#math-and-meta

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jolly furnace
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iron wire or recycled plastic?

and

iron pipe or plastic AI limiter

wary rapids
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alsway do oil things.that is one you need.

oblique venture
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Well if I say I have 600 rocket fuel per minute, divided by 4.166 per minute gives a needed 144 generators, 144 generators burning at 2000 MJ gives 518,000 MJ

wary rapids
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let me show you how to manually do the calculation.

oblique venture
wind spade
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1 W = 1 Joule over 1 second

wary rapids
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yes

wind spade
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also, 144 generators make 36 GW

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not sure where you got 518 GW

wary rapids
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1200 fuel / 4.16667 burned per generator per min.

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gives you 288

prisma kraken
wind spade
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yeah there's no "bad" recipe

wary rapids
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288 gerenators per 300 oil.

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and you could do more oil.

prisma kraken
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but i really mean all of them he listed are good, lol

wind spade
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and I mean all of the alts in the game ๐Ÿ˜›

prisma kraken
wind spade
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2nd best limestone -> concrete ratio, beaten only by rubber

versed violet
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Finally managed to reset my save to blank state for 1.0 story, while keeping factory, hours/days played, swatches and truck paths.
Anyone here interested in guide + script for that? (Yes, I made it semi automated and kept notes)

prisma kraken
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i have better uses for silica and using limestone to make even more silica that won't go to waste

wind spade
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that's your specific situation though, which doesn't make the recipe bad globally

wary rapids
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nice

fringe pawn
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Where on the map does fine concrete make sense now that nodes have moved? This was why I considered the defense of fine concrete to be absurd pre 1.0.

prisma kraken
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i'll not argue, but i don't feel you are likely to ever use that recipe

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like i mean, even charcoal seems more useful than fine concrete

wind spade
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eh, I've seen a lot of people use it

prisma kraken
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zero for me

prisma kraken
wary rapids
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allot of things make no sence late game can be good in early game.

fringe pawn
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It could only ever make sense if you've already routed quartz to somewhere, but not used it. Otherwise you're more likely to pass more limestone on your way to finding quartz.

wary rapids
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it could make sence if you built yourstarter base on top off quartz.

prisma kraken
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yeah, there's a few recipes that really only make sense at midgame stage, i don't know if i'd consider fine concrete in that category though

wary rapids
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you wont use 3 nodes of quartz untill much later in the game.

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and many places have 2-3 nodes.

fringe pawn
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Is it even possible to land near quartz? I'm not sure the starter base scenario makes sense.

prisma kraken
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not any of those places have limestone near the quartz though

wary rapids
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thing is you proablly need a litte quartz do do many thigns anyway. so its hard to get out of doing some of the logistics.

prisma kraken
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i'd like to find a justification for fine concrete as a situational thing, i just don't think it really exists

wary rapids
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you might not need 3 nodes but its just as easy to route 3 nodes as one node

prisma kraken
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with long range logistics, sure

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but long range logistics kind of happens at the same time as rubber, so um...

wary rapids
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i just made a supper long belt. then i built a train on on the belt. then i built a highyway one top off the train.

fringe pawn
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But you're going to pass tons of other limestone on the way to those quartz nodes. So why not just route those with the quartz? Fine concrete is also power inefficient compared to default concrete.

wary rapids
prisma kraken
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there's always the first playthrough where you don't know what recipes exist and don't go looking for all the hd's, a few recipes are there for that

wary rapids
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id say skipp the hard drive hunt if you have done it once. it takes almost a week. to get them all.

prisma kraken
wary rapids
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4 fast lanes of silica.

prisma kraken
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4k/min

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probably kind of a waste to use it on aluminum as i am, its actually better yielding to convert the quartz to bauxite

wary rapids
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id have to do a spread sheet to know that. id switch to wasting aluminum but im using almost no caterium with the quartz processes.

prisma kraken
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yeah, for me it was more that i really wanted to get 3200 ingots out of the TF bauxite instead of tapping pink forest or swamp stuff

wary rapids
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im hopeing to get though tier 4 with this amount of circurt boards.

prisma kraken
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that's what i'm working on now as a project, not a huge build, but 630/min cb's with 4500/min qw as byproduct

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one half of the factory is done, i'm getting there on the 2nd half

wary rapids
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i will be happy if it works out i can do the rest of tier 4 in this one building.

prisma kraken
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really isn't a hard build and the actual factory is pretty simple, its the horses*** i've been dealing with with tractors & trucks

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and tangents like measuring drone fuel consumption, lol

unborn ermine
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Im kinda loathing finishing my chain of things because of that, I still havent done a deep dive to see how much my drone chain consumes.

wary rapids
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put a car garrage under the train staion sence trains take the room of an entire factory.

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i still have a utilatarin aprrach to oil. it ends up looking good as a side effect of being organized

next shoal
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Is it normal for the belt carrying the ore from the miner getting stuck briefly once the first smelter in a manyfolds is full? I would rather it just never stopped

wary rapids
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if your worred about it you can doa sink test.

next shoal
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What's that?

wary rapids
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take all your smeted iron and overflow into a sink.

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then put some iron ingot into a contanier.

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if the level stays the same you have max effecentcy

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this is the output of may alumium im sinking it now sence im getting quartz from it.

next shoal
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Apparently I fixed it by changing the mk1 belt to an mk2... but the mk 1 was just carrying 60 after the split... What the hell?

wary rapids
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if i put a sotradge contater before that sink

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and annother one in the boxite loading area.

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i should see both contaners maintain the some level.

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ive found some errors with my trains by doing that.

next shoal
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I already mentioned I fixed it by upgrading the belt but... the numbers don't make sense at all

wary rapids
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you run numbers first. but you always need a way of benchmarking to know something is not off.

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just like in real life.

next shoal
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Ah wait... maybe it does? The first smelter being full made the 60 belt try to move 120... that makes sense

prisma kraken
unborn ermine
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they eat throughput

prisma kraken
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this is so off that it almost looks intentional, lol

unborn ermine
# wary rapids

If you need a floorhole there for the glass, remember you can always place a decorative one instead, or if its a positional one using a 2m foundation and replacing the foundation after with glass also works.

prisma kraken
unborn ermine
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I have had that issue personally

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it compounds when using max throughput and having more than one floorhole

prisma kraken
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i've seen mergers eat throughput, i think, but not the floorholes

unborn ermine
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I had 2 arrays of machines pushing out 780/min copper ingots, 2 1m floorholes were killing the production.

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they consistently started overflowing and worked after I circumvented my 1m floorholes.

prisma kraken
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i think you're blaming belts not operating at speed on floorholes instead of the belts not operating at speed

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*belts/lifts

unborn ermine
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ALSO
2m + 4m floor holes DO NOT have that issue at all

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its just the 1m ones

prisma kraken
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*in your observation with a limited experiment

unborn ermine
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Limited my ass

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I did multiple tests

prisma kraken
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i'm just saying that it might be that 2 & 4m floorholes do exhibit the problem but you didn't see it b/c it changed the timing in your testbed

unborn ermine
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The standard container test, feeding a container from another and looping.
and the practical test I just mentioned, which was fixing my production.

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Oh no

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They WERE THE SAME

prisma kraken
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i'm not trying to be a jerk about it, its just that I'm starting to think that the problem is really pushing any belt/lift at full speed

unborn ermine
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Its a % of the throughput not a specific amount, its why its less noticable with slower belts.

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also 1000% compounded by hardware limits

prisma kraken
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i'm just taking the scientific devil's advocate stance of 'lack of observation does not prove lack of existence'

unborn ermine
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Test it yourself then if you want to do this so much jacelul

prisma kraken
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i have better things to do like fixing all the belts i have running at full speed ๐Ÿ˜„

prisma kraken
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i've seen the problem before, yeah in update 8

unborn ermine
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This is the general test that showed it off.

wary rapids
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how dare they make bugged floor holes

prisma kraken
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i have a feeling i know what's going on there, but it'll be a while before i get to testing it

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but bug reports like that would have a lot more credibility with the devs if the last sentence in them about something unrelated were actually true

hard meadow
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Does anybody know how many rotors you can make with 450 iron

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I made crazy amount of iron and thats the rest I have

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But i'm only good at working backwards not forawards

wary rapids
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i can do that math but i make less math errors when i dont do math.

prisma kraken
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well, with base recipes, 8/min take 90 iron/min

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so 5x8 = 40, 5x90 = 450

hard meadow
prisma kraken
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the steel and copper rotor recipes are a lot better than the base recipe

hard meadow
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Yeah

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But I basicaly just started a world with a friend and we are building it in a non ideal place for steel

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I dought there is coal nearby

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Well... lemmie check

prisma kraken
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well, to a point, if you're using steel or aluminum rod to make what's needed for the base recipe, the calculus changes

hard meadow
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Yeah of course

prisma kraken
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if you're doing that though, it's probably for a huge nuclear build

wary rapids
hard meadow
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Well if I need a crap ton of screws I know what to do now

prisma kraken
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you can actually also use iron wire + iron pipe to make iron-only rotors w/ the steel rotor recipe

hard meadow
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I used an alt recipe to make the iron ingots

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Yeah iron pipes can be pretty useful

wary rapids
prisma kraken
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i personally favor copper rotor at this point for its compactness, but its always a coin toss for me as to which recipe makes sense to use

wary rapids
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ive seen some build where the entire floor of a room is screws. it looks good.

prisma kraken
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the number of rotors you need in the game is actually quite small, even with lofty elevator goals

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so any of the recipes aren't going to be huge expenditures or savings

hard meadow
wary rapids
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yes but you shouldnt use 450 iron for rotors with base recipes.

hard meadow
prisma kraken
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gotcha. automate. don't hand craft

hard meadow
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Yeah

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Ive just been being lasy

wary rapids
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my motor land with 10 motors per min. is totally over built. i will finnaly put it to good use making turbo motors. one mouth later.

hard meadow
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I litterly made this world like 5 days ago

hard meadow
wary rapids
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everyone over builds the first time they do somthing.

hard meadow
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My first 1.0 world was at turbofuel and I made a big plant

hard meadow
wary rapids
hard meadow
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Its not my first playthrogh tho more like 6th

wary rapids
hard meadow
wary rapids
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yeah

hard meadow
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Nice

wary rapids
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pahse 4

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im not dyslexic i just type badly

hard meadow
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Fr

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Do you do load balancing or manifold perferibly?

wary rapids
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i do math in order to not make balancers.

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and i get rid of material so it doesnt make endless loops

hard meadow
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Load balancers just take up so much space I feel like

wary rapids
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you kind of have to make them in factrio.

hard meadow
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I havnt really played factorio

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I got the demo but got confused

wary rapids
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you can make belt compresors to merge empty belts onto full ones.

hard meadow
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Ik

wary rapids
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but i dont think you need to to that unless your facotry is very big.

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my freind plays facotrio the adda a entire new game with the space age update.

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killing bugs is fun.

hard meadow
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Just go outside

wary rapids
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but the factory must grow

pale mango
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.4 away from an anuerism

wary rapids
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should do fuel in one step. to patch that.

pale mango
wary rapids
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im makeing the radio control units at last

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and im eating the full 480

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maths.

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time to route more bauite to the factory. for more stuff and things.

wide veldt
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The satisfactory employee can carry at a minimum 15 Empire State buildings

patent blaze
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An inventory of nuclear pasta weighs way way more than just 15 empire state buildings

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One teaspoon weighs as much as mount everest

patent blaze
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Iโ€™d recommend approximating the volume of pasta and then multiplying it by the real-life density of it

robust raptor
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I did a whole bunch more maths for all the vehicles, here's some plots for distance vs throughput of all transport methods

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What's particularly interesting to me is that trucks are theoretically an excellent option for the medium-range 0.5-1.5km range where trains are pretty unwieldy to use and consume a lot more power than trucks

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However, at >2km, trains definitely become the more feasible and scalable option since you can reuse track on a global rail network, trains are a lot more scalable and you don't have to worry about long-distance truck pathing issues

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Using 2 trains instead of 1 per station has a massive impact on the throughput and maximum range of trains, especially for 100 stack items

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Note that the throughput of trucks and tractors in the graph is the theoretical max throughput from trucks / tractors travelling direct distance max speed, so it's more of an upper bound than an actual realisable value in the game (unless you build perfectly flat and straight roads for trucks / tractors)

prisma kraken
robust raptor
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Well, that's an upper bound, assuming trucks / tractors travel at max speed in a straight line on flat ground throughout their journey

prisma kraken
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empirically, i'm finding them to be much lower

robust raptor
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Obviously, that isn't gonna happen in game, so maybe divide that number by 2/3 or 2 in a gameplay setting

prisma kraken
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yeah, of course, but it isn't the upper bound that's useful, its the lower bound

robust raptor
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The lower bound is 0

prisma kraken
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well the upper bound is infinity if you wanna play that game ๐Ÿ˜‰

robust raptor
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Depending on how many turns and slopes you have on your route, you can probably divide the upper bound by 1.5-4 to get the truck throughput

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The upper bound is 2 belts actually

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You can't get faster than the I/O rate of the truck station

prisma kraken
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yeah, true. you can however do better than 2 belts per train car

robust raptor
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You can't

prisma kraken
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use 2 stations for pickup & 2 for dropoff

robust raptor
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The station has an apparent max I/O of 2 belts, but the actual max throughput is lower than that because of the 27.08s loading / unloading time

prisma kraken
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only really comes into practical use if you are moving 500 stack items

robust raptor
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Here's the maximum throughput of a single wagon

prisma kraken
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yeah, i know the math inside and out.

robust raptor
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So you should know that the max throughput of a wagon / cargo platform is less than 2 belts

prisma kraken
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if you pick up and drop off at multiple stations, you can go higher

robust raptor
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That's probably by a different metric

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But the transfer rate per pair of freight platforms is still capped at somewhere below 2 belts

prisma kraken
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right, asymptotic to 2400/min for longer trip duratoins before being capped by car capacity

robust raptor
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I'm not doing the calculations per train, but you can definitely maximise the utilisation of a train by making it travel between multiple pairs of freight platforms

prisma kraken
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i know, i'm doing that in practice ๐Ÿ™‚

robust raptor
prisma kraken
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i'm going all-in on the trainifold design pattern in my current playthrough

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its working out pretty well so far

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the tricky part of it is all my factories need to be designed to draw at even rates from the train station platforms

robust raptor
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Yeah, I imagine it gets hard when you're pulling max throughput (~1.2-1.8 MK6 belts per freight platform) from your train stations

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The funny thing is that I did all this maths but I'm not even close to pulling even a single MK6 belt from my 1-4 trains

prisma kraken
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what it means is that the theme of each factory is 4 identical prod lines

robust raptor
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But it's useful to see that trains have much higher throughput capacity than they seem and that having multiple trains per station can be very helpful

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I pretty much just have the maths for multiple stations in one route left to do

prisma kraken
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one thing i'm exploring now is how to marshall the lower volume high-end parts since they're such low volume, burning an entire 4-car train on each seems a bit wasteful

robust raptor
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You could use drones

prisma kraken
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in some cases, yes, but some parts are just high enough volume that drones aren't the most practical

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good example: heatsinks

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i'm shortly going to be starting a bake-off of different strategies for dealing with the high-end

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what i sort of like the idea of doing is using the train filtering to cherry pick items for drop-off out of sushi trainloads

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i'm unsure if i should do that with items on pick-up or drop-off or both. That's what i wish to investigate

robust raptor
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I finally finished all the maths for multiple stations on one stop and it basically says that adding more stops to one train route has a pretty noticeable impact on max range and throughput, but adding more trains to one station is very effective at countering that

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Funny how adding more trains to a single station is so effective at solving lots of problems

jolly furnace
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at what distance does belting become bad?

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ive been googlign and it seems like most people say 1km but Idr know what thta number is based on

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im trying to make my first turbofuel plant and I dont know if I should belt my compacted coal or use a truck

deft lichen
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Well, never, everything starts and ends on a belt

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It's merely a question of when is it too annoying for you personally

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If you don't want to bother with trains or trucks, then just go for a long belt

jolly furnace
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Im personally leaning towards belting since the longest belt will be 600m, but I also have not touched trucks yet. I kinda got a bad taste from trying to use the sugar cubes.

deft lichen
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Train tracks have the huge benefit of being reusable, provided you build properly signaled double tracks

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Expanding a global railway network is faster and less annoying than building long belts everywhere

robust raptor
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Trains really start to get good at 2km and up

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But you can use trains below that distance if you want to

sly fjord
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The terrain in that location is far from flat

robust raptor
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Belts are great up to ~500m, and trucks are pretty good in the intermediate 500m-1500m range if you're willing to deal with them

jolly furnace
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hmm

robust raptor
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In the image you sent, I'd say it's perfectly viable to belt everything there

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Using a train for that distance would be a bit inconvenient and overkill

jolly furnace
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ill try trucks and probably make a foundation highway in the sky

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yeah i could probably belt it and it would take me the least amount of time

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but I do want to try the trucks out and this seems like an opportunity

sly fjord
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I would use trains on shorter distances than 2km, depends on multiple other factors.

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But maybe not 600m

robust raptor
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I would have done it in my rocky desert base if I didn't already have a ton of train stations

vast jungle
robust raptor
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I'm gonna be trying something potentially disastrous, a truck route on hilly terrain

jolly furnace
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are trucks worse than the sugar cubes (in pathing)?

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they use the same pathing and everything right?

robust raptor
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Trucks have bigger capacity, travel faster and topple over a bit less easily

vast jungle
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I think Trucks are also a bit more difficult to control... which doesn't mean the Cubes are easy... it got better with patches, early Trucks were difficult to keep straight on a road, especially because you don't have an analog stick to control them... "oh, a little bit too left... press right oh, now a little bit too right..."

sly fjord
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I think trucks have little bigger turning radius

vast jungle
jolly furnace
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that will be painful and ugly AF

vast jungle
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especially when you have to put in foundations as roads, whats the advantage of Trucks?

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unless its "because its a fun idea", which is nothing wrong

vast jungle
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I build a large RF powerplant in the Crater... and putting in the belts/pipes was the easy part

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still, will be an interesting experiment for you... watching trucks do strange things can be fun

jolly furnace
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or somewhere else

vast jungle
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its centered in the geothermal powerplant... but its a bit larger than the lake

jolly furnace
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okay well I guess Idont have to worry about that ๐Ÿ˜†

vast jungle
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its 24 Blueprints (each from 2 MK2 BPs) to produce 2400 Rocketfuel/min... and then 576 Fuel Generators in three layers

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it was not that bad... both the generators (2x2) and the factories are made from BPs... in fact I had to rebuild the whole factory two times because of some small mistakes ๐Ÿ˜„

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main issue was my limited inventory... and waiting until my DDs have enough Concrete (for the next batch of generators)

past reef
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Thought motor is worse cause its 25% each bp?

prisma kraken
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its ok to use long belts, and often preferable over trucks/tractors. where i personally draw the line is when belts are spanning more than one biome

past reef
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But then I was through worse, 70 (14*5) mk2 bp for 5k rocket fuel

vast jungle
past reef
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Oh you tower the gens yeah

prisma kraken
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in past game releases, people started to notice problems that were going across the map with belts they ran under the map and such and playing some belt welding tricks to reduce the cpu overhead

vast jungle
prisma kraken
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what i'm finding with vehicles is that when paths cross one another, you're inevitably going to have deadlocks if you leave the game running for long enough

vast jungle
prisma kraken
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yeah, or an aluminum factory. pain. much pain.

vast jungle
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has anyone ever used trucks within a closed loop like the one in Aluminium? That sounds like super fun ๐Ÿ˜‰

prisma kraken
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i have a truck moving limestone to make quartz purification silica that feeds into an aluminum factory

robust raptor
prisma kraken
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the number of times that thing has gone off the rails and screwed it up in the past few days is unbelievable

vast jungle
robust raptor
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Even better, the plutonium rods

vast jungle
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"truck station of radioactive doom!"

prisma kraken
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i've done it before. works good. make sure you automate iodine filters first ๐Ÿ˜„

vast jungle
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still, making an Aluminium Plant depend on Trucks sounds crazy... these things are already a bit "volatile"...

prisma kraken
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ngl, the truck stop was more radioactive than the rest of the nuclear plant

robust raptor
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I decided to do a design where the overflow water gets used in other dedicated refineries so it can't jam up

vast jungle
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imagine the truck station stuck because something bad was on the belt...

prisma kraken
vast jungle
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"have to repair it... hmm, better take half an inventory of iodine filters"

robust raptor
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Yeah, I gotta build a dune desert north factory for all my personal equipment needs before tackling the nuclear plant

vast jungle
prisma kraken
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honestly, i've moved all my vehicle paths around to avoid one another. at this point if stuff isn't stable, we're doing some cross country belting

vast jungle
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I was doing all long range transportation with trains for a long time and recently added a lot of drones...

prisma kraken
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i have plenty of trains and am adding drones as i find places for them to be of use. I just want some tractors rolling around for the sake of activity

vast jungle
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I have built a few streets in the past, always thought about adding a few trucks for the look... unfortunately I built the streets to narrow, so they are "Explorer only"

prisma kraken
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which isn't much use for delivery anymore

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what's frustrating about vehicles is they work until they don't and you end up with a mess to undo

vast jungle
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I REALLY dislike recording routes... it always feels that even straight foundation-paved streets become a rodeo ride

prisma kraken
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also, when they deadlock, you hop in one and even without moving, both vehicles un-deadlock... its like c'mon, couldn't we just have them ghost through each other?

vast jungle
vast jungle
# prisma kraken that was fixed in update 8

a bit, but not really... the keyboard controls are just not precise enough to get the truck straight on the road... its too easy to over/undershoot when changing direction

prisma kraken
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its the dumbest thing, its like CSS intentionally makes them unusable for anything more than a milkrun for ore

vast jungle
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I would like to have a keyboard control to "lock in" the direction along the foundation I am driving on... to make straight parts easier.
(lets not get started that you have to record the whole route in one... a mistake and you have to start over)

sly fjord
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I wish you could place nodes or move them manually

prisma kraken
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you can. its called using a converter

vast jungle
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"truck node nudging"

sly fjord
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Or even say, "these nodes are part of those two different routes"

prisma kraken
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oh, thought you meant mineral node. it's late MB

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one thing that would be nice is if the path nodes showed up in different colors to match the vehicle's paint job

sly fjord
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So if two trucks routes, drive the same route for half of their route, then you won't have to double then up.

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That too

prisma kraken
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it would be a QoL thing so that you knew which nodes you were editing. but that's a moot point. if you have 2 paths close enough to be confused, you'll end up with them deadlocking

vast jungle
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or just a ways to "select current truck route"

vast jungle
prisma kraken
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even if. just leave the game running for 12 hrs

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it really isn't an if, but when

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at least in my experience, idk how people build street networks and have anything ever work right

vast jungle
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this makes me even more lucky I did not even tried trucks/cubes in 1.0 ๐Ÿ˜„

prisma kraken
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my conclusion is they don't

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the tractors work pretty well and the truck works as well as you'd expect of something that handle's like a 3 ton 1958 lincoln continental

robust raptor
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I've never tried trucks and I'm terrified of what will happen when I finally do

prisma kraken
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really as advice to anyone, use a tractor wherever you don't need the truck's capacity, they're just smaller and easier to work with

vast jungle
prisma kraken
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i'm not sure how well multiple vehicles on the same route even would work, lol. there's limits to my insanity

#

i think it best to keep routes to a single vehicle. if you need the truck's capacity, use it, but don't go there unless you prove the tractor can't cut it

vast jungle
#

maybe I should just add trucks to my little streets to watch them and laugh about them

#

trucks as stress relieve from work

fringe seal
unborn ermine
#

So a neat little thing that happened with my rubber/plastic loop train that has 2 spots.
the second station that gets the remainder rubber, it empties EXACTLY as the train completes its loop

#

and so far its running smoothly, my HMF and the sinks here.
Just need to make my whole ass ACU factory and start droning the HMF over.

#

I managed to have one smart splitter flipped and that wwas screwing up the whole HMF factory jacelul

sly fjord
#

I think multiple trucks or tractors on the same route, is probably less problematic than them on two different routes, that drive on the same roads/paths.

#

but dont know.

vast jungle
#

so in the end you need MORE infrastructure for trucks than for belts ๐Ÿ˜‰

sly fjord
#

The trucks I have used, have driven on bare terrain.
Trucks/tractors look cooler than belts.

prisma kraken
unborn ermine
#

It evened out eventually so it wasnt as JaceGasm

prisma kraken
#

i was pretty wary of the design pattern at first, now it makes a ton more sense to me

unborn ermine
#

but its supposedly sending 525-545/min material between the two rubber platforms.
Which from the 1300/min base minus the 240/min rubber, seems about right

#

Also making me think "do I even need buffers now?"

prisma kraken
#

yeah, leave them though

unborn ermine
#

figuring as much, just in case I fudge something up jacelul

prisma kraken
#

i think its really important to have stuff burst into/out of the train stations at max speed

vast jungle
#

the only thing annoying with it is the even larger buffer... but usually that is not a big issue

robust raptor
#

I'm really tempted to go for the max nuclear setup now that I've planned it all out and it seems somewhat doable

unborn ermine
#

anything is "doable"
you just need to know your tolerance for pain

vast jungle
#

"max zero tolerance nuclear build"

torpid briar
#

Instant scrap. Why not? ๐Ÿ™‚ And create blueprint block "AluminiumIngot-300". I want to do

robust raptor
#

2100 uranium / min, 630GW gross power, 252 reactors / 101 overclocked reactors, sinking the plutonium rods

#

I'm not gonna use any of the pure recipes because I hate refineries

vast jungle
#

I am thinking about how to "rush" MK3-designer and MK6-belts when I hit Tier 9 (just a matter of waiting for the factory to deliver all items)... Oil Diamonds=>Time Crystals feel like a natural choice, and an Iron based Ficsit-Ingot sounds also relatively straightforward...

heavy gust
robust raptor
#

I'm sinking the plutonium rods

#

Don't really feel like dumping the plutonium waste in a corner of the world

heavy gust
#

If only ficsonium was useable....

torpid briar
vast jungle
warm bane
#

The nice thing about sloppy/electrode is the waste water management

vast jungle
warm bane
#

You have a 90% clean+210% waste Sloppy feeding 400% worth of electrode
So you can go as low as 4 refinery for 600 bauxite into 600 ingots (using pure ingots)

#

I like to not overclock and do in it 4+4 refineries

vast jungle
#

and there is still space left for the Constructors for the Pure Aluminium Ingot

warm bane
#

Ah, yeah, if you want to fit it all in a blueprint before mk3, you need to OC

vast jungle
#

you can do 4 Refineries in a MK2 block

warm bane
#

But not 8

vast jungle
#

five is theoretically possible too, but the belt/pipework is a bit clippy/messy I think ๐Ÿ˜‰

#

MK3 should make 5 refineries easy

#

(but not 8 of course)

past reef
#

but if you can deal with 600 bauxite with 2 mk2 bp there's no real need to do mk3

torpid briar
vast jungle
#

Decorations!

warm bane
# vast jungle Decorations!

Real
I cannot do any blueprint if I cannot add nice walkways/wires/pipes as needed
It just doesn't feel right

vast jungle
#

Plastic/Rubber is also funny... I have a (linear) set of 4 BPs that make a 270/min Rubber (or Plastic) factory... but want to redo it with the MK3 to become a nice 2x2 BP cube...

#

stackable and decorated if possible

#

also most likely his time not with DPF... the output rate of DPF is nice for recycling, but Blender is less complications

warm bane
#

Yeah, I have a (admittedly not very space efficient) pretty clean fuel diluter BP, which is a 1 to 1 refinery into blender (clocked at 80% to match the numbers)

#

Less pipings mean less pressure points I might need to troubleshoot

vast jungle
#

the 100/min output is really annoying with its prime-factor 5

#

HOR production introduce a factor of 4... Recycling want a 3... (and everything has x10)

#

DPF is so nice with its 30/60 ratio ^^

torpid briar
vast jungle
warm bane
#

Honestly thanks to the dimensional depot it's not too annoying to prime systems

vast jungle
#

you can add the priming material to the BP itself... just prime the BP and save it

#

I have done this with the "empty canisters" of the DPF blueprint

torpid briar
vast jungle
robust raptor
vast jungle
warm bane
#

Btw you can do the same with recipes, clocking and shards
Especially useful with generators

unborn ermine
frosty owl
#

That sort of stuff is how I learned that one can make blueprints that can't be built in vanilla SF without having "no cost" on ๐Ÿ˜…
(I was experimenting with ISCs full of items)

vast jungle
violet halo
#

It sounds like there were multiples in that experiment.

vast jungle
#

okay, that breaks the (unmodded) inventory quite quickly...

frosty owl
#

Yeah, the number of ISCs was the issue hehe

livid turret
north mauve
warm bane
#

Just dump an APA, it's 500MW without any input or connecting needed

#

Build it, connect, open, collect, deconstruct
Only takes a couple of seconds

north mauve
#

APA?

warm bane
#

Alien Power Augmenter
The thing that uses 10 sloops for power generation

north mauve
#

Oh, it just EXISTS with energy? Interesting.

warm bane
#

Yes
It's 10 sloops, a couple of fluctuators, a couple mid-game components you can pretty easily find in crash sites
Doesn't need any inputs for 500 MW (+10% of your grid but it's irrelevant here), and since you need at most 400MW to open a pod it's just extremely convenient
You just need to have done a bit of exploring but you can get it pretty early

north mauve
#

The max is 420MW, but yes still under 500

robust raptor
#

Oh gosh, max nuclear is gonna require more than twice the number of buildings in my world currently

#

Is there a way to check if your world is cpu limited like factorio's ups?

outer vale
#

the stat unit console command might do it? IIRC that breaks down how much time the CPU and GPU are using per frame

prisma kraken
#

or stat fps gives you a smaller fps readout

outer vale
#

yeah but that doesn't break down CPU vs GPU time does it?

jade forge
robust raptor
#

Also, will placing about 1700 buildings in the swamp lag my game a lot

hoary quail
#

what is the update about?

prisma kraken
#

woohoo! finally solved the case of the missing concrete!

#

i had a belt that was cross-connected between two adjacent splitters for parallel prod lines - couldn't figure out why one train car was always showing up at the sinking station empty

jade forge
hoary quail
#

cool

prisma kraken
#

i'm looking around it it for that

jade forge
#

Weโ€™re still in the design phase on how to best visualise it

prisma kraken
#

if i could click here and have a dialog open with a checkbox for 'sloop?' along with a dial for clock that ups the clock & decreases the machine count while holding production constant, i think that is what would work really nicely

#

i like overall the way the tool works, i have some criticisms of how un-compact the display of info is, but it's seeming like a promising start

pallid knoll
#

What are the best places for modular factory's, I need oil for power but also rescources for space elevator parts

prisma kraken
#

flat land or up in the air near resources - you're question is pretty vague, lol

pallid knoll
#

I unlocked trains, now I want to build multiple factory's but I don't know where to place them best, my starter factory is at Rock Dessert, But i want to leave this factory as is and build multiple other factory's for space elevator parts

robust raptor
#

Frankly every corner of the rocky desert is good for a mini factory

pallid knoll
#

I have this rn

robust raptor
#

Northeast and northwest have coal, iron, copper and limestone, southwest has lots of iron, copper and limestone with oil pretty close, southeast has iron, copper, caterium and limestone which is good for computers

#

But if you're asking for a good place for another factory, look at the resources at the place and if that place has the resources you need, you can build another factory there

#

And use trains or miscellaneous to bring in resources you don't have there, like oil products or aluminium

pallid knoll
#

So like build a oil factory and move the oil products between factory's?

prisma kraken
# pallid knoll I have this rn

its a good start... for trains, i find the initial building of your first loop to be a lot harder than successive rail expansions. probably your first goal should be to get some type of circuit going around RD or over to north forest, crater lakes or the oil (gold) coast. which you choose really depends on what you need next

robust raptor
#

Yeah, oil products are good for moving by train since oil is generally pretty far away and oil products are needed in large amounts

#

The rocky desert and surrounding biomes has enough resources that you don't really need a global loop to beat the game

north mauve
prisma kraken
#

probably pushing the line down the coast to the islands oil is what you'd get the most reward for effort on

north mauve
#

It's great to have a serious train network, but it's better to not need to pull everything from trains when you can build right next to half or more of the ingredients needed for a target item/min

#

But also, build rocket fuel at the western beach oil.

prisma kraken
pallid knoll
north mauve
#
  1. Plast/rubber fac at oil
  2. Rocket fuel power plant at western oil beach (I am fueling my entire factory with a SINGLE oil node)
  3. Build factories where they can source local ingredients
north mauve
north mauve
north mauve
fringe seal
#

nitro fuel?

north mauve
#

Yes

#

300 crude -> 1200 rocket fuel

#

That's 288 fuel gens by the way

#

Maybe trim the last four and leave the excess for jetpacks/drones

hushed kettle
#

please tell me non overclocked because i might be making way too much

north mauve
#

Correct. I OC'd half that at 200%

hushed kettle
#

nice

prisma kraken
hushed kettle
#

still way too much but at least it's manageable

prisma kraken
#

i guess the nitrogen means you have to be at phase 4 already

amber umbra
#

I built a long rail line from west oil to the NW corner of the map to the north oil. Has sulfur, coal, oil, nitrogen along that line. Not difficult to build since flat but does take a while.

#

Maybe they mean that concept.

prisma kraken
#

i built my rf at blue crater, starting with 40 gw of blended tf and then upgrading later to 120gw of rf

#

avoiding the compacted coal route for it all gave me a lot of steel for hmf's

hushed kettle
#

the fact is I'm making 1800 crude into fuel so i really would rather not have to place 1728 generators later

north mauve
prisma kraken
#

really it was a question as to how logistically difficult it was to bring resources needed for rf to the islands, but i answered my own question when i realized that for rf, you probably already have drones ๐Ÿ˜„

north mauve
#

I actually didn't have drones yet when I built it out

#

My first drone was on the top of the RF tower bringing in aluminum packages

prisma kraken
#

i know where all the resources if i were to build fuel power there are, its just doing stuff like running belts and trainlines in that region isn't something i've tackled yet

#

that's stuff you really don't know until you're doing it, and the reason i asked

north mauve
#

I don't have trains there at all, just because all the resources were "close enough"

#

I should replace my coal truck with 700m of rail just for the lulz

prisma kraken
#

one of the things i'm trying to figure out is how to get a ramp up into pink forest from somewhere in that region w/o resorting to a spiral

amber umbra
#

Yea seems like a common issue. I just belted it down since infinite lifts.

north mauve
#

Gooood luck. I just have a massive spiral over the void

prisma kraken
#

i wish they had laid a pretty natural path for that along the clifftops with the map changes they've made since no one ever really built stuff there before anyway

#

it may actually exist and i haven't found it yet

north mauve
#

It's annoying because the best coal is in a pit surrounded by pillars and cliffs. I'm not even sure if a truck can get in and out of there without a serious amount of ramps.

#

I could have built a huge ugly train station in the sky but belts are fun. They can run through the forest in the valley and be ugly all the want, I needed my energy asap

violet halo
halcyon field
quick gorge
#

Yeah those two bio coals are a peak

north mauve
#

They're great, they make me disable them every time I touch satis calc

pallid knoll
#

So for a power plant just bring these together with water?

#

Or is it to much coal and oil? I can bring it to one place and move it to another place with the train

north mauve
#

It sounds like half the work on each end to move both to the middle, but it's probably twice the work as moving just one to the other.

#

Also there's sulfur and nitrogen nearby for future fuel purposes

pallid knoll
#

Hmm I dom't know what to do first... I have to complete phase 3 now but at the current place running out of power and coal to power the factory, I could switch to fuel power but then I need to build another power station

north mauve
#

It's fine to build temporary fuel power

neat crest
#

Ok helpful tip for Recycled Rubber scaling. You can easily separate the process into 3 blueprints

1st blueprint: 60 crude oil + 200 water -> 20 "prime" rubber & 160 diluted fuel

2nd blueprint:
โ€ข 1 Recycled Plastic @ 77.77%
โ€ข 1 Recycled plastic @ 100%
โ€ข 1 Recycled rubber @55.55%
The 2nd print will consume the "prime" rubber and its own rubber within its own loop, and output Plastic only

Then, the third print is the remaining fuel + plastic for 3 Recycled Rubber refineries at 100% for 180 rubber.

proud crypt
#

What would be the maximum item flow in satis, if you would max out everything.

livid turret
#

And sink the polymer or make more rubber

neat crest
livid turret
#

It's an example, replace plastic with rubber and rubber with plastic and you get the 90 rubber

#

That's the beauty of that design

#

No fiddling with OC or UC, just stamp, fuel and profit

molten lintel
#

is it ok/better to combine MK1 pipes and MK2 in this example, or is it better to just do everything with mk2? :
5 water extractors outputting 120/min using mk1 pipes.
side 1: 2 of them combine into 240/min mk1 pipe junction
side 2: 2 of them combine into 240/min mk1 pipe junction
2 240 junctions combine into a single central junction
1 120/min goes into that central junction
combined output should max an mk2 pipe from that junction, right?

The "idea" that came to mind is that having mk1 pipes would help reach max flow rate on the 240 and 120 systems before joining the mk2 pipe/junction.

#

is this even a thing or am I just tripping?

livid turret
#

You can save the hassle and just combine them with MK2, I'm always using MK1 for the input section at consumers and MK2 for producers. No way to tell if this helps or not

#

What I do know is that too many machines on the same line works better if you loop the pipes

#

Like 12 refineries producing 480 HOR get the last 2 idle on a MK2 unless you loop them

neat crest
#

3 blueprints, 2 inputs, 360 rubber. yum yum delicious (+3 structural blueprints for the platforms, pillar corners, and concrete pillars)

hard meadow
#

Jist found out (without somersloops even) the most iron ingots you can get from one pure node is 2400. Fun! Dont judge me taking the pic on my phone

steel knot
#

Are there any clever ways to distribute small stack counts of fuel for drone distribution? I have a bunch of plutonium rods but donโ€™t need to fill entire inventories with the stuff for 3-4 drone ports

unborn ermine
steel knot
#

If you donโ€™t have a print screen key, I think shift+windows+S works

#

Thereโ€™s also P in game for in game photo mode

golden smelt
#

should I make the 630000MW nuclear power plant

ruby blade
golden smelt
#

true and real

#

I just need someone to approve of my plan

cunning pasture
wary rapids
jolly furnace
#

this should be fine right?

wary rapids
#

sure to feed from that manifold at that level yes.

#

aviod bottom feeding in large setups.

jolly furnace
#

bottom feeding?

wary rapids
#

yeah dont feed from a floor hole

jolly furnace
#

oh you meant from the floor

#

okay thanks

wary rapids
#

I went with the alumnina soultion recipe becuase of a math error in the silica i would need but the scalcebitly and easy of use of these modules has been S tier.

#

they can be over clocked to process 480 bauxite per mine into 720 scrap

unborn ermine
#

That moment when you forget you needed to make automated wire at 75/min for a plan.
I guess im going to ship my excess 862.5/min iron + some more over to my purification plant to get some iron pipe + wire action jacelul

bleak ivy
#

is there a way i can specify that a recipe is slooped on satisfactorytools?

#

need to do calcs with doubled byproducts

unborn ermine
next shoal
#

So... My coal belt is getting stucked every now and then on the first coal generator, but the second one flows as smooth as butter. 120 coal per minute are entering here. I'm using the 3 extractor/8 generator setup

#

Why is the belt getting stucked only on the first one? I don't get it

past reef
#

Thats a manifold thing, you effectively try to put 60 pm into the generator but it can only consume 15

next shoal
#

Ohhhhhm I see. Sorry, dumb question from my part

#

Uh... Where did my tractor go?

amber umbra
#

@next shoal Kinda looks like it fell through the ground. Iโ€™ve heard of people using SCIM to remove things that teleported to the map
Origin point. Kinda looks like that.

unborn ermine
#

Yeah that looks like coords 0, 0, 0,
You will either need SCIM, or to go under the map yourself.

next shoal
wary rapids
#

I like to build those coal plants to belt speed then i can do one test with a belt going into and out off with a container and know it's done. you should see ever coal generator moveing very slowly with every one being full and staying full.

#

with the main input belt running at belt speed

main shuttle
#

i went back & picked up every single tiny little blue leaf in the red forest. 13k of them

robust raptor
#

Throughput vs distance graph for 500 stack items

#

To complete the set, here's throughput vs distance for 50 stack items

#

And here's all 4 graphs in a single image

vast jungle
#

very informative ๐Ÿ™‚

hushed kettle
#

this was needed tysm

robust raptor
#

Some caveats:

  • The calculations for trucks and tractors are more so an upper bound than a realistic in-game value, as they assume that the truck / tractor travels at full speed in straight line distance on level ground with no interference. Divide the values by like 2-5 depending on route conditions.
  • It's helpful to see the throughput values calculated for trains as an ideal case upper bound, as a real system with turns, intersections, train-train interactions and elevation changes will likely reduce throughput. The calculations for trains assume:
    • Flat ground straight line distance transportation
    • Single train transporting items between a pair of two stations
    • No slowdown at intersections (i.e. grade separated intersections)
    • No interference between trains
      You'll need to lower the throughput estimate a fair bit if the train track has lots of turns, elevation changes, slowdown from path signal intersections or the network has lots of trains that lead to slowdown / congestion.
  • The calculations for trains include an approximation for acceleration / deceleration of trains. This approximation is not quite the exact acceleration / deceleration of a satisfactory train, but the values obtained should be close enough for most purposes.
#

If you're interested in checking out all the transportation maths for yourself and want to play around with the calculators / tables, here's the excel sheet I used to do all the maths

prisma kraken
robust raptor
#

Is there anyone I can ping?

#

I'm not really familiar with the wiki team

remote flame
#

I might keep this as a reference actually, I was just about to do some testing of my own too on a save, would be cool to see it matching it potentially! haha
I ain't wiki tho, I just enjoy rocketfuel too much haha

prisma kraken
#

i think, Jinn is fielding that one for me ๐Ÿ™‚

#

oh, boo

#

@deft lichen can you help? ^^^

#

probably in bed atm

robust raptor
#

Empirical testing would be very helpful to see how well the calculations match to reality

prisma kraken
#

yeah, i really don't trust the theoretical math on trains as a starting point. too much experience with the game not matching the theory very well ๐Ÿ™‚

robust raptor
#

Travel time does match the maths

prisma kraken
#

if you'd like to do some testing on it all, i have a pretty good rail network going with lots of stuff moving around

robust raptor
#

It's travel distance where the maths will probably deviate from reality

prisma kraken
#

i think if you wanted to actually model the game with better bounds, what is better to do is to list trips as average trip time +/- variance rather than by distance

robust raptor
#

I do have all the travel times calculated

#

I just apply a simple distance approximation to the travel time

#

The travel times should be exact

prisma kraken
#

yeah, thing is trip times aren't constant

robust raptor
#

Yeah, but the required travel time is constant

#

It's probably helpful to account for variance when comparing to real trip times

prisma kraken
#

this is why

robust raptor
#

Yeah, if you have something like that, I imagine train-train interference starts becoming a more significant factor

prisma kraken
#

it is more of a factor than you'd think, unless rails are 100% isolated, signalling causes the trains to pause/slowdown in unpredictable places

robust raptor
#

I haven't really seen slowdown at regular signals though

#

Unless you mean by other trains, then yeah

prisma kraken
#

it happens if you watch closely

#

grab a cuppa and sit watching the choos for a half hour

#

i use trains pretty heavily and have been watching their behavior at this point for a few 1000 hrs (shame). There's quite a bit of variance in their trip time

#

this freight platform accepts 1125/min quickwire on a simple pick-up/drop-off loop (because i'm not using it for anything yet... the fact that it is reporting a value different from 1125 +/- 1 shows you that there's at least a % point or two of variance

unborn ermine
prisma kraken
#

if i look after the next drop off, that number will probably be back down around 1125, but sometimes you get more, sometimes less. to use trains effectively in the game, you have to count on that sort of variance in shipment

#

yeah, next shipment

unborn ermine
#

Yeah my new train setup kiiiiinda balances out over time with the station info.
its doing what it needs to at least jacelul
gotta have like 100+ data points to get a solid number tbh

prisma kraken
#

the game really needs some better stats and analytics

#

truly frustrates me

prisma kraken
unborn ermine
#

Which one was that?

prisma kraken
#

have a concrete factory that makes 4x1080/min and loads it into a train to take to hmf's which eat around 950 of it and then the train drops off the rest at home base for storage & sinking

#

one of the train cars was always empty when pulling into the sink station

#

made very little sense to me, stats on the train station looked like 1080 out and 1080 in

#

like the concrete was just evaporating or something

#

turns out i had a belt that jumped splitters in the hmf build

unborn ermine
#

Jumped splitters?

prisma kraken
#

like it connected to the wrong splitter

unborn ermine
#

OH that bullshit

#

I had that happen way more than it should

prisma kraken
#

but i was thinking it was on the production instead of consumption side

remote flame
#

@robust raptor pulling the maths out of the main satisfactory chat haha

So the full standard Rocket Fuel method is quite literally, turbofuel to Rocketfuel (no alt recipes except for diluted fuel, compacted coal).
The standard recipes got used because it is the most healthy all-rounder for oil efficiency and sulfur efficiency

Assuming you have all mk3 miners and max belt speeds, you get the potential resources (and pushing the limit of what you call a 'local' resource node)
The only way to make it bigger is to tap the oil nodes near the swamp or train in far more sulfur which is quite the distance

robust raptor
#

Ah I see, you're pulling the sulfur from the abyss cliffs

#

I somehow completely missed out on that vein, probably because I'm planning to use that for max nuclear

remote flame
#

yeah nuclear I've always been a bit half-commited with. Always end up sinking the plutonium rods lol, can't find it in me to do a gigantic factory for ficsonium

robust raptor
#

I'm excited to go for max nuclear but I'm hoping it won't slow my computer to a crawl

unborn ermine
#

Was nice getting a very decent chunk of power with a full mk5 belt of sulphur.

prisma kraken
#

yeah, me too... 2000 RF from 600 sulfur is kind of bonkers, lol

unborn ermine
#

my mess minus the byproducts being dealt with

#

This had 144,000MW of power

prisma kraken
#

turboblend really likes being made in chunks of 300 oil + 200 sulfur, which is why i did what i did

#

yeah, i'm at 120gw from it all. Good enough until i start needing the sloops in APA's for nuclear ๐Ÿ™‚

#

i really think they should have nerfed rf a bit

unborn ermine
#

This is how I did mine jacelul
Straight above one another. Turbo below and RF above.

#

each row was its own pipe, the 4 machines were overclocked to feed one pipe that split to the packagers.

#

The whole setup was split between the two pure nodes of oil

prisma kraken
#

mine just demanded things to be grouped by 8

#

the rest of the bc oil is really going to rubber with a plastic line that sops up all the excess resin and makes some coke for tf alum

unborn ermine
#

I forgot I had pipes hidden when I did a delete to show the whole picture jacelul
(kinda neat seeing your pipe bones)

prisma kraken
#

looks clean

unborn ermine
#

Theres legit no building plan though, mainly because I dont think my PC could handle the detail work jacelul

prisma kraken
#

i'm gearing up for doing some plastic and rubber at lake forest as my next build

unborn ermine
#

its at least "mostly" walkable at least.

prisma kraken
#

its looking like it'll probably be 3600 plastic + 1800 rubber

#

nice

#

in general i'm really not doing detail work in this playthrough, its going to be big and i'm going to be figuring out scale stuff as i go, so i'm not sure there's really a good reason to

#

something i've been finding is that when you just build tons of stuff and it looks pretty organized, there's a certain amt of impressive that gives on its own

unborn ermine
#

kinda the vibe im getting here tbh, needing to slam another train station in here to deal with my 662.5/min iron excess and make some automated wire to the north now.

vast jungle
prisma kraken
robust raptor
prisma kraken
robust raptor
#

Wow that's amazing

#

I'm surprised you don't have a loop around the world with how many trains you use

vast jungle
#

without factories in the North there is no need for a loop (yet)

prisma kraken
#

i will eventually if my pc doesn't melt

robust raptor
#

I built a rail loop just so I can expand at any part of the world without worry

#

That hexagon at the blue crater looks really cool

prisma kraken
#

yeah, well, i don't wish to spend time on something that doesn't make immediate progress

robust raptor
#

I've been thinking about how to make my max nuclear look aesthetically pleasing since I might as well with such a gargantuan build

robust raptor
prisma kraken
#

i still have no idea where i want to put nuclear

robust raptor
#

And I wanted to ride a train around the whole world

vast jungle
prisma kraken
#

yeah, i'm just not very keen on building the rails, i find it a very annoying job

robust raptor
#

These are my eventual plans for a world rail network

#

And this is what I've constructed so far

#

It's the dark blue line because I prioritised that as the first loop around the world

vast jungle
#

I see you started in the rocky desert too ๐Ÿ™‚

prisma kraken
#

you've got some good stuff going on, honestly

robust raptor
#

I love the rocky desert

#

But I'm finally ready to move out and build factories all over the world

past reef
#

No red forest rail lol, at least you respect the caves and not just skytrain

robust raptor
#

I build to the terrain because I think that's a lot more fun

prisma kraken
#

i've been thinking that i really don't need a rail system in pink forest that connects to the rest of the tracks

#

there's enough oil up there for coke, and most of the aluminum will be going to ficsite which is drone-transportable. the only other things really up there are uranium and coal

robust raptor
#

It's funny how barren the red forest is

#

That's why I didn't really bother with planning a rail network up there

vast jungle
#

does anyone else find it funny that the Ficsit Trigon production just multiplies the number of items by 3 in a constructor?

prisma kraken
#

that coal since it won't be used for bauxite will be time crystals, and that's a drone transport thing

past reef
#

I'll still probably train over the red forest coals together for time crystal and whatnot

prisma kraken
#

so i'm guessing i just round up the baux, bring it to coke and then drone out ficsite and FMF's

#

if i hadn't started in GF, it would be a different story

past reef
#

Currently only have 1 train going up there for uranium, I can fit another train up there for whoknowswhat

prisma kraken
#

i still need to get a feel for how drones work with the good fuel types

past reef
#

Uranium kind of cut off the full circle loop for coke even when I run the rightmost slope up

prisma kraken
#

i'm not sure how to get at that uranium, you can run a train or a belt up there from around where the central cave quartz is

#

and then drones wouldn't be a stretch

robust raptor
#

I'll probably be using a train for the uranium

#

Although drones work just fine too

prisma kraken
#

not exactly sure of what i'm doing with it all yet

deft lichen
#

@robust raptor @prisma kraken I'm very busy as of late, I'll try to keep it in mind but poke me if I don't reach out. The data looks very useful, I'm glad you took the time to crunch the numbers

uneven burrow
#

guys is it a good idea to overclock my entire power plant to 200% cuz i need power

past reef
#

no, 200% power generator just produce 200% more power using 200% more resource you'd starve the other ones

uneven burrow
#

i mean overclock EVERYTHING

#

miners water extractors etc

jolly furnace
#

im pretty sure my pipes are correct but this is my first time using pipes on an actual scale so idk if the pumps are correct

uneven burrow
#

fuel power plant ptsd kicks in

past reef
#

there's a chance your belt can't handle the miner, but sure can

vast wing
#

they need power to take in fuel

#

you have to jump start it

jolly furnace
#

yes they have power I have been watching the bottom level of 11 generators they are producing the correct amount with no hiccups

#

im going to reset my pumps it has to be that

#

everything else is in order

#

nvm I learned soemthing today, that the pumps show the headlift they are creating and wether or not it is reaching in-efficient levels

#

and one of my pumps was a meter over

#

its now producing power correctly

vast wing
#

nice

uneven burrow
#

i did it anyway it dident explode yet

sly fjord
#

I have all my generators at 250%, I design for it.

prisma kraken
# uneven burrow i did it anyway it dident explode yet

I build coal power so it can be pushed to 250%. you need to be very careful about the piping (8 generators end up eating 900 water/min), but it is just a matter of sticking shards in everything & making sure your belts and miners are up to snuff

north mauve
robust raptor
#

Which one

north mauve
robust raptor
#

I was expecting you to say cybertruck, but that works too

hardy wyvern
#

106 sommerloop harvested. what is the most effiienct way to use them for maximum effect ?

charred saffron
#

Usually the most efficient use of sloops is on the final machine(s) of a production line to get double the end product for the same amount of materials

#

I am a big fan of using them to speed up semi-manually making project parts as well, though

prisma kraken
# hardy wyvern 106 sommerloop harvested. what is the most effiienct way to use them for maximum...

depends on what you're goal is. there's specific places for them in the max nuclear chain (ficsite converters & frod encoders), if you're goal isn't max nuclear, use them where you feel like. good places for them are in the RSam constructors to double your sam, in any high value upper tier recipes (OC Supercomputer only takes 2 sloops) or in places to short up production temporarily. Additionally, the APA's are a very nice power boost to your grid and they give some nice headroom into lategame to bridge the gap or replace the need for nuclear entirely

steep imp
#

is there any system with swtiches you use for your teleporters, so they dont draw power constantly, ideally you would want a on/off swtich at both sides of the teleporter, but how would you do that,

#

can you make a switch that automatically switches itself back off after 10 seconds

oblique hollow
#

Use a priority switch

#

You can disengage them remotely

#

But not really automatic timed switches. At least not without some more effort

pallid prawn
#

I need help with pipeflow issues

pallid prawn
#

I have 6 refineries pulling 600 fuel via an mk2 pipe. This is coming from 6 refineries producing 600 fuel. I am running a manifold set up with a loop from the end of the manifold back to the start with no elevation change between the input and output heads as they are on the same floor.

tidal dock
pallid prawn
#

Thanks

warm bane
plush gulch
steep imp
#

i was thinking something with a priority power switch, and the portal is low priority, and something happens to trigger it off

#

like maybe a battery, that when it goes to 95% power it turns off

steel knot
#

When you mass delete in the save editor, thereโ€™s no way to put the deleted materials in a box, right?

#

I want the time savings of mass delete without having to restock to remake the factory

tough fiber
#

why is Heat-Fused Frame so recommended by the tier system?

patent blaze
#

probably uses less resources

#

uh nvm

#

yeah idk, thats just a worse recipe

brisk smelt
#

heat fused sucks

#

are you sure you have the correct tier list

jolly furnace
tough fiber
jolly furnace
#

and the turbo fuel is being produced at 100% effciency

brisk smelt
#

honestly, i dont know of one for 1.0

tough fiber
#

and it's so hard to tell sometimes

#

although this one is pretty obvious it's bad, that's why i asked about it

fringe pawn
#

Heat fused frame uses less aluminum, and in exchange adds oil. Whether that's worth it is up to you. Not any tier list.

keen moss
#

How is that possible

prisma kraken
keen moss
#

consum. higher than max cons.

prisma kraken
# tough fiber and it's so hard to tell sometimes

heat fused is a very good recipe. FMF's take a lot of aluminum and it cuts 25% of that in exchange for a more complicated production process that does not require copper. When you're building big, you run out of aluminum first, so cutting down your alum use by ~1000 ingots/min is pretty fricking nice.

#

10000 > 116

#

that comma isn't a decimal point

keen moss
prisma kraken
#

but i see what you mean

#

blue and yellow line

keen moss
prisma kraken
#

max consumption takes into account max draw from things that draw variable amts of power (eg trains and truck stations). when those things are actively working, their current power draw ends up being used instead of the max, so both graphs dip to reflect more accurate numbers

#

all that being said, sometimes those graphs just are a little off, lol

prisma kraken
#

yeah, the game lies to you, lol

brisk smelt
wind spade
prisma kraken
wind spade
magic island
#

all my fuel production gets routed toward power/plubber, so setting up and transporting a small amount of extra fuel just for frames is a bit annoying

but heat-fused is indeed resource-efficient and a great choice if you can get past that minor annoyance

brisk smelt
brisk smelt
magic island
#

a lot of T9 stuff devours aluminum, esp if that's your ficsite path of choice

prisma kraken
wind spade
prisma kraken
#

any tier list i've seen just sort of makes me lolwut at it

brisk smelt
#

like...

#

-_-

magic island
#

lmao

#

two companion recipes but one is 0.3 worse because of some arbitrary calculation

brisk smelt
#

yeah the numbers are incredibly misleading

prisma kraken
#

i mean if you're doing some sort of qualitative analysis based on some criteria and it is all mathematically consistent, ok. but most of the lists i've seen are very one dimensional in their rating system

fringe pawn
#

I actually agree the most with a tier list that I think put recycled rubber and plastic in C. I believe the summary was well they are clearly better, there's tons of oil on the map, save that fiddliness for a last resort.

wind spade
#

unless you look at the "optimizing for resources" one on reddit
same thing - how do you define "resource optimal"?

brisk smelt
magic island
#

the recycled recipes require a chain of other oil recipes to get your fuel and your starter plubber, so an appropriate rating would have to factor those permutations in, and I'm guessing this list doesn't

#

my view is that the best recipes are the ones that minimize the effort and friction toward accomplishing your goal

which of course can be true for just about any recipe, depending on your goal and location and what you do/don't like to put effort into

brisk smelt
#

well yeah there is a lot of friction if you end up with no more resources on the map to use ๐Ÿคฃ

prisma kraken
#

all i got to say is

#

why not throw default concrete into A-tier as well?

wind spade
wind spade
prisma kraken
#

what would actually be interesting is sampling many saves and seeing what the most frequently used recipes really are

wind spade
#

the only problem is that people would look at that data with "this recipe is popular, it must be good"

prisma kraken
#

yeah, it would skew pure iron to the top of the list, lol

magic island
prisma kraken
#

yeah, and sometimes it is worth it to use a less efficient recipe just to save on logistical nonsense

#

like i built an iron-only motor factory last week.... it isn't very iron efficient or power efficient, but it makes use of the 2400 iron i had lying right btw 2 factories and makes enough motors to satisfy what i need for cooling devices

#

(incidentally, iron pipe + iron wire for motors ends up being some very clean numbers)

unborn ermine
#

Yeah if you go high enough you can get some nice numbers all around jacelul

molten lintel
unborn ermine
#

You can get a "better" input/output ratio with Iron Alloy.
albeit water vs copper + iron input

#

0.666~ per ingot with alloy

#

0.846~ per ingot with pure

#

Its just raw resources, but still.

#

Not even considering the refinery mess and power for both those and extractors to have "free" increase of iron ingots.

molten lintel
#

I may consider using that from now on

#

only because of the power part, which is the counter to "free water"

#

if power wasn't an issue, pure still wins since it's 0.538 total limited output resources vs 0.666

#

it's all for fun ofc, since I bet no one needs to save that little bit of either (power or copper)

plush gulch
#

I think I am mostly using the pure recipe. Water ain't an issue at my current base.
Power ain't that big of a deal either. I am only hoping 60GW is enough to get me to nuclear. After that it should be smooth sailing

brisk smelt
#

maybe some batteries to jumpstart the nclear plant

acoustic iron
#

when I switched my turbo plant to rocket fuel some of the fuel generators are still holding turbo fuel and aren't switching to rocket fuel. Is there any way to fix it

unborn ermine
acoustic iron
unborn ermine
#

that or some SCIM magic, but yeah it sucks.

robust raptor
#

I hate refineries and I'll do anything that allows me to not have to paint the world with them

#

I'm not using any pure recipes in my max nuclear setup and it'll save on me placing 310 refineries, which I think is very worth it for a cost of ~900 copper, ~700 iron, and a fair bit of coal but coal isn't that important anyway

molten lintel
#

valid

uncut owl
#

Does anyone know of how I can load-balance 50 items per min onto 1 belt?

#

And only 50 per min

unborn ermine
#

just make 50 items per minute via clocking jace_smile

uncut owl
#

I'm considering that, but is there a theoretical way I could take an output of 60 and remove 10?

prisma kraken
#

for a fraction of the size, and for something that doesn't end up introducing a 7 and 13 into your production chains, you get more ingots per iron ore for less power and floorspace

unborn ermine
#

the input I mean

#

So yeah, more for your iron.

prisma kraken
#

yes, there is the 'just add water' argument, but it really doesn't hold up well when you sit down to build pure iron and just end up with something you can't split evenly, doesn't lend itself to full overclocking and honestly, the only item in the game that needs iron ingots is iron plate

unborn ermine
#

and yeah the only thing I think I do with pure,
Get it even, and slap the rest of a belt into a single smelter.

prisma kraken
#

i'm a little peaved that they removed the steel coated plate recipe so i can't say that no item needs fe ingots anymore,lol

unborn ermine
#

and thats only if I have zero copper nearby.

prisma kraken
#

i think the use-case for pure iron is when you're in phase 4 and pulling 780 from a node already and want to get another 780 ingots after upgrading to mk6 belts

#

it works for that, the extra 420 from a pure node after the mk6 upgrade will effectively give you another 780 line of ingots

#

besides that, the only place that pure iron really works is for making massive amts of screws with default or cast screw

unborn ermine
#

or like what I said snuttstare
No copper/coal nearby, and I want to make a bunch of automated wiring with alts jace_smile

prisma kraken
#

all of the pure builds are a bit big and require water and refineries. for copper and caterium, yeah, they stretch the resources quite a bit more

prisma kraken
unborn ermine
#

Yeah but thats more logistics and math.

prisma kraken
#

i haven't really found a use for basic iron, honestly. its like cheap silica... the limestone ends up dominating the logistics work with the volume you need

#

i think probably the recipe is there so you have a way of multiplying iron ingots with the sulfur->limestone converter recipe

#

i'm not sure if it is the same in every biome after the 1.0 rebalance, but as it stands for me with a GF start, i have a lot of untapped iron just lying around that i haven't made use of at all

unborn ermine
#

I havent really sprawled out in Rocky Desert as much as grassy would, because of those pure nodes by the big pond.

#

Harder to gauge it there

prisma kraken
#

yeah, gf is also weird with the fact that there's so many impure nodes

#

when you add them up, it turns out to be a lot of iron

unborn ermine
#

8 nodes in that one corner jacelul

prisma kraken
#

yeah, that's 2 pure equivalent

#

there's also 8 impure around that twisty spire thing with the pure same node on top

unborn ermine
#

6 nodes, and another 6 heading back to grassy

prisma kraken
#

yeah, it really does add up

#

it was great for making some early trigons

#

i feel like there's a lot of recipes that exist specifically for mid-game builds

#

this is kind of an interesting comparison

jovial lake
#

Hmmm.. me mathing all the energy source, and wiki already having all that info...

molten lintel
#

noice

jovial lake
#

It's a disappontment that bionuggets are just a 1.25 multiplier

#

But I guess it makes the stack more compact

#

Also a surprise that they removed alien remains 'energy' content...so technically all alien remains is an 'infinite' multiplier ๐Ÿค”

#

Regardless, them aliens are the number one renewable early game energy source, sort of....

prisma kraken
#

i'm still sad that they removed flower petals & color cartridges

#

running tractors on ink was pretty OP

prisma kraken
jovial lake
#

There's that, yes

#

But beside the normies coupon I'm not really in a rush to 'get them all'

prisma kraken
#

given that the early slooping of that makes them all worth 4x

jovial lake
#

Ah yes, slooping

#

A surprise and welcome addition

prisma kraken
#

i like it as a thing and it is a nice addition, i just wish it fit a little better into everything

#

like the solution works for allowing you to get shop stuff quicker, but it just feels like the concept could have been more developed and integrated, if that makes sense

#

not really complaining, just trying to express in words (and figure the thought out)

molten lintel
#

seems like a pretty useful tool

molten lintel
vast jungle
#

ouch... making Ficsit Ingots from Iron is really brutal...

#

good that there are Sloops ๐Ÿ˜„

quick plume
#

I'm redesigning my blue lake oil factory to a massive rocket fuel factory. Blue lake is the best place to make rocket fuel.

vast jungle
unborn ermine
#

240% is a 10/min burn

#

nice and clean numbers make things so very clean

vast jungle
#

ahh, you mean 120 at 240%

quick plume
vast jungle
#

no,it does not?

quick plume
vast jungle
#

I use 576 Generators (not overclocked) for 2400/min Rocket Fuel

quick plume
unborn ermine
vast jungle
#

so its "120" gens, not 1200... right?

unborn ermine
#

Missing a zero in the RF amount there

vast jungle
#

@unborn ermine so you make 12000 (12k) of Rocketfuel/min?

unborn ermine
#

12000/10 = 1200

quick plume
#

but i oc the fuel gen to 10/min

vast jungle
#

12k/min rocket fuel... thats quite a bit of Nitrogen and Sulfur ๐Ÿ˜„

unborn ermine
#

Its pretty much saying "NO" to nuclear

quick plume
#

yup, i scoot 3 nitrogin resources

quick plume
vast jungle
#

don't forget to make a bit more for drone fuel... the drone fuel rates for RF are misleading ๐Ÿ˜‰

quick plume
#

i use train for most part

#

the are reliable

unborn ermine
vast jungle
# quick plume I dont like dron at all

I was on "train only" too, but later replaced the "low output" connections with Drones... sending a train for Supercomputers is a bit insane ๐Ÿ˜‰

vast jungle
unborn ermine
#

Oh you mean like that

#

I already just went for 100/min base and seeing how that flops goes

vast jungle
#

I tested out a few connection to see how much drones take per minute... (between 3 and 4 packaged RF/min)
but overlooked the conversion factor when packaging them

unborn ermine
#

the cheekiest part about drones I think I have to work around, the two way nature of delivery.
Its almost a 2-3x consumption depending how many routes you tack on for fuel chains/delivery.

vast jungle
#

I deliver the fuel to the factories which SEND things with drones by train... the other station gets no fuel ^^

unborn ermine
#

Thats the fun part of the game, hard logistics or not.
Like I refuse to make a train up to the northwest nitrogen node, so its 6 drone ports there for fuel/chain and nitrogen out.

vast jungle
#

yeah, logistics between factory complexes can get both fun and annoying... I tried to go with 1-4 trains everyhwere... then had to move to 1-4 train with 4 different items for factories that produce lots of different things in low quantities... and then had the issue when other factories only needed ONE item from this factory... 3x 1-4 station for receiving 3/min of three different items? These things grow quicker than most factories ๐Ÿ˜„

unborn ermine
#

Yeah I finally got around to getting into trains here, to the point I finally needed path signals jacelul

#

Still have zero plan for the map though.

vast jungle
#

still quite limited in matter of choice, but its getting there ๐Ÿ˜‰

vast jungle
unborn ermine
#

I think the only thing that is slightly planned here for me, the southeast junction could go somewhere jacelul

vast jungle
#

"will be extended in the future"... a sign that has been placed 100 hours ago ๐Ÿ˜‰

unborn ermine
#

Oh thats my oil/aluminum's copper train line.

#

Still no idea what I planned here jacelul

vast jungle
#

LOL... I use the same Bauxite nodes, but I process them on the floor of the cliff...

#

seems to be a good place for Coke based Bauxite

unborn ermine
#

I used all the ones here plus that pure node in the middle

#

ended up being 2940/min

#

Bit of a conveyor line, but it worked out.

vast jungle
#

have been thinking about this too, but atm I am happy with 1500 Bauxit/min

unborn ermine
#

I said it before tho, I do love the fact my refineries for aluminum are so clean, 5 machines in a row
Came out so clean.

vast jungle
#

I made a mk2 blueprint for 300 bauxite into ingots and just stack them up to the input belt limit

prisma kraken
#

how did you end up with groups of 5? sloppy+electro is groups of 4, right?

unborn ermine
#

And hearing that you can put 5 in a blueprint mk3 machine after I built it JaceGasm

#

Sloppy 4x 75% and one at 67.5%
Electrode 4x 100% and one at 90%

#

The funky percent machines are actually a semi closed loop, 1-1 for alumina, but the water is still the one pipe for recycle/feed

prisma kraken
#

ahh, ok

#

mine doesn't look nearly as neat in SCIM

unborn ermine
#

I purged belts to actually see jacelul

prisma kraken
#

fine...

unborn ermine
#

my smelters are staggered per floor so it looks like this with belts jacelul

prisma kraken
#

without the other machines on other floors

vast jungle
#

Mine is one refinery at 200%, one at 105% and one at 45%

prisma kraken
#

i'm actually bringing the freshwater in from a packaging loop - needed to meter out the water from the well into 180's

unborn ermine
#

I went with the cheesy headlift reset pumps, feed the zero'd headlift water into one end of the loop from the bottom
and then its just a solid standard loop above the floor.

vast jungle
#

As long as output never stops aluminum loops can be very reliable

unborn ermine
#

The fun fact about my build, I would have had the same build with or without my reset cheese jacelul
Water would just be fed from a different location.

prisma kraken
#

what's funny is that because i'm using packagers, headlift doesn't come into play at all

#

no way you can say i have some VIP-in-disguise with it

robust raptor
#

I use a design where the byproduct water gets used in dedicated refineries just so I have the peace of mind that it will never stop

vast jungle
#

A few more rooms for merging things (both liquids and solids) would be nice

prisma kraken
#

honestly, on the subject, the design pictured is the most stable one i've found for aluminum provided you have a sink on the scrap or whatever that keeps it from ever stopping

vast jungle
#

The sink is an essential security feature

prisma kraken
#

i have them installed because i'm pulling silica in from purification

#

i've been having that be touchy for me

unborn ermine
#

Fun fact my build has no sinks and it can for the most part recover jacelul
Just takes ages and I need to empty the miners a bit.

#

tested that out when I started it up.

prisma kraken
#

yeah, filling those buffers with 500 scrap takes ages

#

that's one that i elect to do a perfect balanced split on

unborn ermine
#

"balanced" jacelul
Two lines per machine row for me. then that gets belted and cooked.

prisma kraken
#

i figure i'm going to lock up aluminum at some point somehow, and just having it be able to cut back on after a pipe flush at full speed is nice

#

really isn't a lot of space to do it

#

this evening has been a ton of trainwork, i've been switching around the train paths in my 'main base'

#

the number of times i've deadlocked my rails tonight has been probably more than all my previous playthroughs, lol

vast jungle
prisma kraken
#

i found a signalling pattern that is absolute death for a rail network

#

unfortunately, to keep things moving as i've moved stuff around, yeah, i've been doing some naughty stuff, lol

vast jungle
#

Stations parallel to a track with input/output to the track on each side are easy to deadlock with the wrong signals

prisma kraken
#

its more that i've got some old rails that i will delete cutting through other rails atm, the signalling is pretty bad right now

vast jungle
#

That sounds like a lot of work to keep alive

prisma kraken
#

hasn't been a fun project with moving the storage buffers and stations

#

yeah, it's not been easy and it's boring repetitive work

#

one of those things that if i don't do it now, i'll be screwing myself more later

vast jungle
#

Yes, some problems should not be moved to "later"

prisma kraken
#

i've been learning a bit though. there's some patterns of station layout that i now know to avoid, and more importantly why

vast jungle
#

Can you post your example?

prisma kraken
#

give me a sec to travel

vast jungle
#

No hurry, might be afk for a while soon

prisma kraken
#

never do this

#

the trains get jammed up coming out of the station and block traffic on the track that crosses over

#

there's no way to signal it except to have them stop outside of the entire region and only let a single train in

vast jungle
#

It would need to be a quite large path signal block I think... Maybe more than available

remote flame
#

I was about to say that would be quite the armada of signals to get that to flow nicely haha, even so the train would be slowing down so it could break in time at each crossover

I usually just say "The less railway crossovers you have, the better"

prisma kraken
#

yeah, if you try to break the block up by signalling it on the rails btw the station outputs, it deadlocks in a matter of minutes

#

in any event, one of those rails is going byebye soon

prisma kraken
#

all done for now, and i have to say, the difference in congestion at the main base is palpable

frosty owl
prisma kraken
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kinda? I think it more is going in opposite directions

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where i ended up with the station rebuild is a design that resembles this quick sketch

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how it ws working before is trains were coming down and looping into the stations and having to loop back around to get out