#math-and-meta

1 messages Β· Page 238 of 1

neat crest
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Much easier to adjust if you just keep the primer rubber separate

pastel obsidian
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sloops maybe?

magic island
#

Assuming you only want rubber & plastic (the formulas get a lot more unwieldy if you also want HOR/Coke/Fuel/Fabric)

let r = desired rubber and p = desired plastic

HOR Refineries = (r + p) / 90
Diluted Fuel Blenders = (2r + 2p) / 225
Residual Rubber Refineries = (r + p) / 180
Recycled Rubber Refineries = (16r + 7p) / 810
Recycled Plastic Refineries = (8r + 17p) / 810

plain fossil
#

that time has come for me to understand signals, how do i do this one

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just for the 2 trains to not collide

pastel obsidian
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  1. just make two separate rails
  2. just make it one big block,
  3. you can get fancy and go path but not worth IMO
plain fossil
#

if i want 1 train to stop to let the other one pass

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is that the fancy route?

pastel obsidian
#

just add block signals before the junction on both sides of each rail

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you only have 2 trains going on this piece of rail right?

molten gyro
#

Are all trains going one direction?

plain fossil
#

nah i made 2 paths

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its just one small stretch so there is no point

magic island
#

might need to slap some arrows on that picture explaining which way trains will be coming/going on each rail

molten gyro
#

Oh, I see the second branch. I would just make it a big block section

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I don't think you can take advantage path signals at all

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Place all the block signals before the merges @plain fossil

plain fossil
#

guys its fiiine they are separated now

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the marriage didnt work out

molten gyro
#

πŸ’”

pastel obsidian
#

You could also just make less Plutonium fuel rods and reduce the ammount of sam you need

plain fossil
pastel obsidian
#

how are you making your non fissile uranium?

molten gyro
#

I don't like how limited sam is

pastel obsidian
#

its not that bad unless you want to get into plutonium processing.

plain fossil
#

how do i optimise trains tho

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like the incoming transfer rate is 218

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which is bad for me bc i want >480

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oh wait i think i get it

pastel obsidian
# plain fossil how do i optimise trains tho

It depends on that the problem is,

  1. belts stop working when unloading so you should use two belts into an industrial Storage
  2. Loading trains till full and unloading full trains helps with reducing downtime
  3. If the train takes too long to get from A to B it reduces output
plain fossil
#

yeah 1. i figured out fast

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im proud of myself for that

pastel obsidian
#

Nice

plain fossil
#

oh so i just set them all to full

pastel obsidian
#

if you need to get maximum throughput yes but it it does mean the train takes longer to load depending on your belt speed and item stack

prisma kraken
#

it generally is better (and simpler) to just leave them running their loops w/o tweaking their config. If there is some special circumstance where you say 'if only this train was doing xyz instead, we'd have an improvement' should you try tweaking things, imho

prisma kraken
#

it takes 34 sloops to convert all the map sam

molten gyro
#

Huuuuh

prisma kraken
#

what part didn't you understand?

fringe pawn
#

Isn't slooping alu+sam converters for ficsite better? You get the same amount of sam back compared to slooping 2x trigon constructirs, but you also save aluminum.

scenic cloud
#

Yea, should just be better.

prisma kraken
magic island
#

I think the one main use-case for Advanced Train settings is when you have 2+ trains on a route, and you don't want one train to do a partial load/unload just because it arrived right behind another

fringe pawn
prisma kraken
#

you may be right, lemme check the numbers on that

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yeah, same sloop count

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its better except for the power

brisk smelt
#

fisconium is literally just not worth using

fringe pawn
#

If I recall correctly the hierarchy is ficsite, trigons, and reanimated from best to worst for sloops. Strictly in terms of resource optimization. Unless you're in some weird scenario where you need specifically lots more reanimated sam.

prisma kraken
#

trigons aren't so good because you need 3 constructors per converter

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use case for needing rsam: converting caterium to bauxite for making ficsite

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when you get into max nuclear numbers, it isn't un-compeling of a thing to do

prisma kraken
leaden cosmos
remote flame
# prisma kraken same can be said at this point about nuclear in general.

Pretty much just this really, #design-and-architecture message

It really isn't much less power to just sloop rocketfuel and simplify the entirety of the process, required resources / real estate (factory setup), and can always be expanded to ionized if the player ever wanted to, which in itself is not a large increase in power either.

as an example, a highly utilised (not quite maximised) blue-crater RF factory is capable of yielding 425,000MW unslooped

leaden cosmos
#

Unless we are talking max slooped nuclear. In which case your poor pc

prisma kraken
#

at those numbers, you start running out of everything between the aluminum and copper and sam

remote flame
#

Yeah the post only looks at uranium fuel rods and no further, it just sinks the plutonium rods to completely eradicate the plutonium waste stage. It really comes down to how far / how many resources one wants to expend to fully 'utilise' uranium, don't get me wrong it is an awesome achievement, but not one I'm probably going to repeat on a mass scale ever again when the RF method is just far more forgiving and resource savvy for quite a substantial amount of power

prisma kraken
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what i realized in playing with the numbers is that the encoders for the fics rods should be slooped

leaden cosmos
prisma kraken
#

when you do that, the plut rod power equals the fics rod power and actually ends up being a fair bit of power

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well, converters for the trigons, not the trigons themselves

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there's a lot of permutations i've worked through the math on, haven't done so exhaustively, but in all cases, slooping one of the two steps in the ficsonium chain yields 2x the power of plut rods alone

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expensive AF to do, but that isn't bad power

prisma kraken
#

you ended up at 112 fr's/min if i'm reading correctly, when i worked through it all, i ended up finding 112.5/min as the max

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(nicer number for everything - all the way down you end up with 9 or 18 machines at 250%)

leaden cosmos
#

I was only using default uranium. To get the nice numbers takes a little bit converted

jovial jacinth
#

@frank crystal diluted fuel is 50 Heavy Oil Residue to 100 Fuel....think you need to recheck your numbers

leaden cosmos
#

Based on the resources i could scale it up with converted uranium πŸ™‚

amber jacinth
#

@glossy nebula

amber jacinth
#

FR

glossy nebula
#

HOLY MOLY

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I AM GOING TO DIE MAKING THAT 😭😭😭😭😭😭

leaden cosmos
prisma kraken
#

this is the chain that i found yields the most power/ore without getting nasty math:

small heron
#

What is more power efficient, to have one drill at 120% or two, one at 100% and second on 20%?

remote flame
# leaden cosmos https://docs.google.com/spreadsheets/d/1a-bACz1ju7ETafl1aWmKlMiCvJ9rKHO9njoILzwj...

If your max power in that sheet is summed to 1.47TW, it really would be more effective to just utilise 2000 Uranium and use Infused Uranium Cell and Uranium Fuel Unit alt recipes, expend 80 sloops there for a potential power output of 1.2TW, then use 20 sloops for 2 power boosters (without even thinking of feeding them alien power matrices) and that gives you 1.44TW, completely eradicating the need to go further than sinking the plutonium fuel rods (and any use of SAM all together) and just a tiny bit cheaper on your sloops too πŸ˜›

prisma kraken
#

you can squeeze a little more power out of it by chaning non-fiss to fertile

glossy nebula
remote flame
amber jacinth
#

sink it? Β―_(ツ)_/Β―

prisma kraken
#

turbo diamons, compacted steel or coal gen

pulsar notch
prisma kraken
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(or just sink it)

violet halo
remote flame
# amber jacinth <@683368054993977530>

Only thing I will say however is Nitro Rocket Fuel method is very forgiving on the Oil needed and the factory logistics, but incredibly harsh on Sulfur (56% worse I think from memory?) , 20% worse on Nitrogen, and needs Coal. but if you don't care about sulfur go ham haha

glossy nebula
glossy nebula
prisma kraken
glossy nebula
unborn ermine
prisma kraken
#

i did blended tf into rf with 900 oil, 600 sulfur and 800 nitro/min, it kicks off 600/min resin which i'm using to make rubber->plastic and the compacted coal is still unused

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i may do something cheeky and use compacted steel to make cannisters and heavy tf to convert some remnant yellow fuel into packaged tf, but i'm undecided on that all

unborn ermine
remote flame
unborn ermine
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its just slooooooooow now

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thats the only thing thats "bad" about it, besides needing sulfur, or a RF setup making compacted.

prisma kraken
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yeah, it got buffed and nerfed. imho, it is practically unusable now

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the yield is super-nice, but your need for steel in 1.0 is so much less

unborn ermine
#

#HyperfocusMoments

prisma kraken
#

any which way, compacted steel is an endgame thing as a build because it just needs a lot of power. There's just not much steel needed once you take care of hmf's

dark hornet
#

hope this is the right channel for this: i've got an aluminum factory set up running 4x refineries with sloppy alumina into 4x refineries doing basic aluminum scrap. i've got the pipes from the scrap output connected to the input pipes of the sloppy alumina (480 water out, 800 in needed) and also have 3 water pumps with one underclocked to 80 (for 320 total). theoretically this should be self-sustaining as long as i sink the overflow output so the downline stuff keeps running, right? i came back today and it's stalled out from the water pipes being full, any ideas?

pulsar notch
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I bet mk 1 pipes somewhere are the culprit

dark hornet
#

my only thought is because it's not a complete loop (i put a buffer on one side of the output to flush before i had the line 100% operational) there are pipe segments filling with over 600 at points and it's not all flowing together

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no mk1 pipes, made the whole build after unlocking mk2

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first pic is the inflow to the sloppy alumina and second pic is the outflow with the buffer, the output goes back to the input below the floor on the far side of both, and the inflow from the pumps is the nearer floor pipe in the first picture

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if i connect both ends of that loop would it fix my problem?

prisma kraken
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the freshwater feed is being piped in from some distance away and up a fair bit of altitude

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the piping for aluminum is super-finicky

dark hornet
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got it, yeah i think my junction in the top left there is bottlenecking the whole process because that's where the extractor inflow comes in and where the scrap outflow connects

prisma kraken
#

also really double check your numbers (i'm sure you have) and visit the machines to make sure what you think they're set to is correct

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if anything in the processing chain stutters at all, too much freshwater enters the system

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also, unrelated, but topical, the buffer just time-shifts the issue and makes troubleshooting it all harder

dark hornet
#

yeah i just checked it and every downstream output is being dumped to a sink, but i do think it's just that corner of pipes

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i was meaning to get rid of the buffer anyways

prisma kraken
#

i've run into some 'doh' things with aluminum where i missed having a mk5 belt for the scrap or an ingot producer clocked wrong

dull leaf
#

Hey does anyone know what this extra 0.03 refinery is for?

prisma kraken
#

one that i had that drove me nuts for a while is that i had a fluid tank constructor that i had moved to a more convenient spot, but forgot to clock right

prisma kraken
dull leaf
#

oh I didn't even know there was another site lol thanks

prisma kraken
#

yeah, there's a few out there sftools is generally considered the best for prod planning

dull leaf
#

oh wow I already love it for the input changes

marsh gate
#

Hey. So I'm trying to figure out the math of Screws.
I have (in a test I'm trying to do the math for) three Constructors, maxed with Power Shards + Somersloop. All three are using Cast Screw.
250 x 3 is 750/m, which needs three 37.5/m Iron Ingots (one per Constructor) to satisfy their requirement.
...So am I wrong somehow thinking I'm going to need 2,250 Iron Ingots/m to satisfy its demand?

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Or should I be doing 37.5 x 3 (which is 112.5 Iron Ingots/m)?

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Is there a way to simplify this math for the future? Because I'm trying to do a friend's "3 for 3" approach. Having three Constructors producing the same (final) resource.

pulsar notch
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112.5

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Bear in mind that 250/min requires its own dedicated mk 3 belt

marsh gate
#

I can do up to MK5 if needed.

pulsar notch
#

Mk 5 is 720, so that still needs multiple belts

marsh gate
#

Well that's fine, I'll figure that out. Though, as I asked, is there an easier way to do the math for this '3 Constructors with 3 Power Shards + Somersloop' approach?

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Think it had to do with dividing something, but I forgot.

pulsar notch
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Side note note, but I'd personally never treat screws as a final product, especially not in those quantities

marsh gate
#

They'll definitely be used for other areas. This is just to have enough in the DD cloud that my buffer chests don't run out.

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Because with my current setup, I'm using more than I can produce and I'm trying to fix that (by producing more).

pulsar notch
#

Try to get the steel screws recipe if you need a lot of screws

plain fossil
#

bros i did it. i switched to turbo. These are using 300m3, but thats just half, i have 300m3 more to go.

normal gate
#

Whats the general rule of thumb in 1.0 with uranium fuel rods to power plants ratio? ie, X rods a min can support Y plants?

remote flame
# normal gate Whats the general rule of thumb in 1.0 with uranium fuel rods to power plants ra...

Oh so the standard burn time is 0.2 uranium rods/min to 1x 100% reactor. So 1 rod/min for 5 reactors

But a lot of people like fully overclocking the reactors to 250% because it then works to 600m^3/min per reactor for water (gets its own dedicated full mk2 pipe) and 0.5 rods for each reactor, so much nicer to work with and saves a lot of floor space!

So in that case, 1 rod for 2x 250% plants

normal gate
#

so if doing the overclock if my brain is braining right, its 1 rod for every 2 reactors, instead of a 1/5?

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hahaha you beat me

remote flame
#

Yeah I totally don't directly answer questions all the time lol, so I end up editing posts all the time.. like this one shh

normal gate
#

appricate the infos πŸ˜„

remote flame
# normal gate appricate the infos πŸ˜„

For additional info if it also helps;

If you use the Uranium Fuel Rod alternate recipe, which makes 0.6/min at 100%, you could overclock this manufacturer to 250% and make 1.5/min, which is 3x 250% reactors πŸ˜› really eases the maths and floor space at the nasty expense of power I suppose haha

Or the default recipe of 0.4/min, so full overclock = 1/min, or 2x 250% reactors πŸ™‚

normal gate
#

then just throw in some sommersloops into the manufacturers and its over 9000

gray night
#

yo quick question, is can I use normal coal instead of petroleum coke?

remote flame
gray night
#

electrode circuit board

remote flame
#

Ohhhh, ah no
The recipe calls for petroleum coke, it is considered a different product

I asked because you can avoid coal or coke for other products (like rocket fuel for example) haha, didn't realise it was regarding for the same recipe

gray night
#

welp that's rather unfortunate

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😭

magic island
#

yeah they are usable for many of the same purposes, but for recipes they are not interchangeable

prisma kraken
#

fun fact: vehicles have more range running on coke instead of coal due to its larger stack size

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not a game winning factoid at all πŸ™‚

vapid gorge
#

only about 20% further since per unit coke has less energy

past reef
#

is merging into a full mk6 belt a potential issue

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I'm seeing aluminum scrap from slightly overclocked electrode scrap backing up inside the refinery, merging 420 420 360

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all 3 input are mk4, I'm seeing slight back up 80 80 15 inside the refineries

leaden cosmos
past reef
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if by nearby you mean on the belt then mk6 lines should do heavy overclocking just like 600 pm pipe?

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I never seen this happen on mk6 from miner

pastel obsidian
#

how much backup are we talking about

past reef
#

I can just do 2 belts out, just curious

pastel obsidian
#

a little bitor its full of scrap?

past reef
#

a little increase over time

leaden cosmos
past reef
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those extract 3 machines are now 146 142 1 backing up

vast jungle
#

so the MK6 belt is the new MK2 pipe?

leaden cosmos
past reef
#

maybe lol, maybe it's time to stress test mk6

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it does have zero issue before splitting and merging I suppose it's not as bad

leaden cosmos
past reef
#

but then there's no backing up issue on merging 4 300 aluminum ingot lines into 1

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maybe it's just merging 3 lines which is bad, I'll think about it later

vernal swallow
#

Quick question, are there splitters that can split up into 5 outputs?
Or is the max 3

vapid gorge
frosty owl
#

Speaking of. I did some very crude testing, but the throughput loss is very obvious to me too @prisma kraken. Atm I think of MK6 as <1150/min

Interestingly (and worringly) the issue seem different from before as I didn't have any overflow from smart splitter in my miner-belts-sink setup... Just the miner piling up items; in other words it was as if the game didn't manage to push 1200/min from miner to belt in the first place

leaden cosmos
frosty owl
#

I don't agree, unless something about pipes changed that I'm not aware of yet, there is no similarity there.

Pipes can handle max throughput by building things with adequate care; belts can't, regardless of how you build them.

timid zenith
#

I should get a lot of coal

plush swan
#

it aint much, but finished the input stuff for coal generators. for some reason the most aesthetic one was also the most efficient 😁
(water on top, coal below, cuz was way easier to lift the water before spreading)

past reef
#

I'm not having issue on a 1200 line from miner multiple times with bauxite and caterium and sulfur

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Why are the conveyor lifts not aligned to the floor of the logistics space 😦

plush swan
plush swan
past reef
#

The one below the glass, a couple looks like 1m off the ground cause the belts were angled up

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I never did much architecture tho not sure if floor holes make it happen

plush swan
past reef
#

Makes sense, didnt look like you were calculating the distance for an insta connect lift so height difference like that might happen

plush swan
somber sphinx
hushed kettle
#

oh wait actually

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you just split it 6 ways and feed one back in

vast jungle
hushed kettle
#

oh yeah sorry

vast jungle
#

off-by-one error... you are in good company πŸ˜‰

hushed kettle
#

i wonder if that actually tracks down to 1/5 though

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doing a rough calculation it seems to add 1/4th to the items running on the initial belt

vast jungle
#

it does... think of it as a black box... all six outputs of the splitter have the always the same output... so as long as your input belt doesn't block, the split must work

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you just have to keep the merged pathway in mind... if this overflows the splitter breaks...

hushed kettle
#

yeah, I was worried about the input belt clogging up but that shouldn't happen

vast jungle
#

so either you have to use a faster belt than the input, or split it in two

hushed kettle
#

I'd calculate what the limit is but I haven't done them yet so

vast jungle
#

its just that the input must only be 5/6 of the capacity of the merged belt... because it will be merge with 1/6 of itself

#

wait... math mistake ^^

#

or better: "it depends on what you base the proportion on"

hushed kettle
vast jungle
#

x (input) + 1/6 * x = 100% (merged belt)

hushed kettle
#

I'll do it properly as soon as i get some paper

vast jungle
#

=> 7/6 * x = 100%
=> x = 100% *6/7
=> x ~= 85.71%

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but thats when you start with the "merged belt" capacity... you can also ask "how fast must the merged belt be for input x"

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(hopefully I did not make another mistake ^^)

hushed kettle
#

no no this math is spot on

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just remember this is only one round of the whole

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i don't know if that makes sense lol

vast jungle
#

of course the 1:5 assumes that the 5 outputs don't block

hushed kettle
#

yeah if they do it gets messed up

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a sink is mandatory for this because if you don't put it and backup creates you're screwed

vast jungle
#

I always manifold outside nuclear power, so its a non-issue for me πŸ˜‰

vernal swallow
hushed kettle
#

i did the calculations: remember to only have 5/6ths of the belt's maximum capacity coming in at most

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and no worries!

vast jungle
#

you can add a checker with a smart splitter ^^

warm bane
#

Is there a clean ratio of rocket fuel ->generator ?
With fuel i's easy since it's 20/min for each generator, but on the wiki it's this very much not clean 4.16667/min (I assume it's infinitely repeating 6 at the end)
I did a little bit of math and I think for 3 gens you'd get 15/min, but is that right ?

wind spade
#

3 gens are 3x4.16666, which is 12.5

hushed kettle
#

damn beat me at it

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but yeah he's right

warm bane
#

Damn I really can't math anymore

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So 24 gens is 100/min

hushed kettle
#

mhm

deft lichen
fickle roost
#

Are drones the best way to transport nitrogen?

wind spade
#

"best" depends on how you define "best" πŸ™‚

fickle roost
violet halo
vast jungle
# fickle roost Is train better?

what greeny says is it depends on distance, terrain, existing infrastructure (for fuel or rail lines) and amount of nitrogen you need...

fickle roost
vast jungle
#

so you could try both... just use half of the train for moving the bottles back πŸ˜‰

#

it most likely more a matter of taste... both would work, as would a LONG pipe

outer vale
past reef
#

depends on throughput, even with good compression ratio you don't really want to drone ~ 6 stacks per minute of packaged nitrogen

astral warren
#

In vanilla I'd probably have a packager train loop to transport it long-distance

brisk smelt
#

you can do like 900 N2/min per drone port usually

#

depends on distance

hushed kettle
#

(it's always the belt)

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(in my opinion and tastes at least)

warm bane
#

Can't you just pipe the nitrogen ? Since it's a gas it's way easier than oil or water no ?

hushed kettle
#

yeah i just like the look of belts better

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anyway, i have a question: i've built a manifold of 25 assemblers producing modular frames. 300 bars and 75 plates go in, 50 frames come out

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but the bar line isn't moving smoothly

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it's like dashing and stopping then dashing and stopping

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why is that?

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nevermind i'm dumb the plates are just taking a while to get there

timid zenith
#

Grahh I need more foundations

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I want my foundations reach that coal place

brisk smelt
hushed kettle
#

nothing beats a good ol belt

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(as long as it's mk5 or lower)

warm bane
half cargo
#

i won't lie, these both kinda seem nuts

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just storing harddrives rn but if they're both good, i'd like to pick one now so the other goes back to the pool, which one should I pick?

astral warren
#

Coated Canisters seem like they could be good for early to mid game fuel setups where they aren’t packaged via fluid tanks yet

magic island
#

Silicon Circuit board is great in its own right, and the fact that it skips Oil is a bonus in areas where you don't have it set up

I rarely find use for the Canister alts, since the main locations I pack up fluids are Oil facilities, where the plastic is right there. Or in transport loops where the canisters get reused and it doesn't matter how you initially make them.

half cargo
#

yeah that seems reasonable

#

also apparently I literally have every recipe now since the latest harddrive only gave one option D:

magic island
#

there will be more as you progress to new tech

half cargo
#

i think I also heard heavy oil residue is insane, or did I pick that up wrong?

remote flame
#

Pretty much as @magic island said above, It's situational to use alt Canister recipes and generally depend where you are at in the game too.
One thing I definitely use Coated Iron Canisters for is Mid-game BioFuel (HUB handles any Leaves/Wood > Biomass > Solid Biofuel > Liquid BIofuel [w. Water] ), since almost any playthrough I do has the HUB not near Oil, it makes this far more streamline not having oil as a requirement!

half cargo
#

because i'm about to get into oil and i got it sitting there waiting

north mauve
#

If it takes me 50hrs to get 500 coupons, how much does it take to get the next 500? Assuming I idle.

half cargo
#

i may have acted financially irresponsibly...

#

but yeah I defo grabbed the circuit boards now, seems very reasonable honestly

magic island
north mauve
#

Basically you add water to double your fuel amount, and then you can convert fuel 1:1 with plastic or rubber, I believe

half cargo
#

do you mean diluted packaged fuel or is there one for diluted fuel itself that I haven't found yet?

north mauve
#

When you reach blenders, you can skip the packaging

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But there's a large gap in time between those, if you happen to get all the alts early

magic island
#

Diluted Packaged Fuel is essentially the same recipe as Diluted Fuel (same overall ratio of product in/out), but uses extra steps with packagers to get around lack of blenders

remote flame
#

Pretty much the cost is no different between Diluted Packaged Fuel (2 Packagers and a Refinery for the loop) and Diluted Fuel (Blender). I just like the Blender alternative because then I don't have to load up a whole heap of empty canisters lol

half cargo
oblique hollow
#

if you want more fuel, yes

half cargo
magic island
#

tbh the best use for liquid biofuel is in the jetpack; it has gentle thrust and very long sustain, so it's the coziest way to float around your factory until you get the hoverpack

amber umbra
#

A pleasing, gentle thrust with excellent duration. Would recommend.

remote flame
# north mauve If it takes me 50hrs to get 500 coupons, how much does it take to get the next 5...

Umm so this one Im rusty on but if I recall, it's something like;
Cumulative Cost for the first 'n' Coupons is given by;
Cost(n) = 250/27 * n^3 - 125/3 * n^2 + 3125/3 *n - 1500 %Assuming the nth coupon is a multiple of 3.

So for the 999th Coupon (multiple of 3);
Cost(999) = 9,190,965,000 Points
Now you said you already had 500 Coupons. Is this for your total playthrough so far? If not...
To work out the amount of coupons you have collected in total, you can look at the AWESOME Sink as it ticks over to a new coupon and shows the full 'points' worth to get to the next coupon. Then use;
Current Coupon 'n' = (sqrt((cost-1000)/250+1)*3) %Where Cost = roughly how many points the next coupon is 'away'
If this is your first 500 Coupons however, then using a multiple of 3 (498 Coupons)
Cost(498) = 1,133,757,750 Points

So you have to earn another Cost(999)-Cost(498) = 8,057,207,250 Points. (Roughly, I did use multiples of 3 instead of the exact numbers because maths is easier and im tired haha)

By chance, what is your current Points/Min in the Awesome Sink? then I can tell ya haha (since obviously you would've made more items as you progressed through the game, hence a higher and higher Points sunk/min over the hours)

spare jolt
mint sparrow
#

Blue creator is just meant to be a powerplant

#

there is everything for 240x rocket fuel generators

#

Do you know what is the maximum?

#

240 generators is 60 gigawatts of energy

amber jacinth
#

Maximum of what?

north mauve
north mauve
# amber jacinth Maximum of what?

I assume full output of all the oil nodes here, which I believe is much more than 240 generators. Muuuuch more. Unless it's capped by sulfur or something.

remote flame
half cargo
mint sparrow
north mauve
#

(please put shards in your generators)

mint sparrow
#

Btw it would consume: 4320 crude oil, 1600 nitrogen gas (total overclocked maximum in blue crator), 400 water, 200 iron, 1520 coal and sulfer

mint sparrow
north mauve
mint sparrow
#

240 gigawatts of power. That should be enough for this gameplay

north mauve
north mauve
half cargo
#

but I mean is 120 plastic a min not enough? O_o

north mauve
#

A single manufacturer producing supercomputers (at a rate of 2/min ish) uses about 300 plastic without any alts

half cargo
frosty owl
# prisma kraken thanks!

Expanding on that after I turned on a facility using 1200/min and seeing it work fine (surprisingly)...
The issue (in my save) doesn't seem to be that the belts can't handle 1200/min, but rather that the miner (or any machine/single source?) can't quite push that much/min on the belt. Since my setup merged stuff all the way up to 1200/min (two lines of 2x600 copper Ingots for Nuclear Pasta), it seems like the items have the chance to get on the belt so long as it's "gradual"

#

I haven't monitored it continuously for longer than a couple minutes though... (the constructors needing 600/min each didn't go offline once during this time)

north mauve
#

There's nothing stopping you from just leaving it as is and building a second factory with the same recipes and same inputs, but with a bunch of recycler alts to make that plastic and rubber amounts jump way up.

I built my first oil factory for 840 plastic and 240 rubber, and haven't really had to touch it since.

half cargo
#

now i'm not sure what to do D:

prisma kraken
north mauve
# half cargo now i'm not sure what to do D:

I made a lifetime supply of energy separately, out of rocket fuel.

Remember there's no optimal way of doing any of this. I was just saying that plastic amount seems a little low, and I needed plastic very quickly after building my plastic factory.

frosty owl
half cargo
#

my idea was to just have 120 of each as personal supply, for crafting, buildings, coated concrete etc

prisma kraken
#

something else i'll note is that the issue appears much less pronounced with lower video quality settings

half cargo
#

and once I need it for a factory to have a separate production line for that specific purpose / factory

frosty owl
#

Oh side note, and sushi-balancing (with programmable splitters) seems to be working fine with MK6 belts, same as usual...

north mauve
#

I still haven't done sushi belts except for my meat/plant sorter

prisma kraken
#

i haven't really looked at any extensive sushi

frosty owl
north mauve
#

Sushi is mess, sushi is stress

prisma kraken
#

i'm using it sparingly where justified

frosty owl
north mauve
#

Wtf

frosty owl
#

And I just clogged my nuclear by forgetting one nuke off πŸ˜…

half cargo
#

this might be a really dumb question, but can you technically make a loop between recycled plastic and recycled rubber? snuttstach_think since recycled rubber takes 6 plastic, making 12 rubber, and recycled plastic needs 6 rubber to make 12 plastic

north mauve
#

YUP

#

Wanna see a disaster?

half cargo
#

hmmmmmmmmmmmmmmm

half cargo
fringe pawn
#

What exactly has been discovered with MK6 imprecision? Is it perhaps a visual error only and all underlying machines are actually running at 100%? If all underlying machines are running at 100% maybe everything is okay?

north mauve
frosty owl
half cargo
half cargo
#

basically two machines feeding each other while sending half of the output out

half cargo
# north mauve

i respect you so much for doing this on paper but oh boy, lemme try and dive into this lmao

frosty owl
north mauve
#

I did the long way to avoid that, and I also avoided using any shards. I built this before I had a hoverpack so I didn't even put it in a building, it basically looks like my draw sprawled across foundation in the blue crater

half cargo
#

thing is I kinda struggle doing all this with satis calculator or some other tool, so handplanning / calculating it is kinda tedious, since I gotta kinda shift and match numbers until they work D:

frosty owl
north mauve
#

This was the last thing I did before using the calculator for everything.

half cargo
#

lemme hop on my creative save and see if I can put to life what I was thinking of

frosty owl
#

You can do a loop and rely on overflow splitters too, but I find that less intuitive to deal with

half cargo
#

but I'm probably not going to put the actual generators inside, just the 82 refineries and the 80 packagers

#

or I overclock the gens

frosty owl
north mauve
#

If you put shards in a blueprint, you can place the gens with shards already in them.

half cargo
half cargo
#

splitters splitting to the left and right respectively onto a bus for plastic and one for rubber

#

and below they connect to the respective other refinery

thorny root
#

What is he most critically endangered late game resource for people doing mega nuclear setups? I know what the calculator says it is, but that is not really the most realistic answer, because it tries to hyper focus one thing and there's really just so much more going on than what it can focus on...

#

Like... I mean after you've already collected all the nodes, you're making the best use of your alt recipes, and you're still scared you're gonna not have enough: What resource

#

In y'alls experience.

eager solar
#

I don't have the experience but wouldn't it be sam, considering it can convert other resources? unless you're not counting it in the raw resources

thorny root
#

It looks like... quartz.. to me. I'm excluding sam because that's automatically the thing you go to when you run out of the thing you need

#

because what you said

#

I didn't want the calculator preemptively converting before it ran out, confusing the actual sam usage required with what it decided to do just because it could.

eager solar
#

might also depend on what kind of alts you abused elsewhere, like there is a ton of good caterium-based alts, if you used those a lot in previous factories you may be lacking in cat for a mega setup, stuff like that

thorny root
#

I'm hoping someone with massive scale late game experience comments.

jovial jacinth
#

One way to prevent the sam conversion recipes is to take Converters away as a usable building....assuming your plan doesn't need them for another step, of course.

#

In that scenario you'll have to hand-eliminate the conversion options

thorny root
#

I know how to work the calculator.

jovial jacinth
fringe pawn
thorny root
# fringe pawn With or without permanently storing plutonium waste? Do you specifically want to...

Ah, a true consideration to the question! Thank you mah dude for your time. I do not want to store plutonium or any other waste. I am not specifically seeking to use ficsonium at this time HOWEVER i am looking at the possibilty of it actually being worth it when putting sloops in just the right places. i'm currently on google sheets nerding away but in a bubble without a clue as to some of the actual usage rates of late game materials.

#

I realize the calculator can very specifically calculate a product line, chain, and even quite specifically but it is not a replacement for real world experience of the whole map and the shortages players encounter for... their entire factories.

fringe pawn
#

Ficsonium is only worth it if you specifically want to do it for fun. I'm not aware of anyone who has found it to be useful. Strictly speaking in terms of using all planetary resources for optimal sink points, without storing plutonium waste, I believe every solution (multiple people working independently using different tools) has found uranium fuel rods and sinking plutonium fuel rods, combined with rocket fuel to be the optimal solution.

thorny root
#

Right. Well I'm not really targeting max points. I'm targeting max efficient resource usage, points value as a metric, but largely be damned.

#

So similar goal but different metrics.

#

I don't think I'm going to actuall end up losing power going with ficsonium though I know it takes a buttload of resources to get rid of all the waste. Resources that I know you folks value as ticket points.

#

That said... I'm not set on it either.

#

I don't care about ticket points per minute.

#

Just efficiency

#

(not to the degree that I'm going to underclock machines to save power. No. Screw that)

fringe pawn
#

This one might specifically interest you because it strategically both overclock and underclocks.

thorny root
#

Oh, of course someone's already thought of this.

fringe pawn
#

It's for maximum sink points but you can apply the same clocking principles.

thorny root
#

Does he sloop his sam and fuel rods?

#

Because that's what I'm looking at doing.

fringe pawn
#

No, it uses them on warp drives.

#

However for your consideration, to get more SAM and aluminum, I would sloop the converter step.

#

That gives you both more aluminum and more SAM

#

Both are bottleneck resources

thorny root
#

But also parts of the fuel rod process.

#

Specifcally the parts that touch these first two.

half cargo
#

@north mauve you did get me thinking, you think this would be a more sensical split?

thorny root
#

I'm going to read what you linked. Thanks for that.

fringe pawn
#

I would caution you against using sloops at the reanimated SAM step. You will create more SAM in the end by slooping either the ficsite or ficsite trigon step, on a per sloop basis.

thorny root
#

I may find that I'm wrong as soon as I run the real numbers though.

#

Fuel rods doesn't seem like a waste at all. It's a very small number of machines at the end doing most of the heavy lifting.

#

But you may be right about the constructor step.... I think I said convertor earlier. Sorry. Sleepy.

fringe pawn
#

If you need tons of reanimated SAM and can't free it up by slooping ficsite converters and trigon constructors, slooping reanimated SAM makes sense.

thorny root
#

Well it's not that I need reanimated sam... but given the way the constructor works, and sloops... two independedly fairly interesting game mechanics, combined are kinda unlimited cosmic power territory.

#

So... I don't think we've really learned all there is to learn here yet.

#

Or maybe there really is a clever calculator out there someone whipped up that has figured it all out. I haven't seen it, haha.

#

But I should probably read that reddit post.

#

o7

fringe pawn
#

I'm not aware of any that are fully designed for sloops, due to the fact that you can use one two three or four in manufacturers for instance.

thorny root
#

Apparently this one you linked is. It's not GUI based and the command line options are not entirely documented but it is apparently the powerful tool we were just dreaming about.

#

I'd have to start playing with it and see, but the only question is if it can be optimized for things other than what it was tuned for to start with...

#

and with how much work XD

half cargo
#

actually, imma just max out power, not worry about that for a good while, I feel like there's enough oil around the map for me to not really miss out using those two normal and impure nodes solely for power

prisma kraken
#

i think you are correct that the converters are the best place for the sloops, but if you have spare sloops, nothing wrong with slooping the RSAM constructors too

fringe pawn
#

Yep, overall you can more than triple SAM most likely. At some point something else will become the bottleneck resource though.

prisma kraken
#

one other place i'm looking at sloops is going through quartz->caterium->bauxite or cat->uranium

#

getting that 4x from it kind of seems a thing

fringe pawn
#

A darkhorse sloop candidate might actually be turbo diamonds. That's 25 packaged turbofuel and 375 coal created per sloop.

prisma kraken
#

i'd say copper->baux too, but chances are you'd rather just use that for pasta

fringe pawn
#

Copper -> bauxite also feels obnoxious due to using copper in sheets.

prisma kraken
#

turbodiamond is a darkhorse without slooping. that recipe is really good if you're looking to need mass amts of diamond/tcrystal

fringe pawn
#

Turbo is also very power efficient.

prisma kraken
#

yeah, you can really trim down sheets though

#

there's no component in the game that needs sheets

#

ai limiters used to, but that was the only one

thorny root
#

@fringe pawnOkay I finished. Yeah that entire post is chock full of exactly the kind of useful insights I was hoping for to continue with my plans. Thank you so very much for that.

prisma kraken
#

that being said, copper rotor is a really good recipe with the right alts

#

as is silicon cb

mint sparrow
#

Im in a tricky situation, does anyone have an idea how to transport 1500 crude oil per minute across the whole map?

thorny root
#

@fringe pawnThis is what I'm working on. A far less automated calculator that lets me dissect the lines and where sloops can do the most damage on return πŸ˜„

#

But I haven't even gotten to that part yet. A calculator needs data. And we're on data entry.

leaden cosmos
thorny root
#

But generally speaking I agree with you.

leaden cosmos
#

as in you cant make enough trigons with the default map amounts πŸ˜„

thorny root
#

for what

mint sparrow
#

i gotta get crude oil from sea shore to blue crator since, there is not enough

leaden cosmos
#

max uranium, min plutonium, ficsonium
hits the map limit on sam

thorny root
magic island
mint sparrow
#

i suppose i can process it into fuel

#

it will cut the size by half i think

#

but than there is the distance of about 4km and that the train network is already used

magic island
#

my general advice on transportation is, think about the reason you're bringing an item/resource to a certain location instead of processing it where it is

I think it would generally be much easier to process each oil source separately-- bringing the RF ingredients to each oil location, and also burning the RF in generators at the same location.

thorny root
#

My approach to areas is ... figure out what the most ideal single thing that could come out of that int he highest volume unique to that area... And suck up all the resource nodes and process them all as far as I can there, and then pile the remains into a train and put it somewhere it can continue being useful.

#

that works great until you have liquids

mint sparrow
thorny root
#

So I try to maximize those as used on site... Even if I have to import stuff.

mint sparrow
#

i just need a bit too much oil 4025 to be exact

leaden cosmos
magic island
#

once you're bringing in oil from a completely different biome, it's not really a "max out this biome" project anymore, is it?

thorny root
#

I know it's a reduction in potential sink points value. I know it's not worth the power consumption.

leaden cosmos
#

It was more it doesnt leave much SAM for anything you might use the power for πŸ˜„
slooping drastically reduces the resources required for ficsonium

mint sparrow
leaden cosmos
#

I aimed for max uranium, max plutoniun, ficsonium, and its 1.75TW

mint sparrow
#

damn, and uranium is the limiting factor right?

thorny root
leaden cosmos
#

I have enough that I could ramp up uranium, more its already 236 Reactors... πŸ˜„

thorny root
#

Think about it. You're using 60% of all the resources on teh map just to do the first thing.

#

And that's with 2100 uranium.

leaden cosmos
#

If you had unlimited sloops, the max reactors I could figure out is 1555 fully sharded reactors πŸ˜„

thorny root
mint sparrow
#

ok, lmao

leaden cosmos
#

at the frankly stupid metric of 1 million water / minute

thorny root
#

... that's a lot

torn plaza
#

is this true?

thorny root
torn plaza
#

fascinating

#

i knew longer segments going into a path was faster but not why

thorny root
#

its a little over 200m stopping distance at 120km/h.

thorny root
# torn plaza i knew longer segments going into a path was faster but not why

another thing that is less intuitive but very effective at greenlighting recently occupied intersection is making two very short blocks with block > block immediately after leaving your path block. This shortens the distance the train has to go before the intersection says "Okay come on whoever's next" to as little as possible.

torn plaza
#

yeah i've been doing that too

#

the only thing i haven't tried is putting path signals in the middle of path intersections

thorny root
#

do it. always. It's pointless to be a path block if you don't.

#

Every single node that's in a path block, path it up.

torn plaza
#

just not sure where they should go

thorny root
#

INSIDE a path block? At literally every rail segment as long as you're obeying directional flow.

torn plaza
#

(the video was taken before i lengthened/shortened the entrance/exits)

thorny root
#

So... each time you put a path signal inside a path block, it basically drops a series of waypoints on that rail section that the train can use or not use. And it does it in groups per block you designate. Any time a train wants through the whole path block (intersection) it finds the path, reserves all the waypoints in the path it wants to take, and then begins un-reserving those waypoints as it travels through the intersection. It will not unreserve a waypoint section until it has fully passed through the block that contains them. So... More blocks = same number of way points but more checkpoints and opportunities for other trains to ask for permission to enter and exit.

torn plaza
#

that actually helps, thank you

#

i wanted to understand how path signals inside an interchange work before shitting them out everywhere

thorny root
#

This also (and especially) applies to ROUNDABOUTS and trains trying to make U turns in them. Without internal path blocks on every node in a roundabout, a train can't use it to make U turns.

torn plaza
#

(this is also why i do not use VIP junctions because nobody fuckin knows)

thorny root
torn plaza
#

no they do not lmao

thorny root
#

General rules for path blocks I'm sure you've heard, path in, block out, but there's more to it. I would never not pathblock an intersection, but some things like "train yards" that are less subject to opposing flow traffic potential, and more subject to "having to wait outside" benefit more from being block blocks than path blocks, as long as you don't ever let trains go the opposite direction on the same rail.

torn plaza
#

yeah, i only use path signals when rails cross over, there's no point for a lone split or a lone merge

#

in road terms, path signals are for left turns through traffic

#

though i also make absolutely dang sure all my rail is one-way

thorny root
#

Roundabouts are really just too clever of a solution to not use in this game. They just work if implemented properly. And with fantastic throughput potential.

sullen knot
#

Hey I'm trying to figure out load balancer designs, specifically for reusing plastic containers for turbo fuel factory, do y'all have any tips or solid resources for this?

vapid gorge
weak rose
vapid gorge
#

otherwise you need a large buffer filled with extra containers to make sure the inputs are always saturated

#

totally doable. but messier and more annoyign imo

weak rose
#

If its 1:1 yeah, thats fine but i wouldnt call that :"load balancing"

vapid gorge
#

I think technically 1:1 is excluded from load balancing even though you're providing exactly the parts per min you need yeah xD

sullen knot
#

@vapid gorge @weak rose lol thank y'all for the advice! It's a little too late to do a clean 1:1 😬 I already put a everything except for the recycling system
But I may be able to make a 2:1 look nice

vapid gorge
sullen knot
#

@vapid gorge .......I forgot until after I built everything else that I needed the containers

vapid gorge
#

it happens

#

just have a large buffer filled with containers to flood the system

sullen knot
#

Okie dokie, luckily I have oil going rn so setting a few aside wouldn't be too difficult

slender sandal
#

what effect if any does pipeline segment length have on flow behaviour? Should I be aiming to have long unbroken segments, lots of short segments, or does it not matter?

#

as in is there any difference between this, vs the same pipe but with no supports so that its a single segment?

#

im thinking specifically for mk2 pipe flowrate issues trying to push 600 through them

unborn ermine
#

Less calculations one would assume.

#

and backflow potential

#

(if you had one long pipe instead)

vapid gorge
#

It’s input points along a manifold that causes most of the back flow

slender sandal
# vapid gorge It’s input points along a manifold that causes most of the back flow

in this case here im trying to feed 4 blenders with 200 water each, then pass the overflow on to more machines down the line. Ive got 2 pipes bringing in 480 each, and after the first 2 blenders i combine the input pipes. From my understanding this should avoid the Mk2 pipe backflow issue, but if you can spot an obvious issue with it id appreciate a heads up. I'm not fully clear on what the issue with the pipes is atm, so far Ive stuck to Mk1s and had no problems

#

its just a pipeline version of an injection manifold, which I assume will work

unborn ermine
#

I think it should work?
Personal preference for me would be brining that other 480 to the end of that line.

vapid gorge
#

Do it if you’re willing to maybe spend a lot of time troubleshooting

#

And the possibility of having to redo it

vapid gorge
slender sandal
#

water and HOR, those are all for diluted fuel

primal briar
#

yo im looking for someone to teach me how this works cause i cant be efficient at this game

velvet ferry
#

if you cant be efficient than power through your inputs and sink the outputs

#

not letting things back up or clog is really what you should really worry about when your learning, then getting everything to go green and balancing and matching I/0 it just kinda happens along the way

#

the only real pains i feel like is with fluids and dealing with byproducts, once you get methods for those

#

then its just maths from there

#

underclocking is better than overclocking

#

and there is somewhat of a tall versus wide thing with factory building.. as it comes to power consumption, recipes.. for example you can completely eliminate screws from the production chain that is going to dramatically change your footprint and size of your factories.. the diluted fuel and recycled rubber/plastic loop is another big one

#

you can make iron motors, early which is another big one.. and also one path ive seen that i actually really like is ditching using iron altogether and using steel instead

plain fossil
#

manual feeding my space elevator parts

#

i just cant be bothered rn

velvet ferry
#

semi automation is a pretty good way to get things done

spare jolt
plain fossil
#

1000 smart plates and i sent them all to the sink

serene barn
#

LOLWUT

inner flame
#

thoughts on factory so far? just unlocked caterium

spare jolt
velvet ferry
inner flame
#

cuz now this is where it gets deep

#

like logistics wise

velvet ferry
#

its the journey not the destination, its gonna be a long game if you want to see it til the end

#

to move a mountain it only requires you to move one pebble at a time

#

and you will probally spend quite abit of time exploring, the hard drives and new recipes are going to totally change your trajectory pretty much with every new recipe you find.. so make sure its a big focus

inner flame
spare jolt
#

for better miners, better conveyers, more constructors, more parts etc

#

or you may not be

velvet ferry
#

yup tearing stuff down is part of the gameplay loop

inner flame
#

i need to start producing modular frames and im wondering if i should just expand horizontally more

#

or start to g o vertical

spare jolt
#

as you wish

velvet ferry
#

you dont necessicarly HAVE to tear your starter base down.. but as you scale up you might find that you can have like.. lets say a large motor factory.. and then all the tertiary parts down the chain you can belt off into a dimensional depot

#

i.e your not going to have to scale up every part

jovial jacinth
#

I rebuilt my starter base at around the start of Phase 4

velvet ferry
#

same

jovial jacinth
#

I split the different ores into satellite buildings instead of having it all crammed under one "roof"

inner flame
#

my idea was that i could make a second floor for my modular frames, and i could bring caterium over here easier by tractor and stuff, so second floor would be more "complicated things" like modular frames, quick wire, ai limiters etc

velvet ferry
#

when i got into motor and heavy frames

#

its really kind of like where ever your imagination takes you, ive seen some people they transit every raw material on the map into a central location and just megabuild the entire chain

#

some people do modular factories, and some people do a mix of both!

spare jolt
#

well if we're talking about starter bases... then thy shall behold. this is my current base which provides me with most* of the basics since humanity has asked me for 100 units of automated wiring (including smart plates and the wiring itself, which now gets sinked).

*oil, steel, MFs, HMFs and computers are not included, those are produced separately

#

i'm probably not gonna bother dismantling it because i have other plans for a newer base

inner flame
#

@velvet ferry can i get ur help

#

wwith something

clear walrus
#

what is the fluid consumption of a 250% overclocked fuel generator using turbofuel?

spare jolt
#

also FYI, the water doesn't have a collision somewhere about here in this lake

steel knot
#

is there a list somewhere of things to do with waste water? i have 840 m3/min i have to dispose of since it's giving me headaches in my VIP

#

wet concrete isn't an option. was thinking of diluted fuel and just burning it

prisma kraken
magic island
#

the list would just be "any recipe that consumes water". maybe strike out the ones that give you other byproduct headaches

most resources in the game have a way to spend a bunch of water on them, basically just depends what's nearby

prisma kraken
jovial jacinth
#

best things to dispose of waste water (imo) are Wet Concrete, Pure Ingots, and Coal Gens

#

stay out of my head~

prisma kraken
#

dealiing with that with aluminum production, i think coal generators are the most convenient due to the proximity of coal

#

for something like distilled silica, you're probably making it in multiples of 5 blenders. for that specific recipe, the waste water is enough to supply 4 of the 5 blenders, so you can pipe the fresh water directly into the fifth

#

using that principal/idea, other recipes can be clocked similarly to have the waste water supply some fraction of the machines so you can keep the fresh & waste water as separate feeds

inner flame
#

setting up modulaar frames is making me wanna kms

#

and its not that hard i just stink at it

#

😭

prisma kraken
#

some recipes like instant scrap allow you to use the waste water to make the sulfuric acid needed exactly

prisma kraken
inner flame
#

as well as just expanding it off the factory i have is just like

#

😭

#

i was thinking of making a seprate factry just for modular frames

prisma kraken
#

yep, takes experience and learning, but you'll get it

#

plus, get it working and worry about cleaning up the mess later πŸ™‚

inner flame
#

just found 3 normal iron nodes

#

probably gonna throw down a factory here

#

business gonna be booming

north mauve
#

@thorny root Te Fiti?

velvet venture
#

setting up my first looped train. This is how it is with 4 stations. How to place the path and block signals so that I can run as many trains as I want on these? The distance from 4>1 and 3>2 are huge.

prisma kraken
#

since it is a simple loop, block signals are sufficient for the entire thing. place them more than a single train's length apart from one another facing the direction of travel

#

also at the entrance/exit of every station - you always want stations to be a block unto themselves

inner flame
#

but dude like this manifolds shit is crazyyyy

#

😭

prisma kraken
#

heh, ok

#

i think altogether, i'm making 330/min right now, lol

velvet venture
prisma kraken
#

yeah, it can be done pretty simply

#

stitched plate for the rips helps a bit

inner flame
#

the hardest thing for me like

#

to plan logically in my head is like splitting resources efficently

velvet venture
#

Although you can just download it from anywhere, I suggest trying to make it yourself

velvet venture
spare jolt
inner flame
#

i just got the choice between copper rotor or caterium wire

#

should i re roll or?

fierce thistle
#

I just unlocked aluminium production and I'm feeling pretty dumb atm trying to figure out how many refineries I should be using on one pure bauxite node. I clocked the mk.2 miner to 200%, which it says is 480 per min, but the refineries say they take 200 per minute using the Sloppy Alumina recipe. So can I only use two refineries? That doesn't sound right to me. I feel like I'm missing some details.

magic island
#

you don't need very many refineries to process a lot of bauxite. the challenge is in the byproduct problem-solving, not the scale of building to do

past reef
#

depends on how much you want to extract out of the node, mk3 250% clock give 1200 per minute

spare jolt
#

Yea you don't need much bauxite refineries

fierce thistle
#

okay that's interesting

spare jolt
#

But dealing with waste water is a pain in the ass

past reef
#

agree on the byproduct management, it's the first complex product line that can break

#

sloppy alumina has high machine throughput but normal alumina solution helps a lot with silica at the cost of bauxite

spare jolt
#

If you want, you can even sloop the scrap refineries to run solely on waste water

#

Removing a problem is a solution to the problem snuttSus

fierce thistle
#

haha. I'll see how i go. Thanks

hollow hazel
#

am trying to make alot of fused modular frames but a big a issue am having is the resource costs is so much, ive literally scoured a ton of alt recipes to reduce the ore costs, if any of you have some godly heavy optimized heavy mod frames recipe plz share. this setup is as low as i could get it in terms of resource cost

hushed kettle
hollow hazel
#

My end goal is basically nuclear pasta, if I could spare some copper I would have loved to, but its like there’s barely as much copper on the map than I thought and I don’t want to make a world wide train line

jovial jacinth
#

sloop the constructors for copper powder

#

(or just sloop the pasta...not sure what your end goal is)

#

but since you only need 1 sloop per constructor, it's a good target

hollow hazel
#

I’ve redone the recipe with stitched iron plate and it’s now actually manageable, I’ve been using the sloops for the sake of power but this is way better. Ty

prisma kraken
#

and quite a bit of the mod frame cost sits in reinforced plate

#

try using coated or steel-case plate for the plates, adhered frame and default mod frame with steel rod for the mod frames

#

if you're not at oil tech yet, so the coated plate & adhered plate recipes are unavailable, stitched plate also reduces the cost considerably

#

and finally, iron alloy for the small copper cost can do wonders, making more ingots per iron ore than pure iron

#

if you have copper available, i'd recommend using copper alloy to make the wire and iron alloy to make the plate

#

all that being said, your costs as outlined are pretty good - mama cubes are pretty expensive to make

#

one other little thing... you get nicer numbers for everything for heavy encased frame if you make them at a 22.5/min or 45/min rate

velvet venture
prisma kraken
#

this is what i built for 90/min

#

i built it in blue crater and needed to train in concrete, but everything else was available right there for me

#

if you don't wish to do trains, concrete with its 500-stack is very transportable in a tractor in quantities of up to 2400/min

quick prism
#

What is the more bauxite efficient quartz-less aluminum factory?

#

Normal alumina solution to normal aluminum ingots while sinking the extra scrap

edgy leaf
#

why would you sink the scrap?

quick prism
#

Or sloppy alumina to pure ingot

quick prism
edgy leaf
#

you can turn aluminum scrap directly into aluminum using the pure recipe.

quick prism
#

That's the question

#

What path is more efficient

#

Wait I think you can combine both

edgy leaf
#

you can, yes

quick prism
#

Extra scrap to pure ingot

prisma kraken
#

the best quartz-less path is sloppy+electro+pure

quick prism
#

I'm stupid

prisma kraken
#

alternatively, instant+pure gives the same yield

edgy leaf
#

the max you can do is 1 baux to 1 alum with that chain

quick prism
edgy leaf
#

it uses 0.1 oil for every aluminum you make.

quick prism
edgy leaf
#

yes

quick prism
#

Huh

edgy leaf
#

bauxite efficient

prisma kraken
#

because it sips oil and you can use the rubber the coke production kicks off for heat sinks

#

and possibly some dilluted fuel for heat-fused frame

edgy leaf
prisma kraken
#

heat fused is a bear of a factory to build though

edgy leaf
#

this chain gives you 1 alum and 0.5 silica for every 1.2 baux

#

i dont think theres ever a reason to do normal alumina solution to normal ingot + pure ingot, it seems to just be worse in every way

prisma kraken
#

yeah, additionally, belting the silica for that isn't very fun to do

edgy leaf
prisma kraken
#

its like the one use-case in the game for a priority merger since the supplemental silica is most likely coming in from train

edgy leaf
#

technically trains are priority mergers /tapshead.gif/

#

and im pretty sure you can make priority mergers that work up to certain ratios but i haerd that merger code could fuck it up so i never use them.

prisma kraken
#

you have to merge the byproduct and the supplemental on the consuming side

edgy leaf
prisma kraken
#

that's not exactly strait forward to do

edgy leaf
#

peak engineering

quick prism
#

well it's a small diffference but yeah it exists

prisma kraken
#

the general meta for aluminum is that you want to get the 1:1 ore conversion ratio from sloppy+electro+pure or from instant+pure. If that isn't enough for you, then consider adding some silica in to get a 3:4 yield for ore:ingot

quick prism
#

well it's more by adding oil

edgy leaf
#

yea electrode scrap is nice

edgy leaf
remote flame
# edgy leaf

I recommend this method if you want to go quartz-less @quick prism , Despite using Oil, by utilising the Alt recipes: Heavy Oil Residue, Electrode Aluminium Scrap w. Sloppy Alumina, it is incredibly efficient on the oil.

It also works out great for the intermediate 'Alumina Solution' step;

  • Deliberately underclock the Sloppy Alumina Refinery to 75%, and run the Electrode Aluminum Scrap Refinery at 100%. Plug the pipe straight through between them!
  • It's 150 Bauxite for 150 Aluminium Ingots, easy to work with numbers
  • 5x Refineries / Output above is = 525 Water Recycled, so just throw in 2x Water extractors at the end of the pipe circuit so they have the lowest filling priority in the pipe, and job finished (or if you are paranoid on flooding the recycled water pipe, you can just get 225 water extractor input, (1x 100% and 1x 87.5%)

5x Refineries is 750 Bauxite/Min, you could overclock the very last one if you desire to make it 780/Min for Mk5 full belt. πŸ™‚

prisma kraken
#

i'll also remind you that 30 crude -> 40 hor -> 120 coke, the coke requirement is actually very reasonable

edgy leaf
#

yea like i said, 0.1 oil/m for every 1 ingot/m

quick prism
#

the scheme for my latest project is insane(for me)

edgy leaf
#

satisfactorytools my beloved...

prisma kraken
#

i wish these plan view had better fonts

quick prism
#

no that's satisfactory modeler

#

apperently no hyperlinks

edgy leaf
prisma kraken
#

yeah, no thanks

edgy leaf
#

satisfactorytools just optimizes everything automatically 😍

prisma kraken
#

until you get close to resource limits & it does some incredibly strange things

quick prism
#

you have a bit finer control in modeler

#

also all the numbers are optimised in the given limit

prisma kraken
quick prism
#

it calculates the most efficient factory within the given limits

prisma kraken
#

runesun's tool doesn't find optimal stuff, just lets you plan out what you want to build and bookkeeps the math

edgy leaf
#

just took a look at it and its veeeery manual

prisma kraken
#

yeah, very 'clicky'

edgy leaf
#

i prefer just doing everyting in the game after seeing how much i need to make

prisma kraken
#

what i like about the runesun tool is it does the stuff i'd be using a spreadsheet for along side everything

quick prism
#

i'm an idiot who blocked part of his factory off

prisma kraken
#

i don't really need to see a connectivity diagram, just machine counts and input/output rates

unborn hemlock
#

if i'm producing 2 cubic meters of oil residue at 20/min and my fuel requires 6 cubic meters of oil residue at 60/min do i only need 3 refineries still or what's the math there?

edgy leaf
#

because I always get burnout before I get far enough to need one

prisma kraken
#

i did for satisfactory for a while before i found the tool i've been talking about

edgy leaf
prisma kraken
#

for other games, yah, i have a folder, lol

edgy leaf
#

it doesn't matter whether it produces 0.1 at a time and 60/min or if it produces 60 at a time at 60/min, and result is basically the same

#

since one does 20/min and the other does 60/min well, 60/20=3

strong nacelle
#

How many Smart Plate should I keep in production? I'm mid phase 3, though I'm not certain how many I will be needing.

#

I don't think 2 Assemblers will do, at least.

prisma kraken
#

once you make a storage container or two of any elevator part, you'll have enough for all of the elevator parts

strong nacelle
#

I literally tore my entire base down and sunk everything, so I'm trying to rebuild with more meta in mind.

past reef
#

Keep them up for sink, unlikely you'll need more than 50pm at end game

#

Oh that early, keeping a big container will do

strong nacelle
#

I have 2

prisma kraken
#

i have an OC'd assembler just sitting off of my starter iron factory's sink line that cherry picks some rips & rotors to make smart plates

#

that's really all i needed to complete the game

unborn hemlock
#

is it best to max out overclocking vs building more power-using structures?

past reef
#

Theres another component to work with on space elevator phase 2 that uses smart plate

#

Depends on how you value space

prisma kraken
past reef
#

Half the ores are not placed in good spacious area, if you want to be near terrain space is sometimes important

#

Before late tier 5 when you have the good power I would be more conservative with overclocking

strong nacelle
#

I build up about 50m so I have little surrounding terrain to worry about.

prisma kraken
#

at 250% it gets a little more expensive than that, the power use isn't a linear increase

past reef
#

Then its more space and more effort to place things down, that's personal preference

prisma kraken
#

pretty much

#

i overclock liberally to make things easier or more compact to build

past reef
#

If my things might go over 10 machines worth of space I start OC

prisma kraken
#

if you need 10 machines on a manifold at 100%, you only need 4 at 250% - that's pretty easy to belt as a perfect input split

#

and if you do it a certain way, can actually be less logistics space

#

once you get to making rocket fuel, power concerns pretty much disappear from your radar

#

so much so that i feel rocket fuel could use a little nerfing, but i'll not belabor that point, just emphasizing that power won't always be a thing you care much about

#

one other thing that i'll just point out is that there's only 106 (103 practically usable) sommersloops gatherable on the map, and when you install them in machines, you get the max benefit from them if you're OC'ing the machine to 250%

frosty owl
frosty owl
edgy leaf
#

wtf is going on I can't see any new messages since my last message

#

or did whkever pinged me delete their message and discord lies to me by pretending there's an unread ping?

frosty owl
frosty owl
edgy leaf
#

seems like discord doesn't like you :/

prisma kraken
frosty owl
#

Yeah, those were some alarming amounts of power xD

nimble nacelle
#

Weird question, but did they change the fuse in 1.0 to trip at stuff as small as a single lamp?
Decided to go back to craft some logic gates from U8, and everything trip fuses now.
I remember being able to make some blinken lights by feeding a generator half the fuel it asked for...

prisma kraken
#

hoverpack?

#

idk if that should have ever worked if the demand exceeded supply

#

but oft times when you can't figure out why a fuse is tripping, its a 'doh' moment when you realize that the hovepack is eating 100mw

nimble nacelle
#

I remember having a backup of the U8 game installation, I'll attempt to boot that up when I get home just to make sure I'm not tripping...

jagged harbor
#

can anyone explain packaged diluted fuel vs diluted fuel for me? I'm showing a massive difference in oil consumption between the two recipes and trying to figure the how/why out

remote flame
# jagged harbor can anyone explain packaged diluted fuel vs diluted fuel for me? I'm showing a m...

There should be no difference between the two for the creation of fuel. However, if you use plastic to create empty canisters for the packaged fuel, that would make a difference.

It should be 1/2 The Heavy Oil Residue -> Diluted Fuel / Diluted Packaged Fuel. Or Crude_Oil x 4/3 = Heavy Oil Residue.

So in full, no matter if its packaged or not, Oil Input * 8/3 = Quantity of Diluted Fuel (assuming you have the alt: Heavy Oil residue recipe)

jagged harbor
#

WAIT I think I get where the system really gets screwy on why it tries to default

#

packaged diluted used refinery, normal uses blender

frosty owl
#

If it can (or in other words, if not forced to do otherwise), the planner almost always prefers standard recipes

jagged harbor
#

It amazing how even after all of that, I'd still have so much crude left over

remote flame
#

Using up a whole heap of crude sure does take effort with the right alternate recipes haha
Just finished up the numbers on the Full 100% Utilisation on the Blue Crater for Rocket Fuel, about 9444.44m^3/min Rocket Fuel for 2550 Oil (the bottleneck), or approx 566,666MW or so

jagged harbor
#

whistles

#

I can't even imagine the footprint

#

oh god that would take 375 fuel gens to burn

#

150 fully overclocked

remote flame
#

Normally I'd just do my standard chuck it in the calculator and call it a day but I know a lot of people ask about Nitro Rocket Fuel or Turbo Heavy Fuel / Blend etc, so busy building a big spreadsheet to share on all methods of power generation, where to inject somersloops in to the nuclear system / the ratio between output doubling and power augmenting for maximum power generation (currently working on that), etc

jagged harbor
#

honestly nitro would be worth it just to skip all the turbo nonsense

#

also to stretch your nitrogen

remote flame
#

Oh I'll throw you the sheet in a dm πŸ™‚
Doesn't discriminate on any recipes, just throws the pros and cons of each haha
and I mean, it really doesn't discriminate. I think I bothered to look at Biocoal .-. lol

jagged harbor
#

I'll hold off for now

#

I'm sitting on like 10+ hard drives to research

#

don't want to start recipe hunting too fast

#

honestly biocoal probably isn't that bad if you sloop protein

remote flame
jagged harbor
#

is this sloop both the remains to protein, AND protein to mass, AND mass to coal?

remote flame
#

Sloop of remains to protein, and protein to mass and mass to coal for a single remain/minute to drive a 4800MW plant, bye bye sloops lol

jagged harbor
#

also how does that compare to biofuel in a fuel gen

hushed kettle
remote flame
#

Yeahhh I kinda just stated it exists on the sheet and moved right along when I had the chance lol

jagged harbor
frosty owl
# jagged harbor packaged diluted used refinery, normal uses blender

So, the reason it tries to add standard Fuel is because a plan using that in addition to Diluted Fuel uses less energy than one using only diluted Fuel, but still more energy than one using no Blenders at all, so Packaged Diluted Fuel gets picked by itsef as it's the most energy efficient.

#

Note: if you wish to be efficient on Oil usage, there is no need to use standard recipes for Plubber or Fuel. As I mentioned earlier, you're better off disabling the recipes you don't want (in this case, the standard recipe as it only increases Oil consumption) to avoid weird misunderstandings with the planner

#

So, TLDR:

  1. Standard Fuel + Diluted Fuel = Most energy efficient production, picked by the Planner;
  2. Diluted Fuel = Less energy efficient than (1), the planner will pick (1) if it can.
  3. Packaged Diluted Fuel = Most energy efficient, the planner will pick this if it can.
remote flame
frosty owl
#

Don't get me started on the planner using quartz to make concrete every damn time tired_jace

remote flame
#

Calculator: "I heard you Like Silica"

dark star
#

Ive had most trouble with the planner making plastic and rubber through the recycled recipes, but the whole refinery line locking up if you use more of one than the other half way through

sly ether
#

using just caterium ore (and maybe water too), what's the highest sink point item i can make?

#

no copper nodes are nearby so if i can just use caterium that would be fantastic

thorny root
patent blaze
#

spicy πŸ˜‹

dark star
#

Really tho your points would be exponentially higher by making more complex bits, esp since caterium goes into so many electronic parts

#

Caterium plus oil, for example would open up a whole host of options

patent blaze
#

emergency solutions always work, but they're not pretty

hushed kettle
#

MY EYES

#

the clipping is strong

patent blaze
#

hahaha mine too

#

it hurts but i dont have the time to let it run dry

#

lets try again lol

remote flame
#

Just asking for someone to double check if I got this right;

So the map has a Uranium Potential of 2100/Min Without using S.A.M ore to convert more in

If we want to maximise the amount of Fuel rods possible with 2100 Uranium Without any Sloops or S.A.M in this process, you'd want to use the Recipe chain;
Alt: Infused Uranium Cell -> Alt: Uranium Fuel Unit -> Uranium Waste + Uranium -> Alt: Fertile Uranium -> Alt: Instant Plutonium Cell -> Alt: Plutonium Fuel Unit

So you can form two equations for the Uranium and Plutonium Rod sections in regards to required Uranium Ore;

Therefore 1 Uranium Fuel Unit requires 125/3 Uranium Ore whilst producing 50 Waste (1)```

```50 Uranium Waste + 50 Uranium -> 200 Non Fissile Uranium -> 80/3 Encased Plutonium Cell -> 4/3 Plutonium Fuel Units
Therefore 1 Plutonium Fuel Unit requires 150/4 Waste + 150/4 Uranium (2) ```

Substituting (1) into (2) making Uranium the subject, and letting Uranium Fuel Unit = 'x' ;
```2100 - (125/3)*x - (50)*x = 0      %To maximise Uranium Fuel Units, must equal 0.
x = 252/11 = Approx. 22.909```     Uranium Fuel Units / Min , Equivalent to Approx. 286,363MW in this stage;

Hence Plutonium Fuel rods potentially generated;
```x Plutonium Rods = Uranium Rods * 50 /(150/4) = 252/11 * 50(150/4) = 336/11 = Approx. 30.545 Plutonium Fuel Units / Min```
Plutonium Fuel Units / Min, Equivalent to Approx. 763,625MW
Uranium Fuel Units Generation + Plutonium Fuel Units Generation = Approx. 1,050,000 MW (+305.45 Plutonium Waste/Min) **without using sloops or S.A.M ore** on 2100 Uranium/Min ?

[The calculations are only interested in maximum Uranium Utilisation, not other resources yet]
patent blaze
#

seems wrong

ancient hinge
#

I need help with something and I think you guys can help me

patent blaze
#

im getting way more gw with using just 1200 uranium

#

57,6 reactors at 6250 mw each

#

28,8 fuel rods

hushed kettle
#

wild how few rods a reactor takes

patent blaze
#

i dont think you want to use uranium in the plutonium conversion

remote flame
#

Ahh I think where the problem starts is Fertile Uranium over Non-Fissile uranium (Non-Fissile only needs waste, not uranium)

I'll just change that one thing and see what happens lol

dark star
#

I forget if using some uranium in your plutonium gives more energy or not, but it deff makes the calculation more complicated

patent blaze
#

i checked it a while back but i don t remember

#

depends what the uranium:waste ratio is i guess

remote flame
#

For Fertile Uranium Alt, whatever waste comes in equals the amount of uranium required too, so that would most likely be the culprit
[It's 25 Uranium, 25 Waste for 100 Non-Fissile]

patent blaze
#

i think its 25 uranium ore to 30 waste

#

i'd redo the calculations cause with that ratio in mind its not surprising you're missing so much lol

dark star
#

I split mine 500/100 uranium rods/plutonium rods cause the planner told me, but i didnt try to minmax the power output

patent blaze
#

might depend on if you sink plutonium or burn it

#

but if you burn it you're forced to burn ficsonium aswell and make the production line for that

dark star
#

Ficsonium is not worth it imo, it comes out pnly slightly energy positive and you have to deal with all the power fluctuating

astral warren
#

Also takes a hell of a lot of stuff to make

patent blaze
#

singularity cells yeah

#

which is basically just as bad as my entire uranium production line

astral warren
#

Just to turn all my theoretical Plutonium waste into Ficsonium would take like most of the map’s stock of some ore last I checked

patent blaze
#

^

#

its just not worth it imo

dark star
# patent blaze

Tbf a lot of it is nuclear pasta, if you've done your milestones you could just divert that setup and save half that tree

patent blaze
#

milestones are solely manually made lol

#

i set up one particle accelerator maxed out with just the stuff i needed

dark star
#

This guy handcrafting 2k nuclear pasta

remote flame
#

Yep it was just that one recipe, now there is a substantial Uranium Fuel Unit ratio over Plutonium and the power capacity is much higher haha

patent blaze
#

oph hell no im not finishing phase 5 in a long while

remote flame
#

Ultimately I don't know if Im very bothered with nuclear all too much anymore when I can just drop a maxed Blue-Crater rocket fuel power plant for 566,666MW unslooped / boosted

dark star
dark star
patent blaze
#

i'd have to belt it across the map

#

i'd rather just hypertube a couple times

mint sparrow
#

Ok, now just 200 refineries and 960 generators. That shouldnt be that hard, right? right? :Ddd

oblique hollow
#

Just make sure to try and not max out the pipe flow rate limit.
Its easier that way

mint sparrow
mint sparrow
#

(4k is about 40% of what is available)

#

there is about 10k of crude oil on the map (overclocked), tho i dont know if this also applies for 1.0

#

oh and i forgot about the wells which leads to 12.7k of available oil

#

so 1/3

oblique hollow
#

Nuclear scales very well, input to power wise at least

#

As for size... it depends

#

Fuel power, especially the later fuels like rocket and turbo fuel, take up a lot of space

#

Nukes do save more space in that regard

mint sparrow
#

true true

#

my power plant will consume probably the whole biome of blue crator

oblique hollow
#

One fully overclocked nuke is equal to 10 fully overclocked fuel generators, at a fraction of the power shard cost

mint sparrow
oblique hollow
#

So unless you got a huge stockpile of shards or are in Tier 9, you might run out

mint sparrow
#

i have about 400

#

not enough for the whole plant i believe

oblique hollow
#

Thats enough for 133 generators

#

Fully overclocked

#

Not for 960

mint sparrow
oblique hollow
#

though then again you dont need 960 if you overclock

mint sparrow
#

yep

oblique hollow
#

384 if you were to fully overclock them

#

which is still like 3 x the shards you have available

mint sparrow
#

yeah

#

i will probably overclock 200 gens to 200%

#

and go from there

oblique hollow
#

Ive only helped someone with 900 fuel generators once

#

Never again

#

I refuse to ever build or touch that many ever again

mint sparrow
#

ok, im scared now

dark star
#

Theres mods for bigger blueprints right? You could just make a 30 gens with mk2 looped pipe blueprint and stamp them out over a couple floors

velvet ferry
#

rocket fuel gen is the wave rn

mint sparrow
dark star
#

Or however many 250% rocket fuel a 600m3 pipe takes

mint sparrow
#

I have about 6 mk2 pipes of rocket fuel

#

or 4750 m3

#

i just realized i should have 8

#

oh boy

#

i dont know where i lost the 1200m3 of rocket fuel

#

bloody hell I have to build another 10 blenders

tough fiber
#

Would you take Caterium Wire, Solid Steel Ingot, Tempered Copper Ingot (with coke), or Steel Iron Plate?

steel knot
#

is there a way to limit resources on satisfactory calculator similar to satisfactory tool?

fickle leaf
#

Is there a chart somewhere for how many constructors / assemblers / manufacturers for max output by belt type?

mint sparrow
mint sparrow
mint sparrow
#

As i cant remember which recepies are the best of those

past reef
#

solid steel is generally a good pick, the other ones are location dependent

fickle leaf
past reef
#

fused wire is in general nicer than caterium wire for late game setup, but caterium wire is good for machine count

tough fiber
past reef
#

no steel recipes save space as much as we wanted

#

coke steel is best if you import coke from elsewhere but including the refineries space it's breaking even

#

solid steel just gets you more steel at the cost of a couple of 4MW smelters

sly fjord
#

So many are fan of pure recipes but I am not.

mint sparrow
sly fjord
dark star
#

I kinda hate setting up refinery rows for pure ingots, but you get so much more bang for your buck

#

Pure copper ingots into steamed sheets feels like printing money

sly fjord
past reef
#

I'm split for pure recipes tbh, pure copper and pure caterium are understandably good considering their synergy together but the other are so-so

#

yeah the ratio for fused (quickwire) mean you can mix 2 nodes of copper - caterium on same purity for a bunch of wires that can be nicely exported with drone

dark star
#

Ive never had need for pure iron, pure aluminum is good if you dont want to bother with quartz and arent worried about maximising yield

past reef
#

pure iron is super bad for machine clocking I never use it

sly fjord
dark star
#

Ye, but then you need to free up an extra resource (water is almost free)

sly fjord
#

Where I make factories, its much more often iron is close to copper than water

past reef
#

not all of the time the setup for water is worth it, a water train grabs an extra 400MW off your grid for not even x2 of iron ingot, you can grab another node

#

again it's location dependent, lots of the time you will have to smelt an iron node out of nowhere

#

for example with nitric acid you don't want a big place with big power to supply your iron plates, smelt into normal plate is the way

sly fjord
#

Yeah it does depend on location. I think the only situation where I personally would bother with pure copper is if there isnt iron nearby, but there is water.

tough fiber
#

Wow, steel screws seem to be a real catch

mint sparrow
#

Genuine question. Will around 760 fuel generators fits in here?

#

I never worked at such scale

tough fiber
dark star
quick prism
#

Did someone try making a 1/min Project assembly factory or something close to that or is there not enough resources on the map?

mint sparrow
mint sparrow
dark star
quick prism
dark star
#

Thats 2k nuclear pasta a minute, to which the awnser is clearly, no

quick prism
quick prism
dark star
#

You could ask the tools website with map max and all alts, but i doubt there is enough SAM

quick prism
#

I feel like the server is gonna burn

dark star
mint sparrow
#

i have a pretty descent setup (more of high end)

dark star
#

Depens on your pc, but ive had big factories with little issue, tho never 760 gens before. I think they dont ask much as your PC unlike the nuclear plants with the steam particles

dark star
mint sparrow
#

im thinking of producing in the end as much as warp drives as i can

white bloom
dark star
#

Short awnser: im dumb, forgot it existed

sharp cargo
#

If I haven't unlocked recycled rubber+plastic, what's my best route for maximizing plastic production --
1 ) oil -> plastic + HOR
OR
2 ) oil -> polymer resin -> plastic
?

#

my big problem right now is i'm not consuming all the liquid outputs and my production stalls

#

looks like number 1 results in more plastic per oil input

warm wave
#

Is there a way to calculate how many powerbanks have been built?

mint sparrow
#

Lads, I gotta import 1500 crude oil/min to blue crator. From where should I do that

oblique hollow
#

Resin to plastic its only a marginal efficiency increase, but its something

#

if you have some somersloops you can boost this even further if you really need it

sharp cargo
#

I guess i have some hard drives to hunt for

mint sparrow
#

Will two trains with 5 freights be enough to transport 1500 crude oil a minute across 5.62km track? one freight has the capacity to transport 2400m^3 so 12000m^3 for round trip

#

24000/1500=16min

#

so the trains will have to make a round trip in 16 minutes?

#

right?

oblique hollow
#

1500 crude per minute needs at minimum 2 freight cars so you're good i think

#

also, freight cars store 1600mΒ³

#

not 2400mΒ³

tough fiber
#

Coated Wire or Steel Rotor (and why?)

spare jolt
#

steel rotor allows for better coupling with stators and can be made with iron only

#

coated wire needs liquids and has a solid-only alternative > straight into the garbage

#

(the last part is a sarcasm - it may be good, but i'm not using it because it can be avoided)