per min

steel knot
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Checking my plumbing understanding. This manifold would work, right?

magic island
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yes, should be no issue with that

steel knot
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Great. Trying to set up a 1200 ppm aluminum refinery with electrode scrap and sloppy aluminum.

pure crow
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Eh? you're drawing over 600 from a single pipe?

steel knot
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Where?

magic island
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I believe one side is inputs and the other is outputs?

pure crow
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Oh, is one side input and the other side output?

steel knot
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Oh sorry!

magic island
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like, 240x3 being split into 180x4 (or vice versa)

steel knot
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Yeah my bad. Inputs on left. Outputs on right

pure crow
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Should be fine, then, good. Yeah, that's how the grid concept works. You just keep bisecting if you add more things.

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Would help to have a few arrows here and there though to indicate direction.

steel knot
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Yeah I was lazy on that one.

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My bad

amber jacinth
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Left or right flow, both should work regardless

steel knot
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Other question. Does the VIP junction work if the recycled water is being introduced from a higher head height?

magic island
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that diagram is pretty much my go-to approach when I'm worried about bottlenecks and the input/output counts don't match. make a big main pipe, distribute inputs evenly on one side, distribute outputs evenly on the other side

pure crow
eager solar
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don't if you can

pure crow
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I doubt it, though. Reversing something that works by height "should" in principle, work the opposite way.

eager solar
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the whole discussions we had above started with a vip not working as I expected, still don't kno why

steel knot
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I have had perfect success with it

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At least in the simple case

pure crow
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One time I was hoping VIP could be done with a valve, but it only works with an (unpowered) pump for some system... I don't know what the distinction is between a valve and a pump. I guess only the pump resets headlift or something?

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(does a valve actually transfer headlift both ways...?)

steel knot
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Yeah I’m going to try this one out. Just theorycrafting during lunch

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Easiest thing would just be to move the neck of the input above the height of the recycled source

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Then I’d be sure

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I was intimidated by vertically stacked refineries but space is a premium in my chosen spot

pure crow
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Vertically stacked is a bit annoying, since the refinery is so tall there is a high amount of "wasted" pipe or belt length.

steel knot
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Yeah

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But it’s that or reroute my railroad

pure crow
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(more formally, the wasted space is equal to shortest distance in that dimension, but for height there is only one dimension, i.e. the height of the building Z; the least relative wasted space is therefore Z compared to min(X,Y) and it is almost always true that Z > min(X,Y))

eager solar
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which turbo moto recipes are generally the most efficent part-wise and simplicity-wise?

wind spade
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would probably depend on which raw resources you want to save, which other alts you have, etc. 🙂 and usually the resource-efficient alts are more complex

eager solar
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It's a factory producing turbomotors, fused frame, cooling sytem and ideally silica (since I forgot to automate it before). reosurces-wise it would be nice if I could avoid bringing in caterium, sulfur, uranium and sam

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I'm limiting myself to 700/min of each raw and want to have a bit less than 600m³ of nitro

wind spade
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put that in Tools and see what they come up with 🙂

eager solar
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I am, was wondering which recipes to enable/disable

wind spade
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enable all and let tools select the most resource efficient path 🙂

eager solar
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I'm not in t9 yet, just how often will I need to build converter and accelerator? I don't realize if 5/min would be enough

wind spade
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well, enable all you have obviously 🙂

eager solar
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see how much of a difference it makes

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so I'm trying to reach a decent prod with nice numbers

pure crow
eager solar
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oh so 5/mins should be quite enough for a long while at least

wind spade
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(and obivously use items/min, not maximise)

eager solar
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currently trying to do that

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think I'm going somewhere, all alts prod had items with like more than 2k/min, now the highest one is 701.667/min which fit in a mk5 belt

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*760.708

fringe pawn
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Hey optimizers, check for spheres/sloops being replaced after this patch.

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Also slugs if that's of interest. Looks like this patch did a full map respawn.

eager solar
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what about hd?

fringe pawn
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So it looks like your save file does eventually catch up

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No HDDs, but also the map now looks as it should. But I totally have 2 extra mercer spheres now.

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And a yellow slug.

peak edge
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patch broke my pipes, had to rebuild all the factory building outputs or else it wouldnt run properly

pure crow
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Patches can break direct pipe connections? o-o

fringe pawn
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If you're bonkers, I guess the thing to do is always end your session near a somersloop spawn cluster, so if a patch drops you can grab extra?

amber umbra
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If you’re fine utilizing bugged sloops, why not just spawn sloops?

fringe pawn
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Eh feels different when the game puts them right in front of you.

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The two spheres that I picked up were at a factory location, so I figured I was going to either need to listen to the ambient noise from them or pick up the extra

spare jolt
fringe pawn
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It appears to be a catch up issue. The map loads in a default state after the patch when you first open your save file.

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So anything you can pick up quickly is duped.

spare jolt
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Yay I'm getting one more sloop. Probably.

still roost
fringe pawn
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About 2 minutes.

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I'll portal across the map and see whether I get anything

still roost
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Hm. I'm on an SSD so it's not a speed issue thinking_helmet

fringe pawn
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That'd be a CPU issue more likely. SSDs are so fast that game loads have gone back to being CPU bottlenecked.

spare jolt
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Though the boundaries comeback is one of the best things so far

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Used them a lot in U4 and 5

fringe pawn
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Yep, my U4 factory had plutonium storage just past the NW damage border. I didn't even try to get to it in the old 1.0 border. Though that save is basically worthless now.

versed dawn
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Currently I'm at t5/t6. I do enjoy building transportation paths and what not. So i was thinking of doing a factory for those. But yeah the sheer volume that would need to be produced would be gigantic..

spare jolt
terse stone
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Prototype of factory optimizing against different goals. This example looks at different ways of producing Iron Ingots (less any SAM recipes).
-For the most amount of Ingots per total number of input ingredients Iron Alloy Ingot is the best recipe path.
-For the most Ingot production per MW of power used, Iron Ingot is the best recipe (not assuming underclocking strategies).
-For the most output ingots per value* of input ingredients then Pure Iron Ingot is the best.

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This value* is derived from the scarcity of resource and demand from later Phase production as using direct Sink Values don't value Copper as much as it's needed for example.

broken kiln
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setting up my first turbofuel factory, if i'm trying to split 13.333 refinery's worth of HOR out, i have 13 whole and want to split that last one, but it's connected to two distinct lines. how do i:

  1. ensure the 13 hooked up to this one line don't contribute to the other line
  2. ensure the 14th is split exactly?
    i assume it's just a valve situation, is it as simple as: valve pointing from the 14th into the side I'm trying to make exact and let the rest "overflow"?
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i can give more specifics if needed

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i'll actually have 2 sets of this issue, one for diluted fuel and one for coke

desert oxide
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Just think of the total number being made and consumed, then figure out how to connect it all so that it saturates at that rate and can be consumed

broken kiln
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oh i guess that's fair, i could always just link up all pipes and they'll fill where needed

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here's the plan

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so i could theoretically just hook up all the HOR pipes in a giant loop and so long as it's not throttled by way of too many on a single pipe, out of the refineries, it will be fine?

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(which is basically 15 HOR refineries on a single pipe)

desert oxide
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I would break these up into smaller sections, one sec

tidal dock
desert oxide
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Do you have shards or want to use normal clocked stuff?

broken kiln
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yeah i'm thinking about splitting them into 8 sets of 10 rather than the 4 sets of 20 like i have

broken kiln
desert oxide
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Exactly what I was thinking, just make 8x 400 output of Turbo

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All of the pipes never come close to 600 so you can do bottom, upper, in-line feeds - whatever looks good

broken kiln
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8x 400 output of...HOR?

desert oxide
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3200/8 = 400 Turbo

broken kiln
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oh i guess both lmao

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i didn't realize it combined back into the same amount of Turbo

desert oxide
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Generators are at least a reasonable number at 100%, its 53.33 per output line

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If you are thinking of a build this large, I would highly recommend looking at Rocket Fuel which is a gas and needs no pumps to move it vertically

halcyon gulch
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whats the most optimal for 1 pure coal, 2 normal iron 1 impure iron I have access to tier 2 miners, and tier 3 conveyer belts (almost tier 4)

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Im trying to just make steel beams from them, and then I was going to use a similar-esc set-up for steel pipes

desert oxide
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3200 TF makes 106.6GW, so not bad but just adding nitrogen and coal gets you alot more power with the oil inputs, but TurboFuel is still fun to build

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Are you building it in Blue Crater or somewhere else?

broken kiln
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blue crater, yeah

desert oxide
desert oxide
halcyon gulch
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also are thermal generators worth it?

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ive got 10 coal generators running and i somehow ran out of power once idk, Im thinking of making 10-20 more

desert oxide
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If you arent looking at making huge bases all over the map - 106GW is plenty of power honestly so stick with TF

halcyon gulch
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but if thermal generators work fine ill do that

halcyon gulch
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uhh ill get it in like a few hours

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i aint home rn

desert oxide
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You mean GeoThermals? They are allright.. but produce in a wave with highs and lows, need batteries to smooth them out usually

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I personally dont bother with Geothermals, typically my power builds are ~20 biomass -> 8 coal -> 36 coal -> 10 fuel gens (Plastic/Rubber HOR - > Fuel) -> more fuel gens, adding batteries when they are available between 36 coal and 10 fuel gens

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Geothermals are literally free power, you just have to setup the power infrastructure to get to them

halcyon gulch
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I JUST got liquid fuel so I think ima start investing in that

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ig?

desert oxide
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Fuel is great and simple for mid-game, can get 20GW out of a single pure oil node

dim elk
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anyone has a recipe path for nice numbers on encased industrial beam?

wind spade
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Every number is nice

halcyon gulch
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ive got like 2 normal and 2 impure oil nodes at my current area

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ive also got a bunch of coal and iron nodes nearby as well so its a solid area

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but def not the best

halcyon gulch
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basically im in the bottom (right?) corner of the map?

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currently

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like the first starting area and just to the right of it

halcyon gulch
desert oxide
wind spade
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that sounds like overkill

heavy gust
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diluted should be enough to get there

dim elk
vapid gorge
dim elk
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gotta admit im only tier 3/4 (researched everything, but havent progressed onto next tier yet)
but so far ive managed to build a tiny factory for each product on its own - i just claimed new nodes

nimble nimbus
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Im about to start building like that to see how I like it.. RIght now I have an "iron megafactory" and a "steel megafactory".. but I'd like to try being way more modular..

vapid gorge
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it makes logistics simpler yes

nimble nimbus
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My iron factory is sitting on 4 pure iron nodes.. so I might just have a "iron ingot" factory.. but then modularizxe from there

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its a spaghetti mess though, so no loss in nuking it 😄

vapid gorge
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you can make a lot of thigns with just iron...

and often easier to bring a handful of things to the iron instead since that's the bulk of early production

dim elk
vapid gorge
dim elk
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I only have mk1 and mk2 available so far

vapid gorge
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pls pls pls talk about numbers

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what are you clocking yoru miners to output

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I can't put mk2 into an equation

dim elk
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Well I said I was looking for recipes that need a multiple of 30/60 so I can use default miners without any overflow

dark star
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What about 60 nodes all set to a prime number or ore a minute

dim elk
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Like I know i can just clock them down, but that's why I asked if anyone knows a recipe/build chain that gets those nice numbers

vapid gorge
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you ask people for help, but refuse to give the extremely basic info they would need

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pick a number

dim elk
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I didn't refuse, i just don't have any ores/mines claimed

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I'm looking for a recipe/build path so thatr I can claim nodes accordingly 🤔

vapid gorge
dim elk
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Anyway ill just use the modeler a bit more, i dont think this is heading anywhere

vapid gorge
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yeah the modeler is not what you want for this

dark star
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Sf tools lets you set the input amount too

dim elk
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i'll take a look, thanks

vapid gorge
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yeah it's 20x the steps to do a fraction of what SF tools does

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at least from the videos they've put out for it

steel knot
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Hmm so I’m stumped on how to get VIP working when the clean input is at a deficit from the first refineries and the recycled waste water. Do I still add a pump at the level of the first pass refineries on both sides? Do I need to come up and over the input height if there’s a pump that brings the head height that far already?

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I can’t tell if it’s getting there or slowly fading away. I was at 95% then 85% then 90

flint rapids
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I'm bothered by Trains slowing down before path signals. If I were make run-ups to Path signals longer where possible would that improve speed significantly? Or is it better to not use Path at all, except for very busy sections.

prisma kraken
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trains always slow down entering a path signal intersection, not sure exactly why. you sometimes see it with block signals as well. Speed of transit isn't incredibly important for things traveling in an infinite loop

wind spade
vapid gorge
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and it doesn't matter if one pipe has a 'deficit' all you care about is which has priority

steel knot
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I have a VIP working elsewhere. But it’s vanilla

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This is mint chip

vapid estuary
neat crest
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Anybody got a favorite production chain for recycled plastic/rubber? I'm playing through the scenarios and none of them seem to be very clean

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Rubber seems to be a lot more in need so one that favors rubber I guess

cerulean stratus
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is it me or is dark matter trap useless

wind spade
pure crow
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That is, Recycled Rubber -> Smart Splitter -> Recycled Plastic, and vice versa.

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(If you need to favor rubber, you "can" run fewer plastic refineries, but that kind of makes things more complicated)

neat crest
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or should each "module" be crude to plastic and hor/fuel together

pure crow
pure crow
neat crest
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Wait sorry now I see what you mean, all crude direct to HOR then go from there.

pure crow
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I'm being a bit vague still in case you want to solve those problems yourself, but... starts typing up the full solution...

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||HOR -> Fuel -> Recycling Loop. Expand this module of modules N times. Manifold the recycling loop for mostly automatic looping. Load in the 'starting' rubber or plastic produced from polymer resin at the back end of the manifold, or manually load the very last refinery yourself||

prisma kraken
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or just feed the rubber made from resin into the loop so it is self-starting

unborn ermine
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The only problem with that, if you are shooting for more than what your planned belts can sustain.
But thats if you are like me and dont have a plan, and consolidated the rubber to a single belt.

pure crow
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Yeah, I'd much rather connect the extra belt than manually loop the refineries for some reason...

pure crow
prisma kraken
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if you build it in chunks that process 150 crude, you can stay under the 480 belt limit

unborn ermine
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Yeah, but for me thats an "afterwards" thing jacelul

pure crow
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Oh, I see, y'all convert ALL of the fuel into plastic/rubber...

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I normally take a fraction of the fuel and send it to the generators (or later modules processing the fuel)...

prisma kraken
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well, you don't have to

unborn ermine
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I went for a "node to product" approach, did what I need only using a node, and moving to the next.

prisma kraken
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my personal building style is on the large side, so usually when i get to an oil patch i'm thinking that i'll just add another 900 plastic and rubber to what i'm making

pure crow
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I get a little bored after a while of putting refineries, haha...

prisma kraken
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yeah

pure crow
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... speaking of which, do you guys think it's worth it to powershard nuclear power plants? o-o Worried about a 250% nuclear power plant requiring the FULL 600 m^2 water...

prisma kraken
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but i mean, i'm already making 3600/min rubber and about 1200/min plastic and need more

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because it is such a simple pipe network of 2 extractors into one generator, it generally works

pure crow
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Aye, 100% is fine at 240 m^2...

prisma kraken
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i've built nuclear plants like that

pure crow
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I'm real tempted to power shard it so I can do less load balancing though

prisma kraken
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never had a problem. have heard others say that they've had a pipe that they could never get working. idk

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i have a feeling that there's something in pipe building order that causes similar pipes you build to act differently

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like sometimes the 'don't ever work bit' gets set

pure crow
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Would have to ask the devs. I wouldn't know, I normally don't count on pipes to transfer the full 600, heh.

prisma kraken
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there's some hidden state variable none of us have been able to figure out

pure crow
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So that's why I'm wondering if it's safe to rely on it transferring 600 for a nuclear power plant.

prisma kraken
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i've never seen a problem with doing it myself

pure crow
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That doesn't sound too bad, actually.

unborn ermine
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I feel like it boils down to how the extractors are dealt with imho

prisma kraken
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there's also some best practices like placing pumps before you build pipes instead of snapping them on

pure crow
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yeah, I've heard the shape of the pipe also gets distorted when you place the pump on the pipe though, relative to what it'd normally look like

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hasn't had major impact for me though so I never looked into it

wind spade
pure crow
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but in that scenario it does actually change the state

wind spade
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it helps with pipe flow

pure crow
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Outside of the scope of the question.

wind spade
unborn ermine
prisma kraken
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an example of wtf:

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those pumps were all snapped to a wall at the same height before i built the pipes

unborn ermine
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The ONLY benefit to slapping a pump on a pipe, you can snap to the same height as a pump beside the pipe. (then you can redo the pipe afterwards)

pure crow
prisma kraken
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why it is a bad idea to snap a pump onto a pipe is sometimes when you do it at the end of a pipe segment you end up with a pipe segment that is too short

prisma kraken
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segments need to be a certain volume to support a given transfer rate

prisma kraken
pure crow
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good thing I usually don't worry about the visuals of things...

prisma kraken
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it doesn't bug me that much, it bugs me that it is inexplicable

pure crow
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so you rebuilt 'em and they still ended up like that...

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the left ones look like they're biased upwards, the floor hole connection must somehow be impacting the pipe...?

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speaking of which, I wonder if big floor holes can "skip" headlift requirements. Or vertical junctions, for that matter. Since neither of those hold liquid(?).

unborn ermine
pure crow
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Oh, if that works, it would be a shenanigan that means you could get extra headlift by putting a junction exactly at the headlift height. Wouldn't be a negative.

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But, yeah, a lot of the usual fluid stuff is... reportedly problematic.

steel knot
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What are water towers used for? I saw a blueprint for one but couldn’t think of the use case

neat crest
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Well that's annoying. I did out the math and if you start with HOR+diluted -> rubber -> plastic -> rubber -> plastic,
It's 90 crude to 140 rubber and 50 plastic

But if you do the inverse (start with plastic), it's 90 crude 140 rubber and only 40 plastic. Strictly worse!

neat crest
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So you put one near a water extractor array before it goes to the factory, make sure it pushes in to all your outgoing pipes, and then no need to manage pumps at the factory itself.

wind spade
neat crest
wind spade
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not residual, recycled

fringe pawn
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You want residual rubber

wind spade
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recycled loop + residual rubber

neat crest
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I don't know how what you're saying is different

fringe pawn
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Interesting, multiple save/loads and hours of runtime later, I found another regenerated mercer sphere. Covered by regenerated destructible rocks.

unborn ermine
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Im up 71 spheres and 5 sloops in my save

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(slugs too, but honestly its just deco)

fringe pawn
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It's inconsistent

worthy talon
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is the highspeed connector alt the best for least amount of quickwire needed?

unborn ermine
neat crest
fringe pawn
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Interesting, respawned items don't appear on radar towers, but the object scanner picks them up. I'm going to comb my map tonight.

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I can get some more power lines down while I'm at it.

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But for anyone that has 120+ sloops, that puts them in an interesting place. That's more than you can use for maximizing warp drives by themselves. So do you maximize singularity cells to maximize more warp drives? Or is there a different underlying ingredient that's better?

fringe pawn
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I expect these extra items to potentially be patched out. Maybe. Placing a new radar tower, it won't pick them up. So there might be some way to distinguish them and get rid of all the respawned stuff. Which is probably the right thing to do for all the people who don't want to clear foliage and rocks again.

main pier
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What's peoples opinion on crystal computer alt recipe?

fringe pawn
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I've used all computer recipes. The choice is generally convenience based, they're all fine.

ornate obsidian
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i like the defaut with caterium wire and circuit boards

violet halo
violet halo
unborn ermine
fringe pawn
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I built new radar towers rather than toggling power

violet halo
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They were fiddling with a few of the casings not disappearing, as a bug patch. That might of triggered it.

unborn ermine
spare jolt
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my first turbofuel plant. not even rocket fuel, turbofuel, first ever

formal perch
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I have rails all around the map and could reach every node in rather simple ways. But how many HMF should I aim at? What is a good go to end game HMF amount per minute?

pastel obsidian
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What sort of end game do you want

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The less space you have for machines the more you have for making it look beautiful

formal perch
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I think my endgame is something like saturating every pure node on the map.

fringe pawn
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Well holy crap. I've already collected 41 spheres and 3 sloops. So I apparently have 31 more sloops out there waiting for me. I feel like there were already enough spheres in the game, but hey, more surge filling of the cloud is better.

pastel obsidian
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Use one of the calculator tools to see how much you need to make

prime ravine
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(46.875x10)+93.75+(15x112.5) can someone help me get this into 15x150

tidal dock
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The Valve actually working as intended. 1200 Bauxite using Sloppy Alumina and Eclectro Scraps recipe and recycle the water directly back to Sloppy refineries.

prime ravine
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i have (10x46.875)+93.75+(112.3*3) and i need that in 2 lots of 450 can i have a hand figuring out how to mix it so i get 2 lots of 450

pastel obsidian
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What are you doing

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Is it a fluid or items

prime ravine
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making fuel but just need this last little bit to be put into a blender

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and its fluid

pastel obsidian
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A mixture of under and or overclocking would be my best recommendation

prime ravine
pastel obsidian
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You didn't need valves

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Have two pipes and connect half to one and the other half to the other

prime ravine
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how do i get that number to half

pastel obsidian
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Where are you getting all of the numbers from?

prime ravine
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from 1 blender not at max 3 blenders at max and 10 refs at max

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all making turbo fuel

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useing alt turbo blend for blenders and normal recipy for refs

pastel obsidian
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I would get yourself as close to 450 in each pipe and connect the ends on the pipes together so the overflow goes into other system

prime ravine
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ok

pastel obsidian
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They have their uses, but they don't work in the way you think they do. Incorrectly using valves causes more problems then it solves

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Like path signals, if used properly can be amazing but also can be your biggest headache

prisma kraken
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valves work non-intuitively and often do the opposite of what you want. on top of that they're inexact at metering flows and just best to avoid using at all unless you have something like a weapons plant that you want to cut oil off to when you've made a few crates of stuff

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i've been playing the game for a while now and in my building and watching other people build, i have yet to find a practical use for a valve

#

usually what happens is you get to making aluminum or batteries and thing 'gee a valve would be useful here' so you build it and it just makes everything not work at 100% when it was fine without a valve if you properly built things

#

...and on a different note, 120gw rocket fuel uprade is done!

#

i find it funny how deceptively complicated nitric acid is to actually build

prisma kraken
#

only mk2 pipe in the build is the crude feed coming in which i split into 2 mk1 pipes after pumping it up a height

#

yeah, this is the only mk2 in the entire power plant

vale wyvern
#

nice are the mk1 pipes running at 300m3?

prisma kraken
#

some

vale wyvern
#

im having gas thoughput issues

#

i know mk2 pipes can do 600m3 fine provided pipe connections are perfect as with maths

#

for fluids...

#

seems the gas is a bit of a pain though

prisma kraken
#

really the entire fuel production is divided into 8 modules

#

each 2 of those modules is fed by 3 refineries making hor from 300 oil

vale wyvern
#

I got 24x MK2 pipes running 600m3 rocket fuel

#

1440 gens clocked at 240% for 10m3 consumption rate

prisma kraken
#

yeah, i'm not trying to push the pipes even to capacity

vale wyvern
#

60 gens per pipe (600/60=10)

prisma kraken
#

each generator feed is 250/min rf for 24 generators at 250%

vale wyvern
#

its stable like 99% of the time

#

but unexplainably every so often a gen gets starved

prisma kraken
#

yeah, well, big fuel manifolds are always that way

unborn ermine
#

I liked having mine be little modules with loops in the floor for the fuel feed.

vale wyvern
#

so hard to identify where it is or if its just a known issue with gas at pipe capacity

prisma kraken
#

this is how each of my generator banks is built

#

keep in mind that i built it all as a turbofuel plant, so keeping gravity on my friendly side was a must

vale wyvern
#

mine is basically the same the only difference is i ran the pipe inputs over the top of the bank

prisma kraken
#

i'm still doing the burn-in for it all, but haven't seen any problems yet

#

some of the modules have been running for a couple of days now

vale wyvern
#

yeah it might still be the stabilizing period

prisma kraken
#

that's just a long a** manifold

#

you're going to have slosh with things built that way

vale wyvern
#

they are stable af though

#

so i dont understand lol

#

even the last machine is 100%

#

so its downtime is so infrequent that it still maintains 100%

prime ravine
vale wyvern
#

or it drops to 98% then quickly regains 100%

prime ravine
prisma kraken
#

i wonder if changing the flow to be like this could help:

vale wyvern
prime ravine
#

this valve is letting 112.5 making the pipe that it is going to get up to the required 450

vale wyvern
#

what you think about looping the manifold floors

#

at both ends

prisma kraken
#

@prime ravine i think having it there will a) have no effect or b) cause problems

prisma kraken
#

sorry, that's just my opinion

vale wyvern
#

its a valid opinion lol

prisma kraken
#

well it comes from a few 1000 hrs in the game working with pipes, so take it or leave it

vale wyvern
#

appears to be consistent for a full timelapse window now so idk probably the stabilizing period still at work

prime ravine
#

is there a point to having fluid buffers when dealing with fluids

pastel obsidian
#

If you use train stations

prisma kraken
#

they exist for allowing continuous flow from fluid trains and for dealing with byproduct fluids as a 'later problem'

prime ravine
#

ok so i dont need them for my fuel gens

prisma kraken
#

probably not

prime ravine
#

this is what i have done

pastel obsidian
#

It looks nice

prisma kraken
#

in past versions of the game, for a while people would bank some fuel in case they had a catastrophic power failure

prime ravine
#

so it is very mildly worth it

prisma kraken
#

when you put a buffer on a line, and this goes for belts too, you aren't really solving anything, just time-shifting when a problem might manifest

prisma kraken
#

in general, you want things to break immediately instead of 10 hrs later

prime ravine
prisma kraken
#

there are better ways of creating failsafes for power

prime ravine
prisma kraken
#

right

prime ravine
#

i got that just underneath it

prisma kraken
#

the other thing about buffers is they tend to make fluids slosh around more than they would otherwise

prime ravine
#

so should i remove them

prisma kraken
#

that's just my experience with them

#

i'd say if it isn't broken now, leave em

pastel obsidian
#

A fluid buffer doesn't hold that much fuel, you might be better off with batteries as a backup if that's what you are after

prisma kraken
#

what i will say is that if you start running into problems later with generator stability, the first thing people will tell you to do is get rid of the buffers

pastel obsidian
#

If it works keep it for the aesthetics, it gives off an industrial feel imo

prisma kraken
#

so if it isn't broken now, no reason to change things, but expect if you have problems later, not to be married to them being there

#

i agree, they look kinda nifty

pastel obsidian
#

We need a mega fluid buffer for aesthetics like the size of the nuclear reactor

prime ravine
pastel obsidian
#

That's fair

prisma kraken
#

i really do advise to keep fuel manifolds as simple as possible, with as few generators on a feed as you can get away with and as small of a pipe distance as things allow for

#

yeah, that is another point, fuel power works better/is more stable when the pipes are COMPLETELY full

#

the buffers just make that take a lot longer

#

as i said, don't change things if it's working

#

with fuel power, when you achieve stability, move on and don't screw with it anymore

gray night
#

(still relatively new to the game 😄)

prime ravine
gray night
#

interesting i thought it stopped at turbofuel 💀

#

which is a nightmare for automation (at least with how im planning to do it)

prime ravine
#

lol

prisma kraken
#

turbofuel isn't bad if you pick the right quantities for the recipe(s) you are planning to use

gray night
#

the reason its horrible is the fact i want the train line to look nice 😭

#

but that'll impact delivery time so I have 0 clue how to address that problem

#

is it better to fuel drones with turbo fuel or just packaged fuel

#

i was going the turbo route so excess could just get uploaded for jetpack

prisma kraken
#

it isn't that long of a distance, and everything you need for fuel/tf/rf power is right in blue crater

#

tf isn't very good in the jetpack - burns very quick

gray night
#

so should I figure out rf for jetpack?

prisma kraken
#

people's general feeling is that lbf or ion fuel are best in the jetpack

gray night
#

there's a lot more fuels than I thought there was holy cow

prisma kraken
#

rocket is a lot like turbo, quick fast burn but with a little more oompf

river night
#

they added 2 new fuels with 1.0, thats about it

gray night
#

so what is the best fuel for the drones?

#

I want to setup a drone network for moving stuff from steel to the main area

prisma kraken
#

plut rods are best if you discount the logistics challenge and radioactivity

gray night
#

what about pre-nuclear?

spare jolt
prisma kraken
#

i'm very mixed on the drone fuel question

unborn ermine
gray night
#

ooo they can run on batteries?

prisma kraken
#

rf and if are best non-nuclear fuels, but making little bits of them for drones is kind of uggg to do

unborn ermine
#

Like one of the very few uses for batteries is drones

spare jolt
unborn ermine
#

Using RF for drones is very light on aluminum use.

prisma kraken
#

the thing i hate about using rf and ion fuel for drones is that you're still burning aluminum with it

spare jolt
#

though with Classic Battery alt you can mass produce batteries without any liquids

#

one manufacturer makes 30/min

gray night
#

kk ty all

unborn ermine
#

but yeah still

#

less but still

prisma kraken
#

yeah, batteries take alum too

#

i still haven't seen a side-by-side on which uses less alum

unborn ermine
#

1 ingot per bottle normally

prisma kraken
#

yeah, fuel per trip

#

they're not easy numbers to crunch

unborn ermine
#

Well, 1 battery a min (without alts) is 3.5/min ore

#

3.166666~ with sloppy electro pure

#

and 2.874/min with classic added on top

prisma kraken
#

let's use this a sample set of numbers

unborn ermine
#

So yeah rocket fuel defo wins the aluminum competition

#

at least for burning

prisma kraken
#

so classic battery is 7 sheet for 4 batteries (7/4) and rf/if are 1 ingot per unit

unborn ermine
#

thats also comparing with the same aluminum setup of sloppy electro pure, 1 ore -> 1 ingot

prime ravine
#

@prisma kraken are you able to help me with the thing i was asking for help with earlyer

prisma kraken
#

perhaps?

prime ravine
#

like in game

#

or i screen share it to you

prisma kraken
#

yeah looks like batteries are around 2x the cost of rf

#

i can't screen share now, sorry

#

and i wouldn't if i could, i help with easy questions, but i don't coach

prime ravine
#

ok thats fair

fringe pawn
#

Well there we go, all 34 duped somersloops rounded up. I have no idea whether I'll actually use them, but at least I've got them now.

#

For now I think I'll hang onto them, but if CSS keepings 'adding' to save files then I'll probably give in and use them.

#

Pretty crazy that every sphere except 15 were added back. Factoring research, I now will have more than double the useable number before.

unborn ermine
#

nice, I only got 5 more possible sloops, and I only had a handful left to find.
71 spheres tho? No Idea what I would even think of needing them for.

fringe pawn
#

The sphere allocation was already plenty generous.

#

And my brain is melting contemplating the possibilities now that I have 138 sloops. 104 was a great number because it's just enough to use on a maximized warp drives build, so there's not much interesting decision making. Now do I use the extra on singularity cells? Rockets? Bite the bullet on power use and do oscillators?

fringe pawn
#

Would the implementation of sloops into calculators require making 5 copies of every manufacturer recipe? Vanilla, and then 250% clocked with each amount of possible sloops? And then the same for each other production building? And that doesn't even cover all use cases. Oof. Too much of a mess probably.

fickle roost
#

Is there like a 'best location for Bauxite' ?

vast jungle
leaden cosmos
#

for me it was near the center map oil, it doesnt take much petro coke to refine a lot of aluminium 🙂

vast jungle
#

luckily coal is quite easy to find in the "middle belt" of the map that contains bauxite... even oil is okay, just don't forget to include the Oil resource wells into your scouting ^^

patent blaze
#

i just turn copper into bauxite

vast jungle
patent blaze
#

:P

#

over there haha

vast jungle
#

I have a similar elevator to get my Bauxit down to the Oil-fields on the West coast (or at least to sea-level)

#

is someone using the Silica based Aluminium recipes?

patent blaze
#

no im using instant scrap jacelul

astral warren
#

I looooove instant scrap

vast jungle
#

I am using Electrode Scrap for my first Aluminium... West coast oil was just closeby...

astral warren
#

Yeah I used it for my first factory too

#

Then moved over to Instant when I decided to scale it up

vast jungle
#

still undecided if I want to make the Aluminium production into a set of blueprints

astral warren
#

Mine uses like 80% of the bauxite on the map so im not gonna bother to bp it personally

#

What I would like to bp are some ore processing setups to process 1200/min of iron, copper, etc

vast jungle
#

I just use 600/min at the moment... and I normally BP everything. But with Aluminium I couldn't decide how to split it, so I just build a small fac and moved on for now

astral warren
#

With instant scrap you could bp a refinery -> blender setup pretty easily I think

#

And maybe have the smelters in a different bp due to spacial constraints

vast jungle
#

yeah, but then I need sulfur too ^^

#

at the moment the small setup is okay, if I need more I will think about the BPs again... currently I really need to finish my RF powerplant, my power production is below half the max consumption ^^

astral warren
#

Yeah my next step after doing uranium reprocessing is to make a comical amount of ionized fuel

prime ravine
#

why is oil such a useless resource

wind spade
#

what

prime ravine
#

when you get the 2 or 3 pure nodes of oil making rubber and plasitic and 4 nodes making fuel it becomes useless

wind spade
#

why

prime ravine
#

there is nothing else to do with it

#

can you convert it

#

if not i have no more use for oil

wind spade
#

same could be said for any other resource

#

"if I use X for everything I need, rest of X is useless"

#

and you can also make coke, resin, etc. Oil is pretty useful

prime ravine
#

but with all the other resources are used in other recipies

wind spade
#

oil is as well

#

you can literally make iron plates out of oil (and iron plates are in like majority of products)

prime ravine
#

another issue is oil is hard to transport around the world

wind spade
#

process it where you found it

#

or use trains

fickle roost
#

Anyone know why the second signal is flashing?

#

As in it does not seem to work

outer vale
#

doesn't seem very math- or -meta related
but first thought'd be that track probably just doesn't go anywhere? The last signal on a track will always show that

fickle roost
thorny root
#

I need help with a logic problem: Packager / unpackager loop. 1 train, 2 platforms per stop. 2 stops. Rules: Only carry full cans outbound, never empties. Only carry empty cans on return, never full ones. Do not overfill the system with empty canisters, such that the unpackager backs up. I need a simple semi automated solution for this. I expect roughly 4 minutes between trains.

#

is the only solution to this to prefill the return train station with empties, and tell it to wait until fully unloaded / loaded at BOTH stops? Because I want to avoid that if possible.

#

I want a non stop continous flow.

#

Without overfilling the system with empties.

#

Also in case it wasn't obvious... I want a closed loop that doesn't just keep sinking empty cans...

#

I feel like there's a simple straight forward solution with smart splitters just staring me in the face and I don't see how it would work.

#

Also, I would if possible like to not have to generate empties at each place I'm using them. I would love it if I could have a central factory for that which eventually becomes obselete because everything is full.

#

and deliver them via a separate train wholly dedicated to empty canister distribution and top off

#

... I feel like i need a smart merger to exist, or some kind of logical NAND gate

#

The source of the potential bottleneck is at the unpackager, but I feel like I'm going to have to solve it at the packager side?

outer vale
#

can you just use belt speeds to limit the flow into the unpackagers?

thorny root
outer vale
#

you're in good company because I don't really understand the problem 😛

#

it sounded like the only real problem part was "I don't want canisters stopped on belts before the unpackagers", which is solved by just not letting them get there quicker than they can be used

thorny root
#

The problem is basically that the unpackager needs somewhere to put the empties, and I want automated empty canister level regulation without backing up the unpackager line or making the trains fully wait.

thorny root
#

(for cans anyway)

outer vale
#

then yeah I'm not grasping the issue, it sounds like it should Just Work as long as you've got enough canisters in there

thorny root
#

So... empty cans come in from an outside source, and drop them at the packager side. This is the only place I can regulate the volume of empty can injection. The outbound side would require a "smart merger"

#

which does not exist.

outer vale
#

is this not a standard closed loop setup?

thorny root
#

Not exactly... no. Because I don't want to have to manually determine how many empty cans I need in the loop. It's going to be based on arbitrary things like train traffic and route times.

#

It needs an automatic solution so I don't go crazy.

#

I'll be bringing empties from 2 sources, but I only want to use them from one source as a priority.

#

the return line for empty cans should somehow have priority to feed the system.

#

But should be able to be topped off by the secondary train that distributes empties.

#

And I need to do all this without backlogging the unpackagers or sinking cans.

#

... I'm willing to accept sinking a very very tiny volume of cans as a safety measure. Basically the difference between the minimum and maximum round trip times.

#

... I don't know that there is a way to do this without forcing the trains to wait for full load / unload cycle. There's no other method for volume regulation.

#

c'mon nerds you're good at this stuff

#

... Hmm... what if I decoupled the empties train from the fluid train, and had each run independent loop? ... no that's a terrible idea.

#

... this is hard 😦

vast jungle
#

yeah, there is no good solution for this scenario beyond "put in more canisters manually"

#

thats why I don't package liquids for trains

thorny root
#

... okay so ... manually counting the number in play... 1 full ISC at the loading dock of the return station, waiting on pickup. 1 full ISC worth in fluid somehere between the inbound buffer of the train and the unpackager output. 1 full ISC worth containing fluid, waiting at the origin point for pickup. 1 full ISC of empties in the process of being filled at the origin point. 1 full ISC of either full or empty in transit on the train. 1 empty ISC buffer: 4 minute window.

#

The biggest concern is not getting backlogged anywhere, and as long as I don't start sinking my empties and forget I'm doing it, it should always maintain the same number in the loop. So then it just becomes 2 easier to solve problems... Having enough cans to start with, and having enough empty space for cans.

#

... I'm going to do 6 full 2 empty, stockpiling at the filling station.

#

... I don't need to do 2 empty. Just 6 full. By the time the system really comes online I'll have like 4 empty at all times.

#

... okay. So the easiest solution is just a massive pre-filled can buffer.

#

... screw it 8 full.

#

That's basically double the number of cans actually being used, and enough room to have the entire loop grind to a complete hault and it not be its fault.

vast jungle
#

you could just eyeball it...

thorny root
#

I ballpark mathed it. Same concept, different problem.

vast jungle
#

have one ISC at each Gas/Liquid Receiver...

#

and one ISC per Receiver at the "transmitter" station

#

and then just fill all the ISCs at the transmitter

#

that should work "reasonable well"...

#

the problem might be that the trains and the train stations are also buffers

thorny root
#

I'm going to do it the way I've outlined. 8 ISC full of empties at the origin point before ever turning the thing on. As it starts cycling, the buffer will go down to about half before it starts getting the return feed, but that means I've got the whole buffer that can go either way. Full or empty.

thorny root
vast jungle
#

Smart splitters are useless for loops of this kind

thorny root
#

I'm seeing that.

#

Smart merger when devs?

vast jungle
#

would not help that much

thorny root
#

Anyway... this is an acceptable solution. It takes up a lot of the room you were looking to do something about XD

vast jungle
#

you can build a "overflow merger"... but it breaks (as would a smart merger) when you don't have a full blocking belt of "priority items"

thorny root
#

I could also split the buffer half and half. Still pre-fill the whole thing, just have the buffer be in two places, at both the loading and unloading stations. That's smarter than having all my eggs in one basket I think.

#

that way I could start having hiccups at either end and still be fine for a full 8 minutes

#

Well I guess that means I can simplify a lot of my plans regarding cannister production... One small factory that I'm going to manually turn on and off, and have its train do a few trips and then stop.

#

Well I guess it'll automatically turn the factory on and off when I tell the train to do stuff.

#

So... as I online these fluid packager / unpackager loops, I'll do a little bit of train housekeeping, and waiting... but I can probably do that while building the thing. Have it be ready by the time I finish.

empty flower
#

how do i calculate how much power will i get from 600 uranium ore per minute with vanilla recipes?

#

all into ficsonium rods

thorny root
empty flower
wind spade
thorny root
thorny root
empty flower
thorny root
empty flower
#

for 600 uranium fully processed

flint lagoon
#

Technically MW is not per min, 130GW but its in the area. My nuclear plants uranium phase is fed with 9,6/min uranium rods, made from 600/min uranium with the Infused Uranium Cell recipe. So thats 19,2 reactors on 250% clock = 120GW

vast jungle
#

more like "empty my inventory and fill it with containers before travelling"

flint lagoon
#

Yes of course, thats about 10 Plutonium Reactors and 5 Ficsonium on the next phases netting around 210GW. But im pulling some of the Plutoium rods to Drone fueling so they dont run 100%

vast jungle
flint lagoon
analog meteor
#

i think im not gonna deal with ficsonium and only use uranium power and sink and use plutonium for drones

#

is that a good idea?

vast jungle
flint lagoon
#

No, I just have slooped one of the Plutonium Rod Manufacturer to feed the Drone ports, overflow going to sink. Single drone flies a looooong time with 50 stack of Pu-rods 😄

flint lagoon
#

I think the drone itself has only 1 rod onbard, the stack stays at the home port. And produce no waste 😬 Or maybe they do and drop it in bushed for doggos to dig up.

vast jungle
#

okay, Drone-Port of doom?

#

a stack of PRods is a nice radiation zone

flint lagoon
#

Yeah it is. But 1 ISC feeding Hazmat filters to Dimensional Depot lasts long.

vast jungle
flint lagoon
#

The Ficsonium phase is lot of work. Nuclear pasta, Diamonds and Trigons, and I was surprised how much concrete went into the 3 phasing.

copper seal
flint lagoon
brisk smelt
#

they should add hazmat walls...

karmic locust
#

How much ionized fuel is needed to run a.. let's say 100 drones network. I understand it depends on distance etc.. but what would be a good number ?

wind spade
#

it heavily depends on distance, hard to say

karmic locust
#

let's say all of em do half the map size trips

eager solar
#

other than not being affected by headlift gas are the same as liquids right?

karmic locust
#

so 2.7km

wind spade
karmic locust
#

how does that matter

#

speed of drones with ionized is 45m/s

wind spade
#

since drones take fuel based on distance, but if they clear it in half time, they take fuel twice as often, effectively eating double the fuel

#

so if they will be waiting for empty drone port or going around terrain (afaik they do that), they will use less fuel per minute

#

hence why it's so hard to estimate it

karmic locust
#

pff, thats why trains are goated

wind spade
#

~~yeah because trains are super easy to estimate how much power they will use \s ~~

brisk smelt
#

should be able to overclock trains with end-game fuel 😔

vast jungle
prisma kraken
#

yeah, they run on anything you can burn in a generator 😉

wind spade
vast jungle
copper seal
#

biomass drones here i go

#

ok, aluminium making question

#

the machines do use up some water right, just not all of it?

deft lichen
#

the entire setup has a water byproduct

copper seal
#

so you put in water into the first machine and overclock it so its makes more water byproduct, then you put that byproduct into the next machine, overclock that one, so on so on?

#

and every time it has to be precisely as much water byproduct as the next machine uses, right?

deft lichen
#

so you can either
a) mix fresh and recycled water into the input (I personally don't recommend this)
b) separate setups consuming fresh and recycled water
c) only use fresh water and get rid of the water byproduct elsewhere (burn off in coal generators, wet concrete, package and sink, etc.)

copper seal
#

until.... you end up with no water? or just enough water to be used in the next step of the process?

#

i really don't get it

#

say i have 6 machines, i do all the overclocking right, i still have water left

#

is there a process later in aluminium making that then uses that water without also throwing out a liquid as a byproduct?

deft lichen
#

no, you always get excess

copper seal
#

whatever

spare jolt
#

technically you can try making a loop working only on waste water, but this requires slooping and wasting sloops on alumina is kinda eh

copper seal
#

or i can just uninstall this game and save the hard disk space

spare jolt
#

fair.

#

delete the game. go touch some grass, find a wife/husband, make children, raise them and die. much better.

dark star
#

feeding water back into your alumina production and then adding as much extra as nessecary using a priority input valve is usually the way i go

prisma kraken
#

hmmm, new patch reset the slugs and sphere collectables in the world

spare jolt
#

not all of them

#

there are some spaces that didn't have them reset

prisma kraken
#

what about sloops?

copper seal
#

there is no such thing as a priority input valve its just something people made up on their own to overcome this games' shit liquid mechanics

spare jolt
#

not sure, didn't find any reset one yet

copper seal
#

ever single time liquids are involved this game becomes 2x less fun

dark star
#

its quite an easy setup to make that works BECAUSE of the way the game treats fluids

spare jolt
dark star
#

but if you dont wanna build that, yeah you could just produce the water needed, and take the byproduct water and find a way to use or sink it

prisma kraken
#

what all was reset:

amber umbra
#

I’ve been seeing collectibles resetting every time I re-load a save.

spare jolt
#

holy shit that a lot of spheres

#

and I already collected like half of them before the patch for dd upgrades 💀

proud totem
dark star
spare jolt
#

either way, I don't really mind excess shards and spheres and sloops. if it becomes too many of them, i can flush them

proud totem
# deft lichen so you can either a) mix fresh and recycled water into the input (I personally d...

I'm curious as to some of the problems you run into with mixing fresh and recycled? I've seen this opinion before, but I just started aluminum so I haven't really experienced much. All I did was a basic setup with 1 water extractor and mixing the recycled back in with the fresh (since the 1 extractor gave 120, the recycled gave 60, total of 180 needed for the full running system once it started up) but that seemed to work, albeit a simple setup

dark star
#

actually, could maybe make an aluminum setup without water feedback by making the exact amount of instant scrap (use the water byproduct to make the sulfuric acid)

fringe seal
#

with strategic slooping, you can eliminate water input from aluminum chain

dark star
#

im setting up multiple pure nodes of bauxite at this point, to dont have that many sloops

deft lichen
proud totem
deft lichen
#

yes

copper seal
#

guess i can do that

fringe seal
#

people often recommend wet concrete for getting rid of byproduct water

copper seal
#

just package water and sink it lmfao

deft lichen
#

this applies even if the second step (alumina) uses a common pipe

#

I think wet concrete is bad and sinking very bad, the only right way without recycling would be coal generators

proud totem
#

TBH I'd rather just add a failsafe overflow with sinks for my output than spend other resources to sink water, and ensure that at all costs the output doesn't stop (wow sorry, I worded all that really poorly)

copper seal
#

i'd rather not touch liquids at all if possible.

dark star
#

im afraid you're gonna hate the next tiers of production

proud totem
#

Wet concrete is a good idea though

copper seal
#

thats why im considering just uninstalling

spare jolt
#

you can't not touch the liquids, but you can minimize dealing with them

dark star
#

fluids really arent that bad, just keep your fluid systems small and iterate in blueprints

fringe seal
#

the bs fluid mechanics are just artificial difficulty at this point

copper seal
#

i can deal with fluids if its just that

#

but if it then starts putting out water byproducts and the entire system can for some nonsense reason gridlock

proud totem
#

Liquids are honestly not all that bad. Yes they are a bit finnicky, but nearly every problem I have experienced or seen talked about had a relatively simple solution

spare jolt
#

build fluid buildings in simple ratios like 1:1 or 1:2 close to each other, separate one complex pipe system into many small ones etc

dark star
copper seal
#

maybe i'll just make a gigantic ass buffer and flush it once in a while

#

another option i guess.

amber umbra
#

Video games inherently have difficulty created by the devs that the player overcomes using the game mechanics. Is what it is.

thorny root
fringe seal
#

i.e. what should have worked if you go by what the game tells you, but the fluid mechanics in this game is so convoluted that it does not work if you are encountering it the first time (and second, and third, ...)

spare jolt
#

for exmaple, my direct (each building goes right into the next one) package water > DPFuel > unpackage fuel loop have been proving flawless so far

copper seal
proud totem
#

And just don't max out flow rate on pipes. The second I started treating MKII pipes as max 480-500 flow, my problems disappeared

copper seal
#

like i said i can deal with mk2 pipes at full capacity thats no problem

#

just loop it back on itself

fringe seal
#

loops have never worked on me lmao

copper seal
#

but liquids "gridlocking" is nonsense

fringe seal
thorny root
spare jolt
#

also simple systems don't really need loops tbh

copper seal
proud totem
#

I don't see how gridlocking it is nonsense. You end up producing more water than you can handle, it has to go somewhere, and that somewhere is a pause in production. Gridlocking can even happen with belts

thorny root
copper seal
#

just put it back into the lake

amber umbra
#

Trains “loop saturate” gridlock as well; doesn’t mean the trains are bad. Mechanics are what they are.

thorny root
copper seal
#

lizard doggo can eat my cluster nobelisk.

proud totem
copper seal
#

also isn't the entire point that we're supposed to be exploiting the planet without remorse?

charred saffron
fringe seal
#

tbh I kinda like feedback loops

copper seal
#

but if possible i'd avoid mods

fringe seal
#

it's just, all instances of it involves fluids in this game

amber umbra
#

Rocket fuel default is belt feedback loop w compacted coal.

fringe seal
#

right

charred saffron
#

Besides, the game is fun enough without mods for now

copper seal
#

plenty of good QOL mods

fringe seal
#

belts are fine. you can exactly see what is happening where
fluids are like a black box that occasionally breaks, because fuck you.

copper seal
#

We used to have Smart! which was amazing, or Infinite/Blueprint Zoop, or Daisy Chain Everything (not really necessary or even better, just looks better visually), or SkyUI, stuff like that

#

well as long as there are no fluid byproducts involved, just looping the pipe from the end back to the start tends to fix alot of stuff :p

fringe seal
copper seal
#

I already spent 3 days trying to make oil work a week ago, but i've been putting off Aluminium for like 4 days now because 1. I don't understand it 2. it makes no sense and 3. it doesn't even look fun

charred saffron
amber umbra
#

For my actual advice, just look up verified solutions to the aluminum water byproduct problem, implement it, and move on to a different production line. Pretty sure like 80%+ of players just look up how to do it.

copper seal
#

i tried but it still doesn't make sense

#

and even if i try to just follow the instructions word by word, and i do get it to work

#

its for some 300 bauxite setup

spare jolt
amber umbra
#

It’s still enjoyable to take the concept (like dedicated machines to consume the byproduct) and tune a production line as you like within the framework.

copper seal
#

while i need more than that

#

and those setups tend to not even use the alt recipes i have

fringe seal
amber umbra
#

I just finished my Al setup using alts. Guess ping me if you want to copy it.

copper seal
#

none because i didn't even start yet

#

but i have electrode scrap and sloppy alumina

fringe seal
#

iirc one sloppy alumina @ 90% + one sloppy alumina @ 210% takes exactly 600 bauxite

#

and the refinery @ 210% can take all wastewater now with electrode scrap

copper seal
#

what are the numbers for 2160 bauxite?

#

🤔

amber umbra
#

I found a “unit” consuming 300 baxuite is nice for those alts. Then copy paste until you get desired total output.

copper seal
#

or rather 2x 780 and 1x 600

fringe seal
copper seal
#

i didnt even start i just said that lol

#

i've been putting it off for 4 days because im trying to understand it

#

and i just can't, because it doesn't make sense

fringe seal
#

sloppy alumina eats 200/min
you need to divide it 3 (for freshwater) : 7 (wastewater)
2160 * (3/10) / 200 = 3.24
2160 * (7/10) / 200 = 7.56
so 324% total and 756% total

#

3.24 + 7.56 = 10.80, 10.80 * 200 = 2160

fringe seal
copper seal
#

xD

fringe seal
sharp warren
#

does this tool also have an option to create your own visualization maps from sctratch? like instead of inserting input/outputs you manually build a map as you would in game

brisk smelt
#

no

sharp warren
#

aww

brisk smelt
#

its a calculator for a reason, it gives you the bset recipes which minimize weighted resource usage

outer vale
#

it doesn't care how you lay it out or connect it up

#

in particular there's ~infinite ways for how you split any specific node into a set of clocked buildings

fringe seal
# fringe seal anyway I think this one is correct
    -200 Baux -200 Water +240 Alu. Solution / min
1 Electrode Scrap: 
    +105 Water -60 Coke -180 Alu. Solution +300 Scrap / min

Removing irrelevant parts: 
1 Sloppy: 
    -200 Water +240 Alu. Solution / min
1 Electrode Scrap: 
    +105 Water -180 Alu. Solution / min

Matching the Alu. Solution amount: 
.75 Sloppy: 
    -150 Water +180 Alu. Solution / min
1 Electrode Scrap: 
    +105 Water -180 Alu. Solution / min

105 - 150 = 45
The system will mostly supply its own water, but we need to add 45 water / min

45 : 105 = 3 : 7
30% of water consumers use fresh water, 70% of water consumers use recycled water
shy nova
#

I have a question about how to optimize production of iron and copper ingots. I have an area with 600 iron available and 300 copper available, I also have two alternate recipes I can use for this. These recipes are the alloy recipes, the iron ingot alloy is 40Iron ore per minute and 10 copper ore per minute to make 75 iron ingots per minute. The Copper Alloy Recipe is 50 Copper ore and 50 iron ore to make 100 copper ingots per minute. How could I maximise the amount of both ores I can produce?

thorny root
thorny root
shy nova
thorny root
#

Pure copper via refinery. Pure Iron via refinery. T5 tech required.

#

The highest yield recipes are the "Leached" ones, followed by the "Tempered" ones, followed by the "Pure" ones. Not every processing method exists for every metal. The alloy type are 4th highest yield, just a hair above the default base processing recipes.

#

With Leached, you pay a heavy price: Sulfur. Extremely rare compared to the demand at end game, it is not recommended to leach anything unless you have to. Tempered isn't so bad if you're past needing fuel for electricity, you can repurpose those refineries after you're done with that and do this instead. It's good for bauxite and caterium. Pure is the one I use for everything else.

#

To min max an example: Quickwire... Tempered caterium (or pure), pure copper, -> Fused quickwire

shy nova
#

I suppose refinery alt recipes are the way to go. I wanted to avoid those recipes because refineries are so large, but I just have to suck it up

thorny root
shy nova
#

Noted!

thorny root
# shy nova Noted!

its a little tight but you can even get all of it in 4x5 of the 5x5. As long as you make use of a logi layer under the refinery for the double stack of manifold

shy nova
#

Thanks, I might do that if I can make it look good

thorny root
shy nova
#

Looks good for a blueprint. Most blueprints tend to have insane clipping and spaghetti but this one looks decently clean

thorny root
lean fable
#

Would it be worth spending some time setting up a liquid biofuel production line to use for the jetpack?

thorny root
brisk smelt
#

no

#

just make ionized or smt

lean fable
#

professional flower picker

thorny root
#

... if he's contemplating biofuel for the jetpack, he doesn't have ionized.

lean fable
#

does it look like i have ionized

brisk smelt
#

yep

#

*i am blind nvm

#

turbo is fine too it just burns out really quickly iirc

lean fable
#

But yeah i though of an alternative for fuel, thinking i could produce a bunch of liquid biofuel from animal protein but even that would time consuming for nothing

lean fable
#

JUST got into oil

thorny root
brisk smelt
#

does heavy oil residue also work as jetpack fuel, it works for drones doesn't it

brisk smelt
#

jk just use algebra

solemn gorge
#

Is there a way to sink or get rid of liquids without having to package them?

thorny root
fringe seal
#

A = Iron alloy
B = Copper alloy

Total iron ore = 40A + 50B = 600
Total copper ore = 10A + 50B = 300

brisk smelt
#

or wet concrete works too

solemn gorge
#

😢

brisk smelt
#

is this about alumina hahah

thorny root
#

So... I take it the community thinks sloppy alumina is the superior recipe due to the 20% increased bauxite efficiency?

brisk smelt
#

sloppy is the superior recipe

#

and electrode

brisk smelt
#

😋

thorny root
amber umbra
#

K

lean fable
#

now what the sigma

fringe seal
brisk smelt
fringe seal
thorny root
outer vale
#

seeing as there's like 2.5x the iron, you probably shouldn't

#

buuut it's still huge numbers you'd probably never use all of anyway, so eh

fringe seal
thorny root
#

and once the box fills pull the sloops, all the input, and forget it exists. It'll last you well beyond the point you unlock ionized fuel.

#

Also parachute is the superior back equipment until you get hoverpack

#

Sulfur is more valuable than gold on this planet.

amber umbra
#

For the liquid biofuel topic, because the production chain has so many steps it multiples heavily. So you can fill sloop, overclock the liquid biofuel production for a while, then remove the sloops after filling a storage or three.

brisk smelt
thorny root
#

The converter thinks the ores are valued in this order.

#

The world distribution doesn't agree but the recipe usage does.

#

However certain things... just eat sulfur like candy.

prisma kraken
#

FYI, i count 29 sloops that respawned

thorny root
#

I wonder... how silly it would be to sloop a chain from limestone up to bauxite and then back down to sulfur... Just once.

tidal dock
#

for conversion?

thorny root
#

Yes. Conversion multiplication.

brisk smelt
#

so much SAM

thorny root
#

Yeah... a lot of sam.

tidal dock
#

currely, all my sloops goes into SAM production and sink them for now.

brisk smelt
#

can bauxite even go into sulfur?

thorny root
thorny root
tidal dock
#

It's been two+ weeks and I haven't finish my factory in Blue Crater.

thorny root
tidal dock
thorny root
tidal dock
# brisk smelt decorating? :o

nah, i'm bad at decoration, I'm just making a mega factory to make lots of mats that needed to make Plutonium Rod. The location also have 140GW Rocket Fuel plant.

plain fossil
#

anyone else design a factory for computers in one place, forget and build another somewhere else

amber umbra
#

Reasonable. Early computers then crystal oscillator computers.

brisk smelt
#

i dont do factories for stuff that low in the production chain

plain fossil
#

i have caterium computers

#

thats what happens when 800 quickwire/min and nowhere to put it

brisk smelt
#

ah

#

usually i would do RCC/SC(SSC) megafactory and ship everywhere

plain fossil
#

im not pro enough for abbreviations in this game

brisk smelt
#

radio control unit and supercomputer (solid-state recipe)

plain fossil
#

im so slow tho

#

im too lazy for stage 3 space elevator stuff

prisma kraken
plain fossil
#

but its stage 3

#

i have all of the things for it

prisma kraken
#

honestly, there's no rush 🙂

plain fossil
#

yeah but i only have so much time until big exams or other real life things

proud totem
proud totem
brisk smelt
#

plan to play for one hour -> realize it's 2am

wind spade
#

I mean if the plan was made at 1am, it's all good

proud totem
#

Fair points 😂

#

Or you can also always get a notebook and a pencil, and whenever you have a random free hour, work on designing a factory. Open up the wiki and start thinking things through

#

Then when you have more time you can actually implement it. Also makes it easier to implement in multiple short sessions too since you have a plan

violet halo
#

I remember doing that during lulls at work for DnD decades ago.

scarlet sky
#

Any idea why these machines would go idle? There seems to be no reason for it. It's happening when I walk away and return to them...

#

yeah, as soon as I get within about 12m of them, they idle for a second or two

modest viper
#

If input are in excess could be the water isn’t being all used

scarlet sky
#

The ouput buffers are empty when this happens

#

And the input buffers are full

#

I'm pretty sure it's a small bug but I'm not sure exactly what triggers it

lunar ingot
scarlet sky
#

Ohh that's probably it

scarlet sky
#

Interstingly though, the machine is still powered here

#

Just... idle

#

Never noticed this bug before

lunar ingot
# scarlet sky Never noticed this bug before

yah, i personally do almost everything on a single grid, only putting things like slooped OC'd particle accelerators and such on a priority switch, so i don't run into it too often. ironically this bug is more annoying if you're more careful with your power.

scarlet sky
#

And I vastly overengineer my power grid and use priority switches all over the place, there's three of them at least in that aluminium plant

velvet venture
#

perfectly balanced, as all things should be

broken kiln
#

so i was going to go the turbofuel route in blue crater, but if i can eek out 50 RCUs, i can just go straight for RF, and this looks to be enough for 720 generators, aka 180GW. I kinda wanted to have a full overkill build for this power plant, but should i even bother for a normal playthrough?

fringe pawn
#

That depends on your goals, but that's overkill if you just want to finish the 5th delivery. Even plain old diluted fuel is plenty for the final delivery. However you want to get to 50-100GW 🤷

dire forge
#

Can someone help me understand efficiency, started playing a couple days ago and I have the following set up:

  • Miner Mk1 on Pure Iron Node Produces 120 iron a minute

  • This gets split into 2, 60 of it is dealt with elsewhere and 60 continues on

  • A second splitter which splits it into 2 lines of 30 these 2 lines

  • These 2 lines each go into a smelter that makes iron ingots, both of these smelters show 100% efficiency

  • Each smelter connects into a separate constructor, so 2 constructors with 3 iron ingot going in per minute

  • One of these constructors is running at 35% efficiency whilst the other is running at 58%, this seems to change frequently sometimes one is higher and one is lower at one point is was 11% vs 84% and sometimes they are around the same at one point it was 66% and 67%

Note: All conveyors are mk2, nothing is overclocked or underclocked

I feel like I am missing something about how this works, any help would be much appreciated

proud totem
# dire forge Can someone help me understand efficiency, started playing a couple days ago and...

Watch the constructors for a little bit. Are either of them starved for their inputs? Or perhaps you have a buildup on the output? Machines stop producing if their output buffer is full. If they are starved for input, work backwards to see where the resources are stockpiled at.

If you mathematically should be using all the iron from your miner, check the miner too. Is it at 100% and doesn't build up excess? If so, then you simply have too many machines somewhere (or did some math wrong) for the number of raw iron ore. If it is not at 100% (meaning it will also have built up resources in its internal buffer), that means there is certainly an issue in the line somewhere

wind spade
dire forge
#

iron plates

wind spade
#

where do the constructors go? are they full or empty?

dire forge
#

Just into storage containers for now, not finished yet, storage containers nor constructors are full though

#

Does it take some time for the efficiency to update, I haven't changed anything but it seems to being going up a bit on both constructors, they are close to balanced now

proud totem
#

Yeah somewhat. It is calculated by a few different things, but time is absolutely a factor

#

You can "reset" it 100% by turning the machine off and on

amber umbra
#

The efficiency percent takes minutes (?) to fully stabilize.

broken kiln
#

i imagine (with no proof whatsoever) that it's calculated over the previous minute of runtime

proud totem
dire forge
#

Just checked again, they are both 100% now, I guess I was just too impatient, thanks for the help anyway though, I understand it better now so that should be helpful going forward

cerulean stratus
#

so far the nerding of making logic systems is going pretty well

weary parrot
#

Hi o/
I'm trying to make a 'no waste oil factory' from this layout : https://www.satisfactorytips.com/guides/no-waste-oil-factory
After crunching some number and using the formulas
I came up with this :
But, I'm questionning my sanity, it say I only need 2.4 blender for Fuel, but I have like 400*2 residual fuel from oil ?
a blender is consuming 50/min

Am i missing something ?

terse stone
#

Visualizing Recipe and Item relationships, using HMF as an example.
-First level: HMF outputs and associated recipe inputs.
-Second level: recipes of those inputs
-Third level: recipes of inputs of inputs

#

Visualizing EVERY recipe and item relationship in the game

wind spade
#

yeah a few people have tried this... pretty much impossible 🙂

proud totem
rotund sleet
proud totem
#

Which may be what is happening. You may be creating those products, but not using close to 600 oil

weary parrot
#

imma double check the formula. might missed something

heavy gust
#

you can turn 300 oil into like 800 total plastic/rubber

terse stone
#

I'll be using this directed graph network to evaluate all permutations of producing an item in order to choose the best production plan against goals like minimizing power consumption, reducing use of valued resources, etc.

Have people already investigated this kind of optimization?

proud totem
#

Using diluted fuel and recycled rubber/plastic, you can get all that for 80 crude oil:

weary parrot
#

🤦‍♂️ ok I forgot the /5 into the crude oil thingy

#

this make prob more sense

turbid sapphire
#

Currently making 15 HMF a minute, trying to figure out how much of it I should turn into fused. Also trying to figure out how many heatsinks and cooling systems I should make as I'm going to combine it into a single factory. Open to any input!

heavy gust
proud totem
proud totem
heavy gust
#

ah sure

weary parrot
#

need some coke to make other stuff

#

120 is enough, i was trying to move the rubber / platic numbers to get to 600 oil/min

wind spade
weary parrot
#

anyway thanks 🙏

terse stone
wind spade
terse stone
#

That's cool, are you an author of one of the online production planner tools?

wind spade
#

SatisfactoryTools

proud totem
#

Because I guess if you want to go beyond greeny's already amazing tool, you could learn how to structure LPs yourself and solve them using the same API

wind spade
#

well the "external API" is still what I made 🙂

proud totem
#

You made your own LP solver? Sweet!

wind spade
#

and yeah, for the actual LP solving it uses existing library

#

because only a madman would write that by hand

proud totem
#

Oh, yeah that's moreso what I meant 😂

wind spade
#

and I'm (very slowly) working on a new one anyway

proud totem
#

I remember my professor always telling us to never bet our implementations against CPLEX since it is quite difficult to build one

weary parrot
#

thinking of greeny we have the "I want to make that much of this item"
Is it possible to make a solver, and you say, I have this in input, how much can I make ?
Is that even possible ?

wind spade
#

Tools can do that

proud totem
#

Yeah, there's a maximize a specific output option right?

wind spade
#

there's maximise mode

#

however I wouldn't recommend using it (or rather, if you use it, copy the final output amount and use it for items/min mode)

proud totem
#

How does maximize work with multiple outputs? Like, does it try to balance the two together? Or is it a direct sum of the two?

wind spade
#

it makes equal amount of both

#

so once one product is capped, they all stop

proud totem
#

Okay, so just an additional constraint then, then just maximize one of them

terse stone
#

Awesome work! Love the way your tool handles loops in Oil Processing recipes. If I get a prototype of my idea to a point worth showing mind taking a look at my production optimizer approach?

wind spade
#

and there was a thread where I explained more in detail how the linear solver works, if you're interested I can find it

weary parrot
#

I just realise I was using the tools wrong 😂

vapid gorge
wind spade
#

there's no "wrong" way of using Tools 🤔

wind spade
vapid gorge
#

that stuff got obsolete? yeah people have ot keep payingattention

weary parrot
#

madge

#

back to number

fringe pawn
#

That's a problem of all EA games. Outdated information.

wind spade
vapid gorge
# weary parrot oh man really ?

yup
In general though I wouldn't trust full step by step tutorials, especially from youtube. Sometimes they're explained poorly, sometimes the person is just bad and wrong.

vapid gorge
fringe pawn
#

I wouldn't fully trust any guides that are clearly dated before September 10th of this year.

wind spade
#

and hosting obv

vapid gorge
#

well many years into a game not surprising a lot have dropped it

grand jasper
#

soo i have no like my AI servers set up but they arent really producing yet. do i have to inject dark matter to start it?

pastel obsidian
#

yes

grand jasper
#

about how much?

magic island
#

just enough to get the encoder recipes running to kickstart the loop

grand jasper
#

ok ill hand feed it then