#math-and-meta

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bronze barn
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Least I believe so ๐Ÿ˜ฌ

prisma kraken
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i know the guy is still relatively active, i've seen some of his updated stuff for dyson sphere in the past year

bronze barn
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Can't say if they are pllaning to or have done

amber basin
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i am trying to figure how the calculator satisfactory works.. i set two max for wires and cables (just for a test) and it's saying that just 2.031% of limit (360), why so?

bronze barn
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But one could so on their own ๐Ÿ˜‰

prisma kraken
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i'm not crazy about his designs, but they're always interesting to look at

bronze barn
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Well like I said; I like the concept of this, but the limitattion pre 1.0 was the lack of the larger designer so you HAD to make the 100% on your own (Or as a series of 3x3 prints I guess)

prisma kraken
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part of it as well is i'm not even sure what a useful format would be, do you give someone a floorplan, a list of machines & recipes, a connectivity diagram? a blueprint?

bronze barn
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Personally - Which is of course subjective. I think this becomes to tower-y for my taste, but I've no inclination that says it's a poor choice

prisma kraken
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yeah, shavingfoam's stuff is very vertical

bronze barn
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Probably that's what someone would need to figure out if they were to do this in their own way

prisma kraken
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most of it he came up with before bp's even existed in the game

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(i'm assuming 'he' without knowing)

bronze barn
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Looks like they are updating something

amber basin
# wind spade What's wrong there?

I mean, i thought that it will show me how many cables and wires will produce if i set maximize while i got some available resources. maybe i am doing wrong, still learning how to figure it hehe

wind spade
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If you select more than one, it will only make equal amount of all. And generally I don't recommend using maximise

magic island
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if both the default recipes are turned on, and you're only making wires+cables, then that should prompt the solver to use up all the copper you give it

but if eg default wire is turned off, then maybe it'll try to make fused wire instead, and then you get bottlenecked by whatever caterium you've input, preventing full usage of the copper

hard to know what's up without seeing all the settings you've applied

amber basin
amber basin
oblique hollow
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maximize finds one way to make the max of a selected material, but it doesnt actually minimize resource usage

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and when you select multiple things, it tries to make all of them in equal amounts

magic island
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the solver is also more prone to making weird extra decisions when you maximize (ie, processing byproduct in ways you never asked for)

amber basin
magic island
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I only use maximize as a quick ballpark for what's theoretically doable and what recipes may be involved in achieving that

then I punch in an actual number to start creating a real functional plan

unborn ermine
wind spade
cerulean stratus
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Im thinking on doing some kind of alarm system, with a sink or a machine and an underclocked biomass generator

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if the item gets through, the sink is activated, and the player hears that one of the fuses is broken, propmting the player to fix it

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it can be useful for aluminum, to take care of the water

unborn dome
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What else could I reasonably want to use petrocoke for aside from the better aluminum alt? Maybe that diamond alt once I get there?

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Electrode Circuit Board is kinda meh, maybe the "temperered" alts for copper and caterium ingots and "coke steel" for steel ingots?

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(Just debating if I should build capacity for more than the 200 petrocoke I'm going to need for my aluminum factory)

unborn dome
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Wait, maybe that math is wrong...

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33% more steel?

cerulean stratus
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you can also put the coke in coal generators

unborn dome
cerulean stratus
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but you might as well use the heavy oil to make power

unborn dome
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This place already has 10 fuel generators at 200%

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So it's purely a question of how much extra petrocoke I want beyond 200

cerulean stratus
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don't think of it as using for power, it's just another way to get rid of it

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you can also sink it

unborn dome
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Currently consuming 100% of my HOR. I'm going to need to bump up production to specifically make petrocoke.

wet python
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is it too wasteful to use the electric motor recipe? it uses elec magnetic rod and rotors "only"

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the alternative would be the traditional recipe but for a 100pm+ factory I would need quite a lot of iron

cerulean stratus
wet python
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does anyone have a 100pm+ motor factory? where did you build it?

cerulean stratus
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You can use a place with just iron or iron and copper, or go steel with coal or coke

violet halo
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If you aren't already in the dune desert, that place has lots of iron, copper, and a bit of coal.

cerulean stratus
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iron allow is just so efficient you can do it anywhere

violet halo
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With enough alts, I imagine you could just take copper and coal out of the equation.

cerulean stratus
violet halo
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What is the base resource cost on 100/m?

cerulean stratus
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on base, 3150 iron, 900 coal, 800 copper

violet halo
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What tier are we working with?

wet python
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T5 belts

cerulean stratus
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then why are you talking about electric motor, you don't even have ecms yet

wet python
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i have everything except the new stuff from 1.0

cerulean stratus
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oh

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I understood tier 5

wet python
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oh the MAM tiers... sorry i misunderstood it

cerulean stratus
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no, the spelev tiers

wet python
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lol yeah i meant that

violet halo
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So we have Mk III miners, and slightly over 4 belts of iron.

cerulean stratus
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that's if he chooses smelters

wet python
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i would go with refineries

violet halo
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The conversation rate for pure is what?

cerulean stratus
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7 to 13

violet halo
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That's less than 3 full belts in for iron ore then.

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You can get that with 3 overclocked normals.

cerulean stratus
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yeah it's like 2k iron ore

violet halo
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1700 rounded up, so 3 normals would be a little extra.

cerulean stratus
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yeah

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if the man wants to use pure ingots I say go for it. Personally, I find foundries much easier to work with

violet halo
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There are a lot of places with that much iron, copper, and coal next to each other.

cerulean stratus
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I do find steel really annoying to work with though

violet halo
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The 45 out is what gets me, I've started overclocking them to 100 even, usually.

cerulean stratus
violet halo
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Southern dune desert has a good concentration of it. That's where I make all of mine currently.

cerulean stratus
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that and you want to split the coal for power and coal for steel

violet halo
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My coal for power is in Northern dune desert. There's a decent supply right next to the waterfall over there.

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On the north eastern edge of the map.

cerulean stratus
violet halo
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I was a bit of a goof and just built my first base in the sky right at the dune desert spawn. I looked around for a moment, and said good enough.

cerulean stratus
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However, not all locations are like the desert, with 3 pure coal nodes, and plenty of iron around

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Northern forest has a ton of iron and copper on one side, and a ton of coal and 1 iron on the other

violet halo
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I haven't actually tried the other three yet. So I don't know where the actual start points are, just a rough region of where.

cerulean stratus
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you don't manage that 1 iron correctly, you're going to have trouble

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not only that, due to low belt capacity and miners early on, you can't output a lot of steel

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(I'm also never satisfied with the layout)

violet halo
cerulean stratus
violet halo
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First try was actual first try ever this time around. So every time I had an idea about improving it, I came back and changed it.

cerulean stratus
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I've got to say, satisfactory is pretty weird

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In the beginning, the low throughput makes me want to have multiple bases
But biomass and the lack of options makes you centralize

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But once you actually get options, for that, like power towers, hypertube cannons, and even drones, you also get a lot more throughput

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so you could expand your base, but you'll go somewhere else do other stuff instead

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What am I saying, satisfactory wants you to decentralize

violet halo
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It sure does, but I refused as much as I could manage.

cerulean stratus
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in 36 hours

cerulean stratus
violet halo
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How many layers up did you end up having to go?

cerulean stratus
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Basic, oil, aluminum, nitrogen, phase 4 spelev and phase 5

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it's pretty disorganized, but that was also the idea

vapid gorge
fierce ruin
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is this the most rocket fuel u can get from 600 oil with a limit of 1200 sulfur?

unborn ermine
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I think so yeah, it just gets weird with the compact coal being used to make more.

fierce ruin
fierce ruin
cerulean stratus
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In any case
I'd recommend having a bp for the generators

fierce ruin
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ye i do

cerulean stratus
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Are you in phase 5 yet?

fierce ruin
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yeah this is my 2nd plant actually

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just moving it to diff location and wanting to maximize

cerulean stratus
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Then if power shards

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Inf

fierce ruin
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my bp has them with power shards and max clock speed ๐Ÿ˜›

cerulean stratus
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Nice

fierce ruin
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yeah it makes it so much nicer/quicker

warm bane
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If you like cleaner numbers, I'm going to build a setup next that output 1800/min + an extra 240/min packaged
The numbers work out pretty nicely, and you can pretty easily split it in smaller sections

cerulean stratus
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So we're looking at 200gw?

warm bane
fierce ruin
warm bane
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Well no actually never mind, in what I had (not at the pc rn) I end up using both version of the rocket fuel recipe

cerulean stratus
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Absolutely ridiculous

warm bane
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And I do use all 600 crude oil

cerulean stratus
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What will you even use that much power for

fierce ruin
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who knows but i am also doing a playthrough with others and the guy never did a RF plant so he wants to do a huge one
so i planned this out

warm bane
fierce ruin
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anyways gtg. cya and gl out there pioneers

cerulean stratus
warm bane
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You don't consume that much to do rocket fuel

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+it's really nice to use with drones

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I'm at 900 or smth

unborn ermine
unborn dome
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Do the ratios not work out properly such that you could use up all the compacted coal for turbo/rocket fuel?

unborn ermine
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I think with stratigic slooping people said they could

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I cant recall the fine details

warm bane
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As a necessary step

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If you're interested, in about 8-ish hours I'll have access to my pc and I can share you the planner link

unborn ermine
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I think im missing a recipe in here jacelul
mucking with a cloned tab and I might have picked the wrong turbo

warm bane
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Deactivate maximise for rocket fuel and input the 1800/min, that way you get the ressource optimized result instead of the product optimized one

unborn dome
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So my liquid biofuel has the refinery, the solid biofuel, AND the biomass constructor slooped. As long as I don't hook it up to a generator, I think I've basically got infinite packaged biofuel now lol

unborn ermine
warm bane
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Now I've setup another chain near a sulfur node where I convert the biomass into coal to make gunpowder

unborn dome
wet python
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sloop = somersloop?

unborn dome
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Just for the initial fill I don't want to burn through all my alien protein too quickly

unborn ermine
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I also almost feel like if you DO want to make your rocket fuel compacted coal into more power, better to just have a separate diluted fuel or something planned to input into that instead of "making more" for the whole of it all.

unborn dome
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Mind you, I have just over 350 alien protein, so I probably don't have to worry regardless...

warm bane
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I did sloop the protein, but then I also slooped those into DNA for the points

unborn dome
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I was doing that earlier, but I'm effectively done with the coupons now, aside from the novelty items in the shop

unborn ermine
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I did a mass of more DNA capsules, only 40 away from the golden nut. snuttstare

unborn dome
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I wonder what you get if you sink the nut lol

amber umbra
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Recycled rubber/plastic alt question. Am I understanding correctly that the recycled plastic/rubber alts when used together in a loop effectively convert fuel into plastic/rubber using plastic/rubber as a catalyst? And the conversion is 1:1 if you ignore the resin byproduct?

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150 crude -> 400 plastic/rubber + 100 resin (HOR + diluted fuel)

unborn dome
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Although it's not 1:1 unless you use the resin byproduct to even it out

remote flame
# amber umbra Recycled rubber/plastic alt question. Am I understanding correctly that the recy...

The maths for the Recycled loop is as follows (Original Credits to Apocalyptech and Haxton)
Note: this does use the Residual Rubber recipe for additional rubber input.

Fr = (16/27)R + (7/27)P - (2/27)F
Fp = (8/27)R + (17/27)P - (1/27)F

Where;
Fr = Fuel to be fed to recycled rubber refineries
Fp = Fuel to be fed to recycled plastic refineries
R = Rubber output desired (can be 0), P = Plastic output desired (can be 0), F = Fuel output desired (can be 0).

  • If outputting just rubber or just plastic is desired, then 3 Rubber/Plastic output = 1 Crude oil input
amber umbra
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Let's see

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Seems like the answer is, yes.

wet python
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these are my plastic and rubber factories, using a 600 oil input. I went for a little surplus of fuel (to generators) just to get rounded numbers.

unborn dome
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The nice thing is that if you realize later on you need more of one of the three outputs, you can just over/underclock the recycler refineries to change the ratios around.

wet python
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you will probably not need "less" of anything and will end up building another factory

unborn dome
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I mean, if you realize you've got far too much plastic after finishing the computer factory, you can probably divert more of it into rubber

wet python
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more computers ๐Ÿ™‚

amber umbra
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Looks like you do a 1:2 ratio for the final loop of recyled rubber:recycled plastic (if outputing plastic). And you'd flip for outputing rubber. Fuel input -> rubber/plastic output.

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Idk, guess I'm surprised by how it works relative to how it's discussed on discord.

wet python
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also, I took T5 belt speeds as a limitation at my design

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rubber will always sink a lil bit

amber umbra
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Quick testing loop I was playing with as an example.

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Overall, really cool alt recipe chain. I'm quite pleased with the design from the devs. Very nice.

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Maybe a bit lame that it's another HOR + diluted fuel combo.

remote flame
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Pretty much the standard recipe way;
You need 3 Crude oil for 2 Plastic/Rubber (3/2 Crude > 1 Plastic/Rubber)

Recycled loop;
(1 Crude > 3 Plastic or 3 Rubber)

By using the recycled loop method, you cut down your oil consumption by 4.5x, so it is always always worth doing if maximising oil efficiency is on your mind

amber umbra
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The 1 crude to 3 plastic/rubber assumes you utilize the resin from HOR correct?

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But aren't residual rubber and residual plastic different ratios of resin to plastic/rubber?

amber umbra
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Yea, so the actual amount of rubber and plastic aren't identical ratios from crude.

unborn dome
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Yep, you need to correctly balance the plastic and rubber refineries to get the amount you want of each.

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Easier to use an online calculator imo

amber umbra
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Alrighty, makes sense makes sense. Was seeing a lot of slightly fuzzy math on the internet for it. This clarifies nicely for me. Cheers Dehve, Jinn.

remote flame
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Yeah if you aren't using the resin or HOR recipe, it will change it all up, lemme write it up quickly for ya

amber umbra
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I don't care about peak efficiency, so I'll probs just sink the resin and only utilize the fuel to plastic/rubber components for simplicity.

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HOR, diluted fuel, recycled plastic/rubber. Nice and clean.

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Cause if you want a single output belt of say plastic, you have to merge the resin plastic with the recycled plastic. Which is probably fine, but I could see weirdness if your consumption isn't 100%. Sink the resin and it should be very robust.

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Well maybe it's not an issue because if one or the other output plastic gets backed up, it'll cause the other output plastic to slow down which opens the other other to being consumed. Hmmm

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Alright, definitely bedtime.

unborn dome
amber umbra
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Kinda the question of does the setup work with the plastic/rubber underconsumed and overconsumed and perfect consumed.

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Cheers

wary rapids
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I present my originnal modual alumium. 240 bauite , 240 water 120 coal to scrap.

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to 1200 scale no clock

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the two lone machines are for processing 780

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i should do an up clock test.

wary rapids
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i found a way to 200 upclock test it.

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and it can eat my 480 lane with one moudle.

civic terrace
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still need to unlock mk6 belts for it but this took me longer to figure out than I care to admit
input: 1200/min, 600/min
output: 720/min, 720/min, 360/min

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it is for coal for some aluminum scrap manifolds, made the inputs work out a lot nicer since each machine needs 120 coal/min

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Also I know I could just do 3 600/min lines and have the numbers still work out nicely for coal but this layout made it better for managing water and bauxite

golden smelt
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set up this factory that produces 750 turbo fuel, but the fuel is not reaching some of the gens, and other gens are constantly turning off and on

unborn dome
vapid gorge
golden smelt
prisma kraken
# golden smelt looks a little like this

oft times if you disconnect the power lines to the generators and let the pipes and generators to fill to 100% (so the flow in the pipes drop to zero), reconnecting the gens then ends up being stable.

violet halo
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One at a time, from back to front.

prisma kraken
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it looks as well like you've got some pretty long manifolds which often leads to a sloshing effect

violet halo
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If that is a completely straight line without drop ins, then it'll slosh more, like moonchild said.

prisma kraken
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i recommend in such cases breaking your fuel output into multiple pipes that supply smaller numbers of generators. Another option is to connect the ends of the manifold together to form a loop.

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there's no 100% effective solution to making stuff that checks out on paper to work with the game's fluid simulation. other means people try include goat sacrifice and valves ๐Ÿ˜„

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also, it doesn't appear like you are overclocking your generators (i see green status lights), you may wish to consider lessening the number of generators you need with power shards

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tl;dr it boils down to the first two rules i follow with pipes: keep pipes full and keep pipe networks small

vapid gorge
vapid gorge
prisma kraken
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yeah, that's what i meant by looping the pipe. Cobalt is a lot more of a believer in that solution than I am

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ever since my first playthrough back in update 4 a few years ago, i've observed that pipe manifolds past a certain length get rather unstable

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its rather frustrating to have built it all out and to see it all not work correctly afterward

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i'd have to go back and look at exactly what i had built, but it was something like 600/min yellow fuel using residual fuel, lol

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i think we all made a lot of sins and mistakes in our first playthrough of the game ๐Ÿ™‚

wary rapids
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so i bought boom box tape which say thier added to the boom box but my boom box says it has no tapes

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got it this item is so worth it. probally the most important item in game

vapid gorge
prisma kraken
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i'm not going to argue, i've had some successes and some failures with it

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as such, i'm not a believer in espousing solutions that situationally work

wind spade
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I've seen them work in like 99.9% of cases, when built properly (loop, feed from above, prefilled before running, etc.)

prisma kraken
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yeah, its just the outliers that get you

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if you're piping 600/min of whatever fuel type down a pipe into a bajillion generators, I'm never seen that really work properly

wind spade
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I've never seen that fail ๐Ÿคท

prisma kraken
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i don't think i've built something like that since my first playthrough where i got burned by it

wary rapids
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as far as i know a pipe that carrier 600m to be used somewhere else must be looped. a pipe that carriers 550m does not need to be.

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the pipe creates back presure becuase the fluid has no where to go when the machines back up.

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if you divide your flidud segment into smaller sections then 600 m you aviod all the weird mechinics and your builds are much simpler.

vapid gorge
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and if you have too many machines drawing too much fluid pm from too many points along it a loop might not even be enough to stabalise it

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but that's fairly rare

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if though, for example, you had a 600 pipe feeding only 3 machines from 1 junction? probably doesn't need loop

prisma kraken
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my unproven hypothesis is that how much machines draw per cycle and how often they draw what they consume off of a manifold can lead to 'empty places' in a pipe that cause liquid to backflow. if backflow happens, the forward movement capacity of the pipe is reduced and you'll not get full capacity. If my hypothesis is correct, it really depends on the staggered timing of when machines pull off of a manifold as to whether you get backflow.

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i'd posit that there's probably some pathological timings that reduce flow to perhaps as little as half capacity, but i've never sat down with the math in detail to figure that out

violet zealot
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How many drones are needed to transfer items produced at the rate of 1200/m across 2.5km distance? And is it possible to build a large enough drone dock to transfer every type of resource?

vapid gorge
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depends on stack stize

vapid gorge
prisma kraken
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well, giving a few numbers as data points... it usually takes 2-3 drones to move 600/min ore between points

violet zealot
prisma kraken
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i've seen people do extremely large drone setups before, and it is possible if you make enough fuel for them

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i think it is much better to rely on trains for really high volume move-lots-of-stuff tasks, but you can do it, its just not really what they're made for doing

vapid gorge
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just need to slap down more drones for more throughput

violet zealot
prisma kraken
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the only real considerations are making/distributing fuel and paying the 100mw per drone port power requirement

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that does add up

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the only other thing i'll mention is that you should think through how you supply fuel to the drones, i'm not sure if the issue is fixed now, but in past game updates, some people were reporting that drones used double the fuel they should have if both the source and destination ports were supplied with fuel

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i'm unsure if that issue ever was fixed or that a workaround was found for it that just sidestepped that issue

bronze barn
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Well you only need to supply them on one anyway, so it's hardly an actual issue

prisma kraken
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tl;dr, ports use a fair bit of power and you'll need to do some planning and probably a bit of tuning to sustain higher volume rates, but going drone only is doable

bronze barn
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And since their pickup locations are going to be scattered it's beneficial to do on dropoff anyway

prisma kraken
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yeah, it requires some thought and planning - all i'm saying

bronze barn
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The thought and planning is fairly simple though. Prio inputs that produce what you need to fuel and power then and anything past that comes after.

fringe pawn
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If not batteries, what is the baseline fuel comparable to pre 1.0?

vapid gorge
fringe pawn
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I don't think he's been around since 1.0? Probably better to just start from scratch

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I've seen him over on the valheim server

vapid gorge
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nah this was him doing it 1.0

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yeah they banned him for no specific act

fringe pawn
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That post is dated September 6th, before release?

vapid gorge
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he was around for a bit 1.0. Don't know how long

bronze barn
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Gonna go out on a limb and say he wasn't banned for no specific act ๐Ÿ™ƒ

vapid gorge
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but yeah considering there aren't multiple curves I don't think fuel type was done

vapid gorge
bronze barn
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I had no issue with Sev, so no need to talk to me like that, but I'm pretty confident "no specific act" doesn't warrant a ban. Surely there was a reason

vapid gorge
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people tend to project how they feel something is like that is totally divorced from reality

bronze barn
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People can still get offended by something that is not directed at them which can warrant a ban. I'm not saying I necessarily agree with the fact he was banned but I wasn't online when it happened, so it's kinda hard for me to claim what the reason was other than saying I'm having a hard tiem believing it was for nothing. In any case we probably shouldn't be discussing this.

vapid gorge
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nah, there was no event, just got told to leave

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One thing Sev isn't is a liar and if there was some event so awful they had to scrub all chat logs from it something would have been mentioned

wind spade
vapid gorge
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ah, must have been jsut before

wind spade
vapid gorge
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which is honestly silly, ofc there was going to be a surge on the server for a bit, but it's already dying down

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unless they do dlc or expansion it's just going to get quieter

wind spade
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The "official" reason was "accumulation of complaints" or something like that

warm bane
vapid gorge
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they should have done that at the time of last complaint if that was the case.

violet zealot
warm bane
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Not at my pc atm but it should be pretty damn good

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But then you have the headache of massive radiation around every ports

molten light
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Guys, help me pls, where de fuck is this quartz?

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Is it bugged? Because there is no any of them

warm bane
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There's a very big cave underneath

molten light
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How do I get there?

warm bane
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There's 4 entries to it, but the most obvious one is all the way to the west, at the back of the cove with the 4 coal nodes, behind rocks you need to blow up with nobelisk

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There's also another on the coast East, pretty close to the iron node near the 4 coal node you're already exploiting

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The final two are harder to spot and are on the North coast irc

molten light
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why someone did that

warm bane
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Logistical challenge

warm bane
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The cave is big enough to run a train through it, or you can use the fact that the ceilling of the cave is actually pretty thin and run a conveyor lift directly through it

molten light
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(about lift)

amber umbra
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Ah, I was wondering what happened to Sev. Hopefully he takes something positive from the experience.

fossil basalt
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Satisfactory hard mode: everything has hard collision

neat crest
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I recall that pre-update 1.0, Classic battery was superior. Still the case or no?

pulsar notch
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there aren't a lot of uses for batteries, but I know I'd say the simplicity of classic battery makess it a good option

wind spade
oblique hollow
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Main benefit was not using fluids and having no byproduct

neat crest
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Packaging rocket fuel for drones

oblique hollow
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You can use either recipe.
The resource saving benefit you get from Classic is negligible. Its really more just about not needing to deal with fluids

neat crest
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Mmmm not having to build wire or plastic is pretty tempting...

steel knot
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If my train route is shorter than the allowed throughput I want, will adding a pause at one of the stations fix this?

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I thought Iโ€™d be able to select โ€œwait for full load/unloadโ€ but the train doesnโ€™t wait any differently

oblique hollow
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if you dont change the OR to AND the train will just wait a few seconds and then head out

steel knot
#

Hm but what is a full load in this case? Iโ€™m unclear on the two options I have before the and/or wait

oblique hollow
#

full load is a full freight car

steel knot
#

Hmm. Iโ€™ve sent an empty car to a station without enough items to fill it and it left partially filled

oblique hollow
#

i think the setting used to be somewhat broken, not sure if it now properly waits for the right cars

steel knot
#

Ahh I wonder if itโ€™s because I have a second platform Iโ€™m not using

#

So maybe itโ€™s saying โ€œI loaded 0/0โ€ Lโ€™Hopitals train station

oblique hollow
#

i think you should first check if your wait condition is AND or an OR

steel knot
#

Will do. Just curious why itโ€™s necessary if the โ€œwait for full loadโ€ condition is essentially supposed to be a variable wait time depending on the percentage of capacity

#

But good to know I can just change wait times to adjust the throughput

oblique hollow
#

its necessary because if you have an OR, it doesnt have to wait for the first condition

steel knot
#

Oh duh

oblique hollow
#

because the OR tells it "Either you manage to get a full load or you just wait 5 seconds and then piss off"

#

And of course it pisses off after 5 seconds

steel knot
#

Got it. Thanks

#

Just rounding out this discussion. This should get me close to max on that line with only two stations and one train. If I had multiple, it would still theoretically work for equal inputs at each station, but probably mess with say a pure and a normal node input at two separate stations on the loop before heading to a third

#

My scenario in the red forest has a lower loop with 3-4 bauxite mines and an upper loop with 1-2 and converging to a main refinery

drowsy tiger
prisma kraken
drowsy tiger
#

I had a fear about this awhile back when they came out.. and now that I hear mk6 do have issues I bring it up

steel knot
#

Whatโ€™s the mk6 belt problem? Iโ€™m following how your solution applies but havenโ€™t come across the issue yet

drowsy tiger
#

People are reporting inconsistent practical rates of the belt well below spec of 1200 apparently

steel knot
#

Ahhh

#

Wouldnโ€™t that mean that mk5 are affected too?

prisma kraken
steel knot
#

Oh nvm. Frequency of a mk5 is 13

prisma kraken
#

incidentally, changing your video settings seems to alleviate a lot of these problems... setting the belt updates to 30 hz and fps to unlimited makes the issues largely disappear for me

#

mk5's 13 is such a strange frequency

drowsy tiger
#

Is there a best way to notify the devs? I don't want to bug them but i'm curious ๐Ÿ˜„

prisma kraken
#

something else that you should most likely understand before going on a crusade is that the game's simulation runs differently when you are in render distance. I believe these problems only occur when you are able to observe them

drowsy tiger
prisma kraken
#

i find it somewhat unsettling that some unintended behaviors are observable and emerge from the complexity of the game's simulation logic

drowsy tiger
#

I'm a math/physics guy not a programmer so I'm limited in understanding how the engine actually enforces consistency in tick rates under other load. But even the optimal scenario is under the 40.. so thats all I got.

prisma kraken
#

this bugs me

oblique hollow
# drowsy tiger I'm a math/physics guy not a programmer so I'm limited in understanding how the ...

From dev comments, factory logic goes something like this:

When on low fps the game time does not reflect factory sim. For example your game runs at 40 ms. Factory is clamped at 30 ms. Which means the factory sim loses 10 ms. So the end result is that all factory sim will be 10 ms (25%) slower.
This is done to avoid errors

we can only move 1 item per "substep" per frame from a belt to a belt
substeps are factory tick related
if we are sub 30 fps we add a substep
so we run the factory tick twice
hence factory time != game time
we also clamp the factory tick delta time for this reason
if the game hitches, means the factory logic is technically "paused" for that period of time

#

the most recent change to the system, afaik, is that belts and pipes are now handled by the GPU

pallid knoll
#

Does a splitter have specific speed? Or can I just use a mk3 belt?

pulsar notch
#

splitters have no innate speed

violet halo
#

It can use whatever you attach to it. It has a small internal buffer, to help overcome any speed mismatches.

pulsar notch
#

it's all based on attached belts

prisma kraken
#

inline 4x4 balancer

#

probably not going to end up using it, but started on it before bed last evening and decided to bp it

oblique hollow
#

and i now see regular mk 6 belt gaps

#

it has something to do with the subticks

#

or whatever else the game is forced to do below 30 fps

prisma kraken
#

just watch during an autosave ๐Ÿ™‚

oblique hollow
#

OH WOW WTF

#

this is weirdly consistent now

#

i set my fps max to 32 fps

prisma kraken
#

unless you're really building minimalistically, your save file is big enough by the time you unlock mk6's to see a stutter

oblique hollow
#

and its just shitting itself

prisma kraken
#

that doesn't surprise me, honestly

oblique hollow
#

im kinda tempted to ping ben with this

prisma kraken
#

my hmf factory is sort of serving as a canary in the coal mine, having several miners at 1200 as input, if i see the manufacturers on the output end start tanking in efficiency, i'm going to start digging into it all

oblique hollow
prisma kraken
#

yeah, well, yeah

oblique hollow
#

at exactly 32 fps

#

the mk 6 belts lose 240/min throughput

prisma kraken
#

its a 'feature' ๐Ÿ™‚

#

that's 20% loss, right?

oblique hollow
#

yes

#

the closer you are to 32 fps, the worse it is

#

if you are below 32, its better

#

if you are above, its also better

#

32? terrible

prisma kraken
#

probably why when i capped my belt updates at 30 fps i saw problems lessen considerably

oblique hollow
#

i used t.MaxFPS for this

#

if you wanna verify, try it

prisma kraken
#

i'm not familiar with the console variables

oblique hollow
#

this is similar to the max fps setting in the options

#

just enter 32 there

prisma kraken
#

gotcha, i'm working on stuff atm, may take a look later

versed violet
true pier
#

I'm currently setting up my train system and I was wondering if coal is used in large quantites in the late game?

charred saffron
#

Coal's mostly gonna be big for steel, but I don't think you need it in massive quantities besides steel and (iirc) diamonds late game

magic island
#

diamonds gobble up entire nodes of coal/oil at alarming rates

prisma kraken
magic island
#

however, I wouldn't worry about future-proofing your current factory for diamonds. it will probably be least disruptive and most efficient to seek out new coal/oil nodes for that, and then round up the diamond product from the satellite locations

prisma kraken
#

because it is a 10:1 boil-down just to diamond and then 2:1 diamond->t crystal, probably makes more sense to be marshalling the end products instead of the raw coal

true pier
#

my goal is to have a megabase with everything made in it with trains coming in with every ressource

#

we'll see

prisma kraken
#

inadvisable, but we all tried it once. you'll have fun learning ๐Ÿ™‚

#

the more refined you can make goods where you mine them, the less logistic infrastructure you need to build

true pier
#

I will have 8 trains with 16 wagons each

prisma kraken
#

seems like too small of a number, honestly

#

i mean, i'm pushing around 8 train cars of rubber alone at this point

magic island
#

ore is usually not great to transport unless you have no choice (ie, if it needs to be combined with something else that isn't available near the node)

pretty much the only time I ever put ore on a train is for aluminum, since the resources involved tend not to be right next to each other

prisma kraken
#

yeah, you either need to get alum to copper or copper to aluminum for most uses

true pier
prisma kraken
#

i have 2 4-car trains moving around a total of 3600/min of rubber. one train wasn't enough

#

similarly, i have 2 4-car trains moving 1740/min iron ingots around

#

just a function of how big the cars are and how far the trains need to travel

true pier
#

yeah with 1200/min with each wagon you need a train coming in every 3 min

prisma kraken
#

each car for the rubber is averaging 225/min.

#

you'll be hard pressed to have any non-trivial train routes that are that short of a round trip

#

the load & unload sequences alone are about a minute of that time

#

i'd say my average route time for trains on my network is probably around 5 minutes with quite a bit of variance

#

the train network isn't very large either

#

when you start doing hauls from like deep dune desert across the top of the map to rocky desert, trip times can get rather lengthy

true pier
#

but if you put enough trains that one train comes every 3 min ?

prisma kraken
#

that is one of several solutions

true pier
#

does that wait for every wagon to be fully loaded/unloaded or just one of them?

prisma kraken
#

i like to keep my trains to a 4 freight car length so they can negotiate height changes with ease - after 5 freight cars you need to start doubling up engines on the train to be able to climb inclines

true pier
#

i have 4 locomotives with 16 wagons

prisma kraken
#

i do not monkey with the default settings much at all

#

unless there is something very exceptional i'm needing to do, i just let trains schedule themselves and spread out at the timing the rail signals allow for

#

when you start changing those settings, it becomes very non-intuitive what is happening and behaviors such as priority inversions can manifest

#

train can't leave a station because something it needs to load is being starved because another train is waiting on a full load, etc

#

in addition to that, those settings don't work quite how you'd expect. there's some bugs with it where the triggers for loading and leaving stations trigger at the incorrect times (when a stack has a single item in the storage slot instead of a full stack)

hearty flower
prisma kraken
#

it all adds additional complexity onto something that is pretty complicated already

#

i'm speaking of the 'wait until full' in my example

true pier
#

I just want a train going every 3 min but if it starts to get blocked and desync then i dont have 3 min between each train anymore

prisma kraken
#

imho, i really feel that the game needed one more update where they focused on polishing the train behaviors and made rails easier to build

verbal fjord
#

is nitro rocket fueld a good alt?

unborn ermine
#

Yeah, if you have a ton of sulphur available

hearty flower
#

It could work if you balance the loading/unloading at each station I suppose

prisma kraken
#

it is easy to build for tons of power, but resource-wise, you'll do better with blended tf + default rf

true pier
#

or i mix both ressource then smart split them

hearty flower
#

Yeah, and the whole train has to be 1 resource otherwise one could back up while the other starves

unborn ermine
true pier
#

excess

true pier
prisma kraken
# true pier or sink

your idea of centralizing everything is something we've all tried before. I'll tell you that it doesn't work so well in my personal experience, but i think it is sort of a lesson one needs to learn themselves to really understand why.

true pier
#

I don't like the idea of building many factories lol

#

but I understand your point

prisma kraken
#

what sort of happens is everything just keeps getting more and more complicated and you start running out of space for belts to run to move stuff around and like eventually you kind of just give up on it all after tons of special casing and hammering the round pegs into square holes, etc

#

trains do have a lot of capacity and there are tricks to get them to have even more than 2 belts worth of capacity per freight, but they still take up gobs of space and moving a lot of ores around just isn't very good

#

kind of the default number i use for ore/min i go by in calculations for trains is that i can usually count on 600/min per train car if the train is just doing a miner<->factory loop

true pier
#

is there a list of all the available ressource in the game?&

prisma kraken
true pier
#

thanks

prisma kraken
#

that's pretty much what you can mine/min with the addition of 'practically infinite water'

true pier
#

from my calculations I need double the train stations

prisma kraken
#

oh oops, in what i posted the amt of SAM is double the map limit

#

(i just grabbed that from a random tab i have open, sorry)

true pier
#

that's fine

prisma kraken
#

speaking from a lot of experience, the ore limit that you always hit first is bauxite

wanton sky
#

How is this spot for my first oil base ? I picked it for the 3 oil nodes and I got iron and copper nearby so I donโ€™t have to bring in other resources from another base

hushed kettle
#

it's very good, i set up my power plant there but you'll probably want the three pure nodes more later

#

I'm in the process of (procrastinating) rebuilding rn and kind of wish I'd picked a worse spot lol

sly fjord
#

Its very good for turbo or rocket fuel as there is both oil, coal and sulfur there.

wanton sky
#

Should I pick a different spot then Iโ€™m looking to manufacture plastic and the other oil products I donโ€™t have a need to fuel rn I need to research it

sly fjord
#

You dont really need that much fuel for turbo or rocket fuel to get energy out of it.

#

Its not the easiest place to transport things out of tho, there are some height.

wanton sky
#

So with 3 nodes I can do plastic rubber and fuel ?

#

Iโ€™m mainly on plastic and rubber rn but Iโ€™m sure I will need a good fuel factory in the near future

sly fjord
#

I think I have something like 14 000 MW from 450 or so oil there turbo fuel. without some recopies to make even more per oil.

#

I would say its enough, maybe just spare one of them for power.

#

There are more oil there that isnt pure too

prisma kraken
#

the other resources lying around aren't to be dismissed either, plenty of iron and coal for steel, a fair bit of copper and some caterium a short ways away

sly fjord
#

I would argue its fine if your main base, or focused area is Grass Fields. If you main area is Dune desert, or Rocky Desert, its easier to set up plastic and robber in one of the coast oil areas.

unborn ermine
#

Its the "practical" maximum jace_smile

#

Man discord time warped

#

dont mind me

prisma kraken
# molten light What was the expirience?

well, i mean, i stopped paying attention to the chat here for a while because i was getting upset by him. never lodged a complaint except to tell him i didn't appreciate it in public

prisma kraken
wanton sky
sly fjord
#

That too

prisma kraken
#

BC is a great spot, everything they changed with in 1.0 makes it a lot more attractive

#

my only wish is that there were a little more caterium around the area instead all being in the swamp's death cave, lol

prisma kraken
#

its too bad there isn't some late game tech for allowing you to increase clock rates past 250

true pier
#

which recipe do you guys use for ficsite ingot?

prisma kraken
#

atm, i'm working off my initial ad-hoc build of it using iron, but the plan is to eventually transition over to using aluminum and sloop it when i get the pink forest settled

#

i've not found the need for a lot of volume for trigons yet, but when i start dealing with nuclear, yeah, that'll be a thing

#

the amt you need to complete the phase 5 delivery is really rather small

unborn ermine
#

Speaking of, looking at how much I want to make for Adaptive Control Units
15/min seems alright for a stable production without going overboard?
using it in its entirety leads to 15/min Bio sculptors later so, not terrible?

#

One of the things that sucks on a first dive into late game, you never know what too much or too little is jacelul

prisma kraken
#

its a good target, yeah. the conversion rate is like this

#

5x autowire -> 1x acu -> 0.5 ADS -> 2 BCS

unborn ermine
#

Apparently I will be able to get all the way to ADS's with my planned quartz purification area,
Just LOTS of leftover goodies to consider.

prisma kraken
#

the input list if you're interested

unborn ermine
#

Gotta love it when the site uses the OLD images still jacelul

prisma kraken
#

yeah, runesun did the bare minimum to get the code updated to 1.0 - probably just imported the new json, lol

#

i'm guessing the beacon icon just happened to match the same list spot as the BCS, lol

unborn ermine
#

Those numbers seem a bit off

#

double the trigons and super comps

prisma kraken
#

lemme double check

unborn ermine
prisma kraken
#

trigons look right

#

you're looking at 15/min output, i have 30/min, so double. the stators and wire seem about the same because my listing used autospeed wiring instead of the default

unborn ermine
#

Yeah but you never stated the 30/min till now snuttstare

prisma kraken
unborn ermine
#

Like I say, the other sites, harder for me to read.

#

I saw 15 buildings

prisma kraken
#

yeah, sorry, i didn't write the code, lol

unborn ermine
#

I get pretty locked in at times too, like I was mentioning 15/min and saw 15.
Boom

prisma kraken
#

happens to me often too D:

#

in any event, 15 acu's/min is a good target, i like the fact that all the numbers are 5x 2 or 3 which makes for easy OC'ing to 250 with balanced input

#

(turns 10->4 & 15->6)

#

for expensive parts, i really prefer perfect splitting of inputs

unborn ermine
#

Nice, really only shot for 15 because I was looking at a spot nearby, limited by limestone, and wanted to make HMF without rubber (to which I could supply) but dont want to jacelul

prisma kraken
#

yeah, i bit the bullet on rubber concrete a while ago and one of my first big builds was just to turn 4800 limestone into rubber concrete

#

that's where 960/min of my rubber is going, lol

#

could have done it in other ways, but getting concrete squared away early seemed good to me

unborn ermine
#

Yeah, the spot here would be pretty gross if I did multiple stops.
Plan is, train from oil sending rubber/plastic down and by the coast, around and up the beach to the north of my purification plant.

#

The HMF would be where the coal is.

#

Have to decide if I want to do drones or not for HMF. Could potentially use my gross ass belt+rail setup again jacelul

prisma kraken
#

one thing i'll mention just as an idea for you to think about... in my last playthrough (north forest's iron glenn was my start), i just built concrete constructor microfactories at all the limestone nodes and rounded up the concrete with a tractor. worked pretty well and you can get 2x belt speed out of a truck stop

#

rather than messing with wet or rubber concrete, i just built a lot of small factories

twin geyser
#

Can anyone help me with the math on conveyors?

unborn ermine
prisma kraken
#

as a 500 stack item, vehicles work exceptionally well

swift osprey
#

Does anyone know how to get a message to a dev regarding a game update idea? Or if you even can. I had an idea that I thought would be really good for satisfactory and didn't know how to get it across

prisma kraken
pallid knoll
#

What is the best way to go to the oil? My first factory is at the left red corner, It is best to build a factory right there?

brisk shoreBOT
violet halo
#

If you a straight line, lower the right to even, then make the turn up the river.

twin geyser
molten light
#

๐Ÿ˜‰

twin geyser
#

But i dont know how to divide the conveyor and modify the flow rate at the same time

#

If u need schematic here u go

molten light
#

No, just pipe of oil, or I get you wrong? U need oil, right?

pallid knoll
prisma kraken
pallid knoll
molten light
#

exactly

#

<3

twin geyser
#

I cant overflow anything, im running at conveyor limits

molten light
#

I always do it in my games

prisma kraken
#

break the build in half then

twin geyser
#

Its a modular frame factory, if i do that im getting like 1/min

#

But ill try my best to overflow it

prisma kraken
#

yeah, well, sorry the base recipes for iron kind of suck like that

twin geyser
#

Yeah i know hahaha

violet halo
#

If you make an overage a step earlier, the system will fill up and reduce itself to what's needed.

twin geyser
#

Refineries are the best structures, everything is mathemathically perfect

violet halo
#

Unless you're capped by belt or pipe speed.

twin geyser
#

mk6 belts are unvencible

#

but they are expensive as fuck, thats why im using mk5 in this build

pallid knoll
#

Why can't I cut this?

violet halo
#

Some of the things you can't cut, can be blown up.

prisma kraken
twin geyser
#

Ikr

prisma kraken
#

i use them sparingly for many reasons, but just a small amt of production is enough for my needs

prisma kraken
twin geyser
#

mk6 belts are for a beginning of a factory where u usually get bottlenecked by the belts, but mk6 move 1200 objects a minute, they are awesome

twin geyser
prisma kraken
#

the big ones in blue crater and spire are not

#

i do believe the one pictured is however

warm bane
#

Do the back locomotive contribute to the speed of the train in bi-directionnal trains ?

amber jacinth
#

Number crunching for ficsonium & sloops is... interesting

pallid knoll
#

almost got killed by this posion, what do i need to take to resist it?

amber jacinth
pallid knoll
#

or destroy it

#

Ugh haha not far enough yet to make it

charred saffron
warm bane
#

You can make nobelisk very early on, just explore a bit to find some pipes near crash sites, get some sulfur, and here you go

prisma kraken
#

you can blow up a lot of rocks (and the gas pillars) with nobelisks or explosive rebar. to resist the poison, get a gas mask & filters

#

nb: while it is worth automating filter making, one stack of them lasts quite a long while, so don't stress if you resort to hand-crafting them

warm bane
#

Filter automation is probably quite a long way for him, since you need manufacturer for those

amber jacinth
prisma kraken
#

ahh, true, forgot that that needs the big boy

warm bane
#

Making a chain to automate Iodine filters looks so damn painful if you want to source things localy
You need coal, iron, oil (for fabric), caterium and aluminium

prisma kraken
amber jacinth
#

Trying to determine the most efficient place to use sloops on in the ficsonium chain

#

Minimizing SAM usage and minimizing sloops

prisma kraken
#

ahh, walk me through the columns

#

it looks like your input sam is too high btw

amber jacinth
#

yeah

prisma kraken
#

should be 10200

amber jacinth
#

I started from the output of FFR's- the red box, and calculated backwards to see the SAM used

#

That's how much it needs, asssuming no sloops are used

#

If you use 18 FFR's instead it does give nicer numbers

prisma kraken
#

yeah, 18 QEncs for FFR's slooped at 250% is pretty much what i see as the practical limit

amber jacinth
#

18750 sam tired_jace

prisma kraken
#

you can definitely squeeze more out if you start sacrificing elevator parts

#

well, slooping the converters for a total of 20 sloops puts you back into the comfort zone

amber jacinth
#

The most SAM-efficient step is slooping the FFR's themselves- which makes sense, as the DMR output is greater and can be recycled more effectively. Plus, this grants you double efficiency on everything before it.

prisma kraken
#

i count that you need a total of 92 sloops to pull off 225 fics rods/min

#

yeah, slooping the FFR's makes them produces as much DMR as the ikea lamps need

#

i'm guessing that was intentionally designed to be so

amber jacinth
#

But gad, 4 sloops per Q.E. is... nutty

prisma kraken
#

yep, 18 of them need 72 sloops

#

but 92 is a good number for a total used, gives enough left for a floating sloop and an APA

#

(or 4 APA's exactly if you nabbed the bonus bug sloops)

amber jacinth
#

Ah, I just realized my sloop counts are doubled... whoops

prisma kraken
#

happens, i've been working through the math on it all since release day, lol

#

made that mistake quite a few times

amber jacinth
#

ah, much better

#

hmm... 26 sloops can bring this line down to 4750 SAM, if you sloop the ficsonium accelerators & the ingot converters

amber basin
prisma kraken
#

i do most of my game calculations using the sp.runesun.com planner for the game. it really does a lot of what i need it to do

golden smelt
#

here is basically what I did to my fuel gens and its still not working properly.

#

@prisma kraken

#

im guessing I need to set it up in smaller sections

prisma kraken
#

kind of what i initially suggested, but @vapid gorge may have some other suggestions for you that might work before you tear things up

prisma kraken
#

sounds about right, lol

#

at least pipe can now be made with iron

golden smelt
#

@prisma kraken update, after waiting for a little, the off gens have started to turn on

prisma kraken
#

well, always prefill your pipes and generators before connecting the cords

golden smelt
#

lesson learned

#

๐Ÿซก

#

went from being 10kMW under max con to 20k above

amber jacinth
# amber jacinth ah, much better

Think I found the best option-
Slooping the RSAM constructors, DMR converters, and the ingot converters gives 34 sloops used to 3125 SAM. Best weighted ratio I could get.

#

(Also assuming no slooping on the last two steps, as that skews the inputted plutonium waste, which I want to stay constant)

#

Yum, math simon_smile

prisma kraken
#

what's the plut waste input?

#

75/min?

amber jacinth
#

150/min

#

My plan is the this

prisma kraken
#

i think you can make a lot more power than that with 60 urods/min

#

i'm looking at 1.5 tw as a design on 30 urods/min

amber jacinth
#

With efficient plutonium conversions?

prisma kraken
#

this is what i'm tenatively building towards

#

slooping the encoders on the back end ends up getting the build to 1.5tw

amber jacinth
#

I could sloop my FFR encoders for 150 FFR's ๐Ÿ˜›

prisma kraken
#

i personally think it makes sense to to eliminate the extra dmr you need

amber jacinth
#

Doubling FFR's does also negate a good chunk of the power loss from producing them in the first place

prisma kraken
#

s/he's he person with the big fuel gen thing that isn't stabilizing

vapid gorge
prisma kraken
amber jacinth
#

well, yes... but I may as well sloop for the fun

#

72 sloops, 2375 SAM... plenty left over for those other endgame items

prisma kraken
#

simplifies the build and doubles the frod power. i think that's a win

amber jacinth
#

true

prisma kraken
#

btw, you also need dark matter for the singularity cells, don't forget about that

amber jacinth
#

That's in there, yep

amber jacinth
prisma kraken
#

i'm planning them to be a standalone process, need some for portals too and i'm hoping i can make the dmr for it from ionized fuel

amber jacinth
#

I always prefer my power to be separate from my production. Keeps things neat.

prisma kraken
#

i tend to agree with you, but i build in ways to minimize failure domains

golden smelt
frosty owl
prisma kraken
#

without y's? ๐Ÿ˜„

golden smelt
vapid gorge
#

I'd avoid that just for the complexity

#

imo - break up the 2 TF producer groups into less than 600 pipes, that feed their own dedicated section of fuel gens.

#

loop the pipes like so, and flood each system

#

whenever possible? keep fluid systems to their own sections

golden smelt
#

so with the a pipe being ontop it stops the fluid from sloshing and backflowing?

vapid gorge
#

no, so the middle of the pipe gets back flow from the machines sucking fluid out - can't stop that. But you can manage it by having it loop to the other end.

#

initially flooding the system helps a lot for this as well

frosty owl
vapid gorge
golden smelt
#

so the position of the loop doesnt matter, what matters is that you have the loop

vapid gorge
#

I'm not going to spend an ungodly number of hours trying to develop, and then test those things out

vapid gorge
#

but its not like other shapes don't work

golden smelt
#

so top works best because of gravity priority
side is ok just a little best efficient
and below is not that great

vapid gorge
#

none of this is about efficiency , it's about maintained flow
I've seen many side loops work

#

I've seen bottom loops work.

#

it's just, imo, more likely that hte top loop is more stable

vapid gorge
#

gives you more wriggle room in other spots where you may not want to or can't do the more stable move

karmic crescent
#

well i somehow still dont understand train signals... is there a way i can solve this situation so the middle one can be a block signal thats green by default? so trains dont break when approaching)

golden smelt
#

if that doesnt work im gonna split the 600 into smaller loops?

#

does that sound about right

vapid gorge
#

like if hte 150 and 600 are even slightly close together I'd do like 400 and 350 loops

golden smelt
#

i mean if I pre fill the gens and pipes, that should allow for things to flow evenly?

vapid gorge
golden smelt
#

yep, they're independant and my system has stabalized again

#

ill keep an eye on it to see if it slips

#

whats going on with my grid

#

there are these tiny bumps that increase or decrease my max power, and I feel like its so small to be something with my grid

golden smelt
#

@vapid gorge so I need 20.666667 refineries, do I set up a valve saying 66.6667% goes one way and 33.3334% goes another?

oblique hollow
#

no valve

#

just let the fluid do its thing

wide veldt
oblique hollow
#

more likely that its something like trains causing these bumps (of they have any)

#

cause when they brake, they generate power

golden smelt
oblique hollow
#

nah, no valves is a pretty common message
you do not want to tamper with things you arent sure about

golden smelt
#

ok

oblique hollow
#

valves are an inherent risk.
If you use them and they dont work you gotta tear em out anyway
So why not just never install them to begin with

golden smelt
#

got it

vapid gorge
#

And like mcgal said - avoid valves

golden smelt
#

ok

#

I found a mistake in my refinery set up

#

didnt underclock one, now everything there is smooth

pallid knoll
#

I just connected my oil extractor with the powerline but it doesn't work?

#

I want to see where I need to place a pipeline pump but it doesn't start extracting

oblique hollow
#

does it actually have power tho

#

like, no broken fuse

pallid knoll
#

yes

#

I will check it

#

need to travel 5 mins ๐Ÿ˜‚

#

Oh god forgot 1 powerline

golden smelt
#

@vapid gorge ended up doing the 450 and 300 split

#

now grid has finally stabalized, ty

plain fossil
#

is this a good idea?

#

im gonna let them fill up and then use the oil

#

for phase 4 things

brisk smelt
#

wwww---w-w-why...

oblique hollow
#

this seems pretty useless

plain fossil
#

also bc the nearest oil is far

#

so i need a bunch in reserve

magic island
#

there are two outcomes here

outcome 1:

  • you build up a supply of oil
  • you build a setup that spends the oil faster than you produce it
  • it works for a little while but the buffers eventually run out and the setup breaks

outcome 2:

  • you build up a supply of oil
  • you build a setup that spends the oil at the same rate you produce it (or less)
  • the buffers did not help you in any way
plain fossil
#

uhh well about that

#

my setup uses almost three times less

#

but its a megabase im gonna make even mroe

steel knot
#

what am i missing in the behavior of refineries? i'm doing electrode aluminum scrap and i am clear on outputs (nothing is stacked up) but i'll see the machine fully loaded on inputs and idle

plain fossil
#

sometimes they idle even if the output has 10m3 less than max

fallow siren
steel knot
#

then it'll start back up

plain fossil
#

weird

steel knot
#

more weirdness. this train was meant to stop and wait to be full. i have the proper and condition but it wasnt leaving despite full coal platform, and a full industrial. i stopped it to check its contents:

#

just stuck not being full

plain fossil
#

its defaulted to 15

#

i didnt see the "or" either the first time

steel knot
#

oops. keyboard malfunction. yeah it's set to 1

#

and set to 'and.' it was working fine and suddenly jammed

latent anchor
#

I was having a problem a few weeks ago where a train set to wait until full would never leave, because if one of the stacks in the cargo was partly full and the station tried to refill it the stack wouldn't accept items

#

not sure if it's been fixed yet, I don't want to have to build the setup for it at the moment

vapid gorge
# plain fossil so i need a bunch in reserve

Far doesnโ€™t matter if you have throughput

If you donโ€™t have through itโ€™ll just break in the end and itโ€™ll take forever to fill

Plus a good chance to screw your flow

plain fossil
#

yeah as i said i need way less

prisma kraken
prisma kraken
# plain fossil yeah as i said i need way less

really buffering production lines (same for belt products as liquids) won't ever make something run better or worse... if you use more than you consume, you'll run dry. if you use less than you consume, the stuff just sits there unused. you want consumption to equal production.

#

where buffers are useful is to smooth out burstiness (like from train delivery), that isn't something that happens from extractors to refineries

prisma kraken
#

haha

velvet girder
unborn dome
#

The large buffers just look cool af, so the Rule of Cool applies even if they aren't needed lol

#

Two of them are storing a ton of unnecessary fuel, one is empty, and one is the biofuel reserve, which is the only one which is legitimately useful, since it's a limited resource.

unborn ermine
#

Tbh holding onto fuel can be a good choice(different kinds ect.)
Like, I should probably have made some for my rocket fuel build, because it would be nice to be able to top of the system from the end if I have to fiddle with it.

unborn dome
#

Yeah, that's why I've got them

#

Not that I've ever needed them, but I have a LOT of reserves

unborn ermine
#

Packaged does the trick as well, but its more of an ad-hoc thing.

unborn dome
#

And it doesn't look as cool lol

unborn ermine
#

oof discord here is having issues, been trying to reply and its like a minute of refreshes to post.

unborn dome
#

Oh good, it's not just me having that issue ๐Ÿ˜…

unborn ermine
#

Lots of servers not connecting, guess its time to watch a video or something for a while jacelul
(totally not avoiding having to setup logistics and train routes/rails)

prisma kraken
eager solar
#

are there alts simplifying the production of plutonium fuel rods, even at the cost of more power?

prisma kraken
#

kinda sorta?

#

the 3 alts for plut rods are fertile uranium, instant plut cell & plut fuel unit

#

fertile uranium isn't really simpler, just makes more non-fiss uranium from waste at the expense of uranium ore and still should be used with plut pellet into encased plut cell

eager solar
#

I'm already using all the uranium from my node for power, so I'd rather not use this one

prisma kraken
#

instant plut cell makes plut cells directly from non-fiss uranium and kinda sucks

#

and plut fuel unit makes rods from only PCC's & plut cells

eager solar
#

I'm at the point where I know how much power I will need to finish the game, and I'm trying to simplify the power plant so long as I make enough power for my project

prisma kraken
#

all of them are sort of designed to make you more plut rods than the base recipes and i wouldn't say they're simpler - maybe plut fuel unit's 2-ingredient is simpler, but it costs pressure cubes which are pricey things

eager solar
#

I see

#

I'll see if I can simplify the rest of the prod

#

might be able to simplify the alu part

prisma kraken
#

i do like using the plut unit recipe instead of the base because it is logistically simpler to use an assembler recipe

#

fertile uranium is an interesting recipe, it reduces a bit of the sulfur needed for recycling and I like it better, but I think it really is dependent on your tastes

#

if you aren't intending to burn the plut rods, the default recipe chain is probably the best to use

eager solar
#

alright, got it

#

I'm going to sink them

prisma kraken
#

yeah, i'd spend a little time playing with the numbers nonetheless. plut rods are pretty good for drones if you don't mind the radiation

eager solar
#

I just never needed drones

#

and there is little point in starting that now

prisma kraken
#

a rod will also power a tractor for a few hours, lol

eager solar
#

In order to 'finish' the game, I only need to make a power plant, a belt mat line and the final spelev factory

#

yeah, I heard that

unborn ermine
#

Drones are like, when you want a train for lower throughput... but REALLY dont want to make tracks for it.

eager solar
#

The problem being, I want to make a drone fuel prod and distrib center even less

prisma kraken
eager solar
#

I would have used drones if dim depot weren't a thing

unborn ermine
eager solar
#

maybe I will use them for that one last factory

#

with only 1 place using them with plut rods lmao

prisma kraken
#

they shine when you're moving a low volume something in one direction and returning something of similar volume on the return trip... packaged nitrogen for example

unborn ermine
#

I can defo see the use in some back and forth though for smaller throughput items being handy on return trips if you arent cycling canisters/tanks.

prisma kraken
#

taking hmf's to your fmf factory or fmf's to your PCC/pasta factory

#

that type of thing they're pretty good at

eager solar
#

I'm always building everything on site so the only things I ever move on great distances are raw mats

prisma kraken
#

the other place i really like using them is for distributing fuel for trucks & tractors

eager solar
#

And dim depot means you no longer need a mall so no real point to use them to bring back outputs

unborn ermine
prisma kraken
#

yeah, i've got some jank going on with nitrogen, lol

eager solar
#

eh, nitro is easy as belts since no headlifts

prisma kraken
#

nitric acid is deceptively tricky to make right

eager solar
#

Just checked the planned place for my last fact, I got everything close by lmao

#

oh you mean acid

unborn ermine
#

Ive got 6 ports there, 4 for the nitrogen, 2 for a chain of fuel.
Nitrogen is going east up a cliff, south up a cliff, and south again... not up a cliff jacelul

eager solar
#

I'll be able to tap in different niro nodes for all my facts so not an issue here

prisma kraken
#

making the acid, it isn't conceptually hard to make, but splitting up what you make into amounts that go various places requires packaging it

eager solar
#

ALso, I ended up spending most of my game building on the west coast, because that area is op af

unborn ermine
eager solar
prisma kraken
#

it depends on how big you are building

eager solar
#

I can imagine

prisma kraken
#

nitrogen gets really tight if you're building a big nuclear plant

eager solar
#

fair enough

unborn ermine
#

Like for my fuel/frames and aluminum I need to tap 2 wells snuttcry

eager solar
#

I'm only building enough for me to finish spelev parts (and ideally be able to sloop them)

prisma kraken
#

yeah, heat fused frames gobble the stuff, lol

eager solar
#

I avoided that recipe because it looked painful to set up

prisma kraken
#

i think that recipe may be the worst thing to build in the game

#

each of the 4 ingredients needs a rather non-trivial feeding factory

#

needing HMF's alone is pretty bad

unborn ermine
#

The way I have things sorted its not "too" bad jacelul

prisma kraken
#

but fuel, nitric acid AND alum ingots, yeah, that's a lot of factory

unborn ermine
eager solar
#

alum ingots can be somewhat simple if you don't mind efficiency

prisma kraken
#

its still a lot of factory

eager solar
#

yeha

#

out of curiosity, what's the scale of your factories?

unborn ermine
#

I do unfortunately need to have excess fuel packaged and sunk

prisma kraken
#

idk, default plut rods may be worse, but heat fused is definitely top 5 things that take forever to make

eager solar
#

biggest I did has 339 buildings outside of miners and such

prisma kraken
#

idk even how i'd really count that

unborn ermine
#

Mine arent too crazy because PC jacelul
But I kinda had to sprawl for my oil stuff.

eager solar
#

calculator

prisma kraken
#

outside of a little oil on the gold coast, i've not really branched out much across the map

#

its a lot already though

unborn ermine
#

not too many objects yet jacelul

eager solar
#

not that different

prisma kraken
eager solar
#

what counts as power storage? don't rember building any

unborn ermine
#

Ive got lots of sprawl jacelul

#

Augmenters do

#

they are "batteries"

prisma kraken
#

oh really? i didn't know they were counted as such

eager solar
#

I see

unborn ermine
#

You can click on the box to see whats in there too jacelul
Im assuming they have them like that so they work when the grid is down.

#

or some other thing

#

(I know nothing concrete)

eager solar
#

west coast is so damn good

#

I will make my nuclear plant in the swamp, spelev parts in the center lake and idk where I will do my mk6 belts prod yet

prisma kraken
#

woohoo, heatsinks are done

eager solar
#

congrats

prisma kraken
#

quite a lot of them too - 600/min

eager solar
#

that's alot

prisma kraken
#

yeah, i need them for RCU's

#

and cooling systems

eager solar
#

have fun with those

prisma kraken
#

the cooling systems are easy, the RCU's - i still need to build the HSC's

eager solar
#

hsc?

prisma kraken
#

i fricking hate the part high speed connectors

eager solar
#

oh right

#

which recipe do you use?

prisma kraken
#

i'll be using the silicon alt i think

#

not really thinking too much about it yet, i'm still trying to finish off what is around blue crater and east dune forest so i can be finished with the region

eager solar
#

good luck

wary storm
#

Are there production planners that account for byproducts?

#

e.g. I want to make a closed processing of 2700 oil into plastic, so I have to turn some of the oil into rubber so I can use it with the heavy oil>fuel to make recycled plastic and end up without byproducts

patent blaze
#

You dont have to make rubber from oil

#

Just make a rubber plastic loop and feed it enough materials to kickstart it and use a smart splitter to make sure it doesnt run out

wary storm
#

what do you mean

patent blaze
#

It wont work for the first time you set it up because you have to insert plastic or rubber manually to start it up

vapid gorge
patent blaze
#

Oh i was gonna make filters lol

#

I guess that works too

bronze barn
#

That's the default start to oil tripling - Start with rubber from the resin and go from there

bronze barn
patent blaze
#

Guess i got trauma from the first time i set it up with the resin->rubber

#

I spent hours clocking the machines cause the numbers got so goofy lol

bronze barn
#

It's usually not bad for that part imo

#

In the above it's 20 refineries at base clock (40 resin to 20 rubber with some added water)

patent blaze
#

Yeah but the loop thing gets crazy

#

31.11111 and 75.5555 each

bronze barn
#

Yea those are much harder to balance, but you could do 31 and 1 at 11.111% and 75 and 1 at 55.555%

patent blaze
#

1 at 11.111 is psychotic

bronze barn
#

At the end of the I've also began liking building those that require start up input for their simplicity since you can do nothing but loop back half of the output from one into the other and get away from there

vapid gorge
prisma kraken
fossil galleon
#

does ANYONE know what the hell is causing this???

#

my grid just dies

#

it's been doing it since yesterday and all I've been doing is building a train network

half spindle
#

seems like your power generation is the problem

fossil galleon
#

how? production is sable and the only fluctuation is because of a geothermal generator

#

something looks like it's disconnecting from the main grid, but why the hell would it do that

#

all generators are full of fuel so they shouldn't just die like that

fossil galleon
#

I found out what's going on

#

every time I place a rail it dips like that

leaden cosmos
#

Hoverpack?

fossil galleon
#

nope, I'll see if I can send a clip of it

#

damn file is too large

upbeat salmon
#

Hi, is there a website or tool, that can help optimize my factory? I have 3 iron notes, so bringing 180 iron ore per minute in, i would like a way to calculate the most effective factory to create iron plate, iron rod and screws

deft lichen
upbeat salmon
past reef
#

you can choose maximize and set input?

upbeat salmon
#

ah i see, thank you !

fiery yacht
#

should i get bolted iron plates or steel screws or reroll? im in phase 2 rn

wind spade
pulsar notch
#

my pressure conversion cube factory is kinda becoming a major part of my factory overall just because my battery manufacturing is also in the same building, and so I send drones out with batteries from there to all my other drone loops.

fresh mesa
#

if my math is right, to burn 2400 rocket fuel, i need 600 gens?

magic island
#

576 generators at 100%

#

or 600 gens at 96%
or 240 gens at 240% (cute, clean!)

brisk smelt
#

hm should be enough headlift right?

prisma kraken
#

i've never had a problem if the pipe's level is below the extractor's indicator light ๐Ÿ™‚

oblique hollow
#

its just 4 MW

unborn ermine
prisma kraken
#

honestly, it is about the same height, i've never had a problem with the estimation (probably the pump is just shy of its headlift height)

#

i also think you actually get around 12m of headlift out of them

unborn dome
#

Say I have a long vertical pipe, with a pump at the bottom with sufficient headlift to reach the top, and a fluid buffer attached at a pipe junction half-way up.

If the input to the pump at the bottom is removed, but it's kept powered, will it apply its headlift to the contents of the fluid buffer to send them to the top of the pipe?

oblique hollow
unborn dome
#

Yeah, like part-way up the pipe, such that the pipe extends past the top of the buffer, and so the buffer's own headlift is effectively negated.

oblique hollow
#

a buffer can only apply headlift equal to its own height.
Pipes in general, without the help of pumps, can go down as much as they want
but when they rise up, they can only go back up to the height where they started at

unborn dome
#

Yeah, so would the pump at the bottom of the vertical pipe pump the buffer's contents up to the top, even if the input pipe on the pump is disconnected?

oblique hollow
#

you can just have a pipeline pumps connected sideways to a junction with only the output side connected and it will pump

#

fluid doesnt have to go through a pump to go up

#

it only has to be connected to the pump's output side

unborn dome
#

Oh nice, that's cool. So basically as long as the fluid buffer is someplace in-line with the pump's output pipe, it should get the benefit of full headlift going up higher than the tank.

#

Well, not directly in-line, attached via junction.

oblique hollow
#

basically this

oblique hollow
unborn dome
#

Yeah basically, except it looks like this

#

So if you cut the pipe at the bottom-left, it should drain the fluid buffer to send all the way up

oblique hollow
#

as long as the pump output is there, it should work

oblique hollow
#

as long as water manages to reach the pump the first time, you get pressure 50 down from the pump and 50m up from the pump

unborn dome
#

Haha interesting, that's a convenient limitation of the fluid simulation.

unborn dome
uncut owl
#

Does anyone know how I could evenly divide 1 input into 5 outputs?

unborn dome
wind spade
uncut owl
#

Iโ€™m trying to take the alumina scrap from 1 refinery and evenly distribute it to 5 smelters. Iโ€™m new-ish and struggle a tad with belt work

unborn dome
#

Yeah just manifold it like Greeny described

#

From the wiki

uncut owl
#

Ok thank you!

livid turret
unborn dome
#

Manifold should be your standard go-to - it's easy, more space-efficient, and it's rare you need to actually evenly divide belts perfectly.

charred saffron
#

Load balancing (aka equally dividing outputs) can be fun, but is unnecessary effort. Manifolds work easier and more space efficient solely by the fact every machine can only take as much as it needs once its stack and attached belt is full

oblique hollow
unborn dome
#

Which part, buffer lower than pump?

oblique hollow
#

if nothing is there to prevent fluid from flowing back, it will just flow back into the buffer

#

on machines it works because machines are one-way

unborn dome
#

Ah ok, that makes sense. So it does work if the pump is at the lower junction and the buffer is at the upper junction?

brisk smelt
oblique hollow
#

it DOES work if the buffer have a valve on the output

brisk smelt
#

ie supplying drones with plu rods

oblique hollow
#

but if theres bidirectional flow then the fluid just flows back into the buffer

#

so you do need to prevent fluid from flowing back into the buffer

unborn dome
#

Like if you wanted the buffer to stay filled up when the pump does have something connected to its input

oblique hollow
#

so one-way flow must be enforced

#

this doesnt work for example

#

there is a valve but there is no flow

unborn dome
#

Does it work if you put the buffer where the pump is, and the pump where the buffer is?

wheat lake
prisma kraken
#

besides unbuilt?

pallid knoll
#

I get 480 iron/min, so the 150 iron I will use for another setup for framework and other things that include iron to complete

wind spade
#

screws are not really useful in anything and definitely not in 40/min amount