#math-and-meta
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alsway do oil things.that is one you need.
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
*MW
let me show you how to manually do the calculation.
How many joules in a watt?
1 W = 1 Joule over 1 second
yes
all of them are good
yeah there's no "bad" recipe
but i really mean all of them he listed are good, lol
and I mean all of the alts in the game ๐
cough fine concrete cough
what's bad about it? if you have quartz nearby, it's a nice boost
2nd best limestone -> concrete ratio, beaten only by rubber
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)
i have better uses for silica and using limestone to make even more silica that won't go to waste
that's your specific situation though, which doesn't make the recipe bad globally
nice
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.
i'll not argue, but i don't feel you are likely to ever use that recipe
like i mean, even charcoal seems more useful than fine concrete
eh, I've seen a lot of people use it
zero for me
maybe nw rocky desert or titan forest
allot of things make no sence late game can be good in early game.
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.
it could make sence if you built yourstarter base on top off quartz.
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
you wont use 3 nodes of quartz untill much later in the game.
and many places have 2-3 nodes.
Is it even possible to land near quartz? I'm not sure the starter base scenario makes sense.
not any of those places have limestone near the quartz though
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.
i'd like to find a justification for fine concrete as a situational thing, i just don't think it really exists
you might not need 3 nodes but its just as easy to route 3 nodes as one node
with long range logistics, sure
but long range logistics kind of happens at the same time as rubber, so um...
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.
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.
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
id say skipp the hard drive hunt if you have done it once. it takes almost a week. to get them all.
i have one too! (and note what's on the belts)
4 fast lanes of silica.
4k/min
probably kind of a waste to use it on aluminum as i am, its actually better yielding to convert the quartz to bauxite
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.
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
im hopeing to get though tier 4 with this amount of circurt boards.
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
one half of the factory is done, i'm getting there on the 2nd half
i will be happy if it works out i can do the rest of tier 4 in this one building.
really isn't a hard build and the actual factory is pretty simple, its the horses*** i've been dealing with with tractors & trucks
and tangents like measuring drone fuel consumption, lol
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.
put a car garrage under the train staion sence trains take the room of an entire factory.
i still have a utilatarin aprrach to oil. it ends up looking good as a side effect of being organized
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
if your worred about it you can doa sink test.
What's that?
take all your smeted iron and overflow into a sink.
then put some iron ingot into a contanier.
if the level stays the same you have max effecentcy
this is the output of may alumium im sinking it now sence im getting quartz from it.
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?
if i put a sotradge contater before that sink
and annother one in the boxite loading area.
i should see both contaners maintain the some level.
ive found some errors with my trains by doing that.
I already mentioned I fixed it by upgrading the belt but... the numbers don't make sense at all
you run numbers first. but you always need a way of benchmarking to know something is not off.
just like in real life.
Ah wait... maybe it does? The first smelter being full made the 60 belt try to move 120... that makes sense
its a very good way of finding problems, but be very careful about belt speeds with it all
this is so off that it almost looks intentional, lol
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.
i'm not suure i've seen that to be the case, honestly
I have had that issue personally
it compounds when using max throughput and having more than one floorhole
i've seen mergers eat throughput, i think, but not the floorholes
I had 2 arrays of machines pushing out 780/min copper ingots, 2 1m floorholes were killing the production.
they consistently started overflowing and worked after I circumvented my 1m floorholes.
i think you're blaming belts not operating at speed on floorholes instead of the belts not operating at speed
*belts/lifts
*in your observation with a limited experiment
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
The standard container test, feeding a container from another and looping.
and the practical test I just mentioned, which was fixing my production.
Oh no
They WERE THE SAME
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
Its a % of the throughput not a specific amount, its why its less noticable with slower belts.
also 1000% compounded by hardware limits
i'm just taking the scientific devil's advocate stance of 'lack of observation does not prove lack of existence'
Test it yourself then if you want to do this so much 
i have better things to do like fixing all the belts i have running at full speed ๐
i've seen the problem before, yeah in update 8
This is the general test that showed it off.
how dare they make bugged floor holes
i have a feeling i know what's going on there, but it'll be a while before i get to testing it
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
Does anybody know how many rotors you can make with 450 iron
I made crazy amount of iron and thats the rest I have
But i'm only good at working backwards not forawards
Well at least now I know what to use
the steel and copper rotor recipes are a lot better than the base recipe
Yeah
But I basicaly just started a world with a friend and we are building it in a non ideal place for steel
I dought there is coal nearby
Well... lemmie check
well, to a point, if you're using steel or aluminum rod to make what's needed for the base recipe, the calculus changes
Yeah of course
if you're doing that though, it's probably for a huge nuclear build
Well if I need a crap ton of screws I know what to do now
you can actually also use iron wire + iron pipe to make iron-only rotors w/ the steel rotor recipe
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
ive seen some build where the entire floor of a room is screws. it looks good.
the number of rotors you need in the game is actually quite small, even with lofty elevator goals
so any of the recipes aren't going to be huge expenditures or savings
Remember you cant screw without a rod (at first)
yes but you shouldnt use 450 iron for rotors with base recipes.
Yeah but I'm tired of just handcrafting them ๐คทโโ๏ธ
Meh why not
gotcha. automate. don't hand craft
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.
I litterly made this world like 5 days ago
Ill probably repoupose it later for motors
everyone over builds the first time they do somthing.
My first 1.0 world was at turbofuel and I made a big plant
No such thing as overbuilding
Its not my first playthrogh tho more like 6th
Teir 4?
yeah
Nice
i do math in order to not make balancers.
and i get rid of material so it doesnt make endless loops
Load balancers just take up so much space I feel like
you kind of have to make them in factrio.
you can make belt compresors to merge empty belts onto full ones.
Ik
but i dont think you need to to that unless your facotry is very big.
my freind plays facotrio the adda a entire new game with the space age update.
killing bugs is fun.
Just go outside
but the factory must grow
.4 away from an anuerism
should do fuel in one step. to patch that.
its a some new coal powered generators I installed but I forgot to wait for them to fill lol
im makeing the radio control units at last
and im eating the full 480
maths.
time to route more bauite to the factory. for more stuff and things.
The satisfactory employee can carry at a minimum 15 Empire State buildings
An inventory of nuclear pasta weighs way way more than just 15 empire state buildings
One teaspoon weighs as much as mount everest
Iโd recommend approximating the volume of pasta and then multiplying it by the real-life density of it
I did a whole bunch more maths for all the vehicles, here's some plots for distance vs throughput of all transport methods
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
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
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
If you're interested in looking at all the tables and data, here:
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)
your numbers for tractor/truck are too high
Well, that's an upper bound, assuming trucks / tractors travel at max speed in a straight line on flat ground throughout their journey
empirically, i'm finding them to be much lower
Obviously, that isn't gonna happen in game, so maybe divide that number by 2/3 or 2 in a gameplay setting
yeah, of course, but it isn't the upper bound that's useful, its the lower bound
The lower bound is 0
well the upper bound is infinity if you wanna play that game ๐
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
The upper bound is 2 belts actually
You can't get faster than the I/O rate of the truck station
yeah, true. you can however do better than 2 belts per train car
You can't
use 2 stations for pickup & 2 for dropoff
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
only really comes into practical use if you are moving 500 stack items
Here's the maximum throughput of a single wagon
yeah, i know the math inside and out.
So you should know that the max throughput of a wagon / cargo platform is less than 2 belts
if you pick up and drop off at multiple stations, you can go higher
That's probably by a different metric
But the transfer rate per pair of freight platforms is still capped at somewhere below 2 belts
right, asymptotic to 2400/min for longer trip duratoins before being capped by car capacity
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
i know, i'm doing that in practice ๐
Yeah, definitely only really comes into practice for the higher stack items though
i'm going all-in on the trainifold design pattern in my current playthrough
its working out pretty well so far
the tricky part of it is all my factories need to be designed to draw at even rates from the train station platforms
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
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
what it means is that the theme of each factory is 4 identical prod lines
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
I pretty much just have the maths for multiple stations in one route left to do
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
You could use drones
in some cases, yes, but some parts are just high enough volume that drones aren't the most practical
good example: heatsinks
i'm shortly going to be starting a bake-off of different strategies for dealing with the high-end
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
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
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
Funny how adding more trains to a single station is so effective at solving lots of problems
at what distance does belting become bad?
ive been googlign and it seems like most people say 1km but Idr know what thta number is based on
im trying to make my first turbofuel plant and I dont know if I should belt my compacted coal or use a truck
Well, never, everything starts and ends on a belt
It's merely a question of when is it too annoying for you personally
If you don't want to bother with trains or trucks, then just go for a long belt
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.
Train tracks have the huge benefit of being reusable, provided you build properly signaled double tracks
Expanding a global railway network is faster and less annoying than building long belts everywhere
Trains really start to get good at 2km and up
But you can use trains below that distance if you want to
The terrain in that location is far from flat
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
hmm
In the image you sent, I'd say it's perfectly viable to belt everything there
Using a train for that distance would be a bit inconvenient and overkill
ill try trucks and probably make a foundation highway in the sky
yeah i could probably belt it and it would take me the least amount of time
but I do want to try the trucks out and this seems like an opportunity
I would use trains on shorter distances than 2km, depends on multiple other factors.
But maybe not 600m
I would have done it in my rocky desert base if I didn't already have a ton of train stations
good luck and a lot of patience... you will need it ๐
I'm gonna be trying something potentially disastrous, a truck route on hilly terrain
yeah i hope so
are trucks worse than the sugar cubes (in pathing)?
they use the same pathing and everything right?
Trucks have bigger capacity, travel faster and topple over a bit less easily
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..."
I think trucks have little bigger turning radius
trucks in the Blue Crater???? Oh dear... than sounds.... ... ... ... "fun" ๐
im prob just going to build a highway in the sky straight to the oil but
that will be painful and ugly AF
the Blue Crater is small enough just to use pipes and belts... no need for complicating things
especially when you have to put in foundations as roads, whats the advantage of Trucks?
unless its "because its a fun idea", which is nothing wrong
yeah basically
belting is probably the sane thing to do
I build a large RF powerplant in the Crater... and putting in the belts/pipes was the easy part
still, will be an interesting experiment for you... watching trucks do strange things can be fun
did you build it over the lake?
or somewhere else
its centered in the geothermal powerplant... but its a bit larger than the lake
okay well I guess Idont have to worry about that ๐
its 24 Blueprints (each from 2 MK2 BPs) to produce 2400 Rocketfuel/min... and then 576 Fuel Generators in three layers
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 ๐
main issue was my limited inventory... and waiting until my DDs have enough Concrete (for the next batch of generators)
Thought motor is worse cause its 25% each bp?
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
But then I was through worse, 70 (14*5) mk2 bp for 5k rocket fuel
my "generators BP" contained the platform and the pipes below the generators... I think it was ~ 500 Concrete per BP... you run through the stacks of the DD FAST this way
Oh you tower the gens yeah
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
no, I still attached them horizontally... still, lots of concrete
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
best thing that can happen for a powerplant ๐
yeah, or an aluminum factory. pain. much pain.
has anyone ever used trucks within a closed loop like the one in Aluminium? That sounds like super fun ๐
i have a truck moving limestone to make quartz purification silica that feeds into an aluminum factory
That's why my new bad idea of using a truck to bring resources to my nuclear power plant can't possibly go wrong
the number of times that thing has gone off the rails and screwed it up in the past few days is unbelievable
and you could fuel them with nuclear fuel rods!
Even better, the plutonium rods
"truck station of radioactive doom!"
i've done it before. works good. make sure you automate iodine filters first ๐
still, making an Aluminium Plant depend on Trucks sounds crazy... these things are already a bit "volatile"...
ngl, the truck stop was more radioactive than the rest of the nuclear plant
I decided to do a design where the overflow water gets used in other dedicated refineries so it can't jam up
imagine the truck station stuck because something bad was on the belt...
yeah, well, i'm a bit touched at times and stubborn
"have to repair it... hmm, better take half an inventory of iodine filters"
Yeah, I gotta build a dune desert north factory for all my personal equipment needs before tackling the nuclear plant
I know this "I will make this work" moments...
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
I was doing all long range transportation with trains for a long time and recently added a lot of drones...
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
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"
which isn't much use for delivery anymore
what's frustrating about vehicles is they work until they don't and you end up with a mess to undo
I REALLY dislike recording routes... it always feels that even straight foundation-paved streets become a rodeo ride
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?
that was fixed in update 8
they ghost back on the path when they fall off, I have no clue why they deadlock
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
its the dumbest thing, its like CSS intentionally makes them unusable for anything more than a milkrun for ore
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)
I wish you could place nodes or move them manually
you can. its called using a converter
"truck node nudging"
Or even say, "these nodes are part of those two different routes"
oh, thought you meant mineral node. it's late MB
one thing that would be nice is if the path nodes showed up in different colors to match the vehicle's paint job
So if two trucks routes, drive the same route for half of their route, then you won't have to double then up.
That too
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
or just a ways to "select current truck route"
even if they go in the same direction?
even if. just leave the game running for 12 hrs
it really isn't an if, but when
at least in my experience, idk how people build street networks and have anything ever work right
this makes me even more lucky I did not even tried trucks/cubes in 1.0 ๐
my conclusion is they don't
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
I've never tried trucks and I'm terrified of what will happen when I finally do
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
so better have more tractors than one truck?
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
maybe I should just add trucks to my little streets to watch them and laugh about them
trucks as stress relieve from work
they don't have dynamic pathfinding either ime
if you have full 2 way street you can do multiple vehicles on the same route but at that point trains just seem safer / more powerful / easier than doing multiple vehicles on the same route
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 
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.
so in the end you need MORE infrastructure for trucks than for belts ๐
The trucks I have used, have driven on bare terrain.
Trucks/tractors look cooler than belts.
it kind of works better than you'd expect it would, right?
It evened out eventually so it wasnt as 
i was pretty wary of the design pattern at first, now it makes a ton more sense to me
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?"
yeah, leave them though
figuring as much, just in case I fudge something up 
i think its really important to have stuff burst into/out of the train stations at max speed
the only thing annoying with it is the even larger buffer... but usually that is not a big issue
I'm really tempted to go for the max nuclear setup now that I've planned it all out and it seems somewhat doable
"max zero tolerance nuclear build"
Instant scrap. Why not? ๐ And create blueprint block "AluminiumIngot-300". I want to do
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
you can do a 300/min block for Sloppy-Alumina/Electrode-Scrap too... always nice to have self-contained building blocks
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...
You can do better, im on 231 reactors with 1155 uranium
I'm sinking the plutonium rods
Don't really feel like dumping the plutonium waste in a corner of the world
If only ficsonium was useable....
hhmmm yes. Interesting But bigger block
I like not to use Sulfur... but yes, the Coke production is external
The nice thing about sloppy/electrode is the waste water management
with some OC/UC you can do the whole loop in 3 Refineries
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
I did split it again in half, so its 45%+105% and 200%
and there is still space left for the Constructors for the Pure Aluminium Ingot
Ah, yeah, if you want to fit it all in a blueprint before mk3, you need to OC
you can do 4 Refineries in a MK2 block
But not 8
five is theoretically possible too, but the belt/pipework is a bit clippy/messy I think ๐
MK3 should make 5 refineries easy
(but not 8 of course)
but if you can deal with 600 bauxite with 2 mk2 bp there's no real need to do mk3
Also I have sloppy block "AluminiumIngot-180" ๐ I use block logic now. I want share final blueprint on scim in future
Decorations!
Real
I cannot do any blueprint if I cannot add nice walkways/wires/pipes as needed
It just doesn't feel right
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
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
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 ^^
oh I made "block 1 plastic refinery + 1 rubber refinery". Just need load plastic and rubber to machines manually 1st time and it will works
I made my factory without loops to skip this "onboarding"
Honestly thanks to the dimensional depot it's not too annoying to prime systems
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
Oh wow I didn't know ooops ๐
EXTRA useful with the DD
Ooh that's a really neat feature
I only learned about this here in the discord in #design-and-architecture ๐
Btw you can do the same with recipes, clocking and shards
Especially useful with generators
I learned about it watching a streamer, they had a BP with primed bio burner array for power on the go.
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 ๐
(I was experimenting with ISCs full of items)
a full ISC should fit into the inventory, right?
It sounds like there were multiples in that experiment.
okay, that breaks the (unmodded) inventory quite quickly...
Yeah, the number of ISCs was the issue 
I like to do the 2x1 refinery set for recycled plastic or rubber, seed the one ref in the BP with 30 plastic/rubber and link it to the input of the other 2, and then merge and split the output of the other 2 and you can have a nice loop that consume 90 fuel to make 90 plastic/rubber. It has an average footprint of 4x4
Those are common for crashed pod hunting too (if you don't litter the entire map with power towers I guess)
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
APA?
Alien Power Augmenter
The thing that uses 10 sloops for power generation
Oh, it just EXISTS with energy? Interesting.
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
The max is 420MW, but yes still under 500
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?
the stat unit console command might do it? IIRC that breaks down how much time the CPU and GPU are using per frame
or stat fps gives you a smaller fps readout
yeah but that doesn't break down CPU vs GPU time does it?
Hello fellow Pioneers! Satisfactory Factories (a factory management and logistics tool) has been updated! More info of what's changed can be found here: https://www.reddit.com/r/SatisfactoryGame/comments/1h0h81d/satisfactory_factories_v02_has_been_released/
Also, will placing about 1700 buildings in the swamp lag my game a lot
what is the update about?
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
Many many fixes and new features, all in the post!
cool
does the tool understand sloops and allow setting of machine clocks?
i'm looking around it it for that
Not yet, but itโs being actively worked on https://github.com/satisfactory-factories/application/issues/11
Weโre still in the design phase on how to best visualise it
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
What are the best places for modular factory's, I need oil for power but also rescources for space elevator parts
flat land or up in the air near resources - you're question is pretty vague, lol
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
Frankly every corner of the rocky desert is good for a mini factory
I have this rn
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
So like build a oil factory and move the oil products between factory's?
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
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
You place factories where you can source as many local ingredients as is convenient.
probably pushing the line down the coast to the islands oil is what you'd get the most reward for effort on
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.
how bad is the logistics for that on like mk4 tech?
haven't unlocked rocked fuel
- Plast/rubber fac at oil
- Rocket fuel power plant at western oil beach (I am fueling my entire factory with a SINGLE oil node)
- Build factories where they can source local ingredients
Build turbo fuel then, and turn it into rocket fuel later
What do you mean? I built it the second I had access to the right RF alts
The whole fac takes like two belts and six pipes, and outputs 35GW
nitro fuel?
Yes
#screenshots message This but double everything
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
please tell me non overclocked because i might be making way too much
Correct. I OC'd half that at 200%
nice
i mean, how much of a headache was getting the sulfur & coal out there
still way too much but at least it's manageable
i guess the nitrogen means you have to be at phase 4 already
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.
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
if you're talking to me, I'm finishing polishing everything up for phase 4 but I like planning ahead
the fact is I'm making 1800 crude into fuel so i really would rather not have to place 1728 generators later
I just ran belts. I think I actually have two belts of something, probably sulfur? Or maybe I had two belts of both. I don't remember, I haven't been back in ages.
Anyway I grabbed the sulfur from east of the beach and coal from south and east. Maybe 1km or less? It wasn't that hard.
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 ๐
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
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
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
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
Yea seems like a common issue. I just belted it down since infinite lifts.
Gooood luck. I just have a massive spiral over the void
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
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
#screenshots message
@halcyon field leave it there, if you choose nothing it stays out of your list.
i already re rolled two weeks ago, showed it for the funny.
Yeah those two bio coals are a peak
They're great, they make me disable them every time I touch satis calc
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
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
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
It's fine to build temporary fuel power
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:
โข 1 Recycled Plastic @ 77.77%
โข 1 Recycled plastic @ 100%
โข 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.
What would be the maximum item flow in satis, if you would max out everything.
You can replace 2nd and 3rd with 2 mirrored blueprints of 3 refineries working at 100% just take into account the ratio 2 to 1. For instance 2 recycled plastic to one recycled rubber, seed 30 plastic in the BP, connect 90 fuel and you get a nice loop that produces 90 plastic
And sink the polymer or make more rubber
Yeah but I don't want any plastic in the end is what makes my setup different
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
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?
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
3 blueprints, 2 inputs, 360 rubber. yum yum delicious (+3 structural blueprints for the platforms, pillar corners, and concrete pillars)
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
Are there any clever ways to distribute small stack counts of fuel for drone distribution? I have a bunch of plutonium rods but donโt need to fill entire inventories with the stuff for 3-4 drone ports
I like using Alt+Print Screen key to do game capture screenshots.
Captures the active window to clipboard.
If you donโt have a print screen key, I think shift+windows+S works
Thereโs also P in game for in game photo mode
should I make the 630000MW nuclear power plant
The moment you ask this question there only is one answer.

this should be fine right?
sure to feed from that manifold at that level yes.
aviod bottom feeding in large setups.
yeah dont feed from a floor hole
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
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 
is there a way i can specify that a recipe is slooped on satisfactorytools?
need to do calcs with doubled byproducts
Best you can do, is adding a product manually to make it seem slooped.
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
Thats a manifold thing, you effectively try to put 60 pm into the generator but it can only consume 15
@next shoal Kinda looks like it fell through the ground. Iโve heard of people using SCIM to remove things that teleported to the map
Origin point. Kinda looks like that.
Yeah that looks like coords 0, 0, 0,
You will either need SCIM, or to go under the map yourself.
Uh, you told me it was a manyfolds thing, but my other power plant is the same structure and the belt doesn't get stuck at all
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
i went back & picked up every single tiny little blue leaf in the red forest. 13k of them
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
very informative ๐
this was needed tysm
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
thanks, you might want to ping someone on the wiki team and see if they'd like the images
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
i think, Jinn is fielding that one for me ๐
oh, boo
@deft lichen can you help? ^^^
probably in bed atm
Empirical testing would be very helpful to see how well the calculations match to reality
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 ๐
Travel time does match the maths
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
It's travel distance where the maths will probably deviate from reality
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
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
yeah, thing is trip times aren't constant
Yeah, but the required travel time is constant
It's probably helpful to account for variance when comparing to real trip times
this is why
Yeah, if you have something like that, I imagine train-train interference starts becoming a more significant factor
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
I haven't really seen slowdown at regular signals though
Unless you mean by other trains, then yeah
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
Yeah... I was looking at my save in SCIM and just noticed this one is getting up there
||428h 00m 43s||
this long and finally getting to complex-er trains
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
Yeah my new train setup kiiiiinda balances out over time with the station info.
its doing what it needs to at least 
gotta have like 100+ data points to get a solid number tbh
so i found a really long standing issue that i had been trying to find for a few weeks earlier
Which one was that?
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
Jumped splitters?
like it connected to the wrong splitter
but i was thinking it was on the production instead of consumption side
@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
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
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
I'm excited to go for max nuclear but I'm hoping it won't slow my computer to a crawl
I used that for the diluted -> turbo blend + default RF recipe chain.
Was nice getting a very decent chunk of power with a full mk5 belt of sulphur.
yeah, me too... 2000 RF from 600 sulfur is kind of bonkers, lol
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 ๐
i really think they should have nerfed rf a bit
This is how I did mine 
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
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
I forgot I had pipes hidden when I did a delete to show the whole picture 
(kinda neat seeing your pipe bones)
looks clean
Theres legit no building plan though, mainly because I dont think my PC could handle the detail work 
i'm gearing up for doing some plastic and rubber at lake forest as my next build
its at least "mostly" walkable at least.
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
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.
I think I am good with my 2600/min Rocket fuel in the crater right now (200 for drone fuel, 2400 for power ๐ )
i honestly have 1740/min iron ingots floating around on a train... every time i need nitric acid, that train gets a new destination ๐
I'm really curious to see what your world looks like with all the trains
about the extent of it at the moment
Wow that's amazing
I'm surprised you don't have a loop around the world with how many trains you use
without factories in the North there is no need for a loop (yet)
i will eventually if my pc doesn't melt
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
yeah, well, i don't wish to spend time on something that doesn't make immediate progress
I've been thinking about how to make my max nuclear look aesthetically pleasing since I might as well with such a gargantuan build
Fair enough, I did it just because I like building train tracks around the world
i still have no idea where i want to put nuclear
And I wanted to ride a train around the whole world
me too... I sometime just push a few dead-end train lines forward to relax ๐
yeah, i'm just not very keen on building the rails, i find it a very annoying job
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
I see you started in the rocky desert too ๐
you've got some good stuff going on, honestly
I love the rocky desert
But I'm finally ready to move out and build factories all over the world
No red forest rail lol, at least you respect the caves and not just skytrain
I build to the terrain because I think that's a lot more fun
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
It's funny how barren the red forest is
That's why I didn't really bother with planning a rail network up there
does anyone else find it funny that the Ficsit Trigon production just multiplies the number of items by 3 in a constructor?
that coal since it won't be used for bauxite will be time crystals, and that's a drone transport thing
I'll still probably train over the red forest coals together for time crystal and whatnot
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
Currently only have 1 train going up there for uranium, I can fit another train up there for whoknowswhat
i still need to get a feel for how drones work with the good fuel types
Uranium kind of cut off the full circle loop for coke even when I run the rightmost slope up
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
not exactly sure of what i'm doing with it all yet
@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
guys is it a good idea to overclock my entire power plant to 200% cuz i need power
no, 200% power generator just produce 200% more power using 200% more resource you'd starve the other ones
could somebody please help me debug this. It is a fuel generator setup following the wiki (https://satisfactory.wiki.gg/wiki/Tutorial:Setting_up_Fuel_Power) up to stage 2 for turbofuel. I am producing turbofuel at 100% efficiency but for some reason at the end of the second level the last couple fuel generators are receiving nothing
This page serves to go more in depth on the creation and use of Fuel as a power source.
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
fuel power plant ptsd kicks in
there's a chance your belt can't handle the miner, but sure can
do the gens have power
they need power to take in fuel
you have to jump start it
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
nice
i did it anyway it dident explode yet
I have all my generators at 250%, I design for it.
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
You forgot a vehicle
Which one

I was expecting you to say cybertruck, but that works too
106 sommerloop harvested. what is the most effiienct way to use them for maximum effect ?
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
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
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
Use a priority switch
You can disengage them remotely
But not really automatic timed switches. At least not without some more effort
I need help with pipeflow issues
not always the final
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.
Make a new post in #1038092680493801533 with screenshot of your setup. You'll get better help that way.
Thanks
If you have a 1 to 1 ratio of refineries you're probably going to be better off doing 1-1 connections, way less issues can happen this way
You could use a battery storage.
Switch it on, let it charge for 10sec. Turn it off, jump in.
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
When you mass delete in the save editor, thereโs 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
why is Heat-Fused Frame so recommended by the tier system?
this problem has resurfaced again. I am running the ratio of 8.89 turbo fuel generators to 22.22 fuel generators
i used the one on reddit... is there another that you use?
and the turbo fuel is being produced at 100% effciency
yeah that tier list isn't great
honestly, i dont know of one for 1.0
and it's so hard to tell sometimes
although this one is pretty obvious it's bad, that's why i asked about it
Heat fused frame uses less aluminum, and in exchange adds oil. Whether that's worth it is up to you. Not any tier list.
How is that possible
?
consum. higher than max cons.
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
still haven't explained it
yes
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
my life is a f- lie
yeah, the game lies to you, lol
takes lots of nitrogen too, they have the same map limit
No tier list is correct. Forget tier lists and check the recipe yourself
nitrogen ends up being slightly less tight than it was pre-1.0
None are good ๐
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
if you really want to be semantic, how do you even define good
wouldn't bauxite be less tight because mk3's can out 1200 now
a lot of T9 stuff devours aluminum, esp if that's your ficsite path of choice
imho, heat-fused is the worst factory in the game to make - all 4 ingredients are non-trivial (understating the difficulty of hmf's)
Which is exactly why tier lists are pointless ๐
any tier list i've seen just sort of makes me lolwut at it
tier list is the author's opinion of the thing being tiered 99% of the time unless you look at the "optimizing for resources" one on reddit, that one is just kind of pure bullshit
like...
-_-
lmao
two companion recipes but one is 0.3 worse because of some arbitrary calculation
yeah the numbers are incredibly misleading
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
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.
what is the "-0.07%" compared to?
unless you look at the "optimizing for resources" one on reddit
same thing - how do you define "resource optimal"?
no idea... because that second column should be like -100% not -3.13%
horrible mathematics on that one
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
well yeah there is a lot of friction if you end up with no more resources on the map to use ๐คฃ
if you end up like that, you've done some massive project. Most people wouldn't run into that issue
why not throw everything in A tier? it would at least be a tier list I could recommend
what would actually be interesting is sampling many saves and seeing what the most frequently used recipes really are
the only problem is that people would look at that data with "this recipe is popular, it must be good"
yeah, it would skew pure iron to the top of the list, lol
well like, if you have a specific plan that needs all the caterium on the map, then yeah you'll need to tap every node and spam refineries and fused assemblers etc
but if your project is smaller than that, there's nothing wrong with putting smelted caterium into cat wire constructors, whatever. very compact, very convenient, wire go brrrr
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)
Yeah if you go high enough you can get some nice numbers all around 
What's the issue with pure recipes? Water is free ๐ค๐ป
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.
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)
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
maybe some batteries to jumpstart the nclear plant
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
click and drag the turbo to the trash icon in the UI
You will have to do this for all of them.
thank you that will be so fun to do
that or some SCIM magic, but yeah it sucks.
But my time and sanity isn't
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
valid
Does anyone know of how I can load-balance 50 items per min onto 1 belt?
And only 50 per min
just make 50 items per minute via clocking 
I'm considering that, but is there a theoretical way I could take an output of 60 and remove 10?
answering seriously, iron alloy is just better than pure
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
I went number blind and thought that 8 in pure was a 3
the input I mean
So yeah, more for your iron.
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
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.
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
and thats only if I have zero copper nearby.
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
or like what I said 
No copper/coal nearby, and I want to make a bunch of automated wiring with alts 
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
can always add limestone, lol
Yeah but thats more logistics and math.
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
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
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
8 nodes in that one corner 
yeah, that's 2 pure equivalent
there's also 8 impure around that twisty spire thing with the pure same node on top
6 nodes, and another 6 heading back to grassy
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
Hmmm.. me mathing all the energy source, and wiki already having all that info...
noice
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 ๐ค
Regardless, them aliens are the number one renewable early game energy source, sort of....
i'm still sad that they removed flower petals & color cartridges
running tractors on ink was pretty OP
I think you get a better bang for the buck by sinking the critter bits for dna point
There's that, yes
But beside the normies coupon I'm not really in a rush to 'get them all'
given that the early slooping of that makes them all worth 4x
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)
may I know where you got this from? ๐
seems like a pretty useful tool
ty
ouch... making Ficsit Ingots from Iron is really brutal...
good that there are Sloops ๐
I'm redesigning my blue lake oil factory to a massive rocket fuel factory. Blue lake is the best place to make rocket fuel.
what do you mean by the 1200 in the "generator" sign? Just that it consumes all of the RF?
ahh, you mean 120 at 240%
it is oc fuel generators, by defualt it will take 3000 fuel gen
no,it does not?
1200 oc
I use 576 Generators (not overclocked) for 2400/min Rocket Fuel
yup, that is what am doing to avoid headach
which for mine at the same RF amount at 240% is 240 gens
so its "120" gens, not 1200... right?
Missing a zero in the RF amount there
@unborn ermine so you make 12000 (12k) of Rocketfuel/min?
If i have 12000 RF i will use 3000 fuel gen
but i oc the fuel gen to 10/min
12k/min rocket fuel... thats quite a bit of Nitrogen and Sulfur ๐
Its pretty much saying "NO" to nuclear
yup, i scoot 3 nitrogin resources
this is to start my 255 nuclar power plant LOL
don't forget to make a bit more for drone fuel... the drone fuel rates for RF are misleading ๐
I dont like dron at all
i use train for most part
the are reliable
more or less? I have some plans with drones and I havent done the hard math yet 
I was on "train only" too, but later replaced the "low output" connections with Drones... sending a train for Supercomputers is a bit insane ๐
drone consumption is for packaged RF... you need 2 RF for each packaged RF
Oh you mean like that
I already just went for 100/min base and seeing how that flops goes
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
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.
I deliver the fuel to the factories which SEND things with drones by train... the other station gets no fuel ^^
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.
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 ๐
Yeah I finally got around to getting into trains here, to the point I finally needed path signals 
Still have zero plan for the map though.
thats my train network from yesterday #design-and-architecture message
still quite limited in matter of choice, but its getting there ๐
I build my train network mostly on demand too... no big plan for the whole map
I think the only thing that is slightly planned here for me, the southeast junction could go somewhere 
"will be extended in the future"... a sign that has been placed 100 hours ago ๐
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
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.
have been thinking about this too, but atm I am happy with 1500 Bauxit/min
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.
I made a mk2 blueprint for 300 bauxite into ingots and just stack them up to the input belt limit
how did you end up with groups of 5? sloppy+electro is groups of 4, right?
And hearing that you can put 5 in a blueprint mk3 machine after I built it 
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
I purged belts to actually see 
fine...
my smelters are staggered per floor so it looks like this with belts 
without the other machines on other floors
Mine is one refinery at 200%, one at 105% and one at 45%
i'm actually bringing the freshwater in from a packaging loop - needed to meter out the water from the well into 180's
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.
As long as output never stops aluminum loops can be very reliable
The fun fact about my build, I would have had the same build with or without my reset cheese 
Water would just be fed from a different location.
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
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
A few more rooms for merging things (both liquids and solids) would be nice
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
The sink is an essential security feature
i have them installed because i'm pulling silica in from purification
i've been having that be touchy for me
Fun fact my build has no sinks and it can for the most part recover 
Just takes ages and I need to empty the miners a bit.
tested that out when I started it up.
yeah, filling those buffers with 500 scrap takes ages
that's one that i elect to do a perfect balanced split on
"balanced" 
Two lines per machine row for me. then that gets belted and cooked.
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
Luckily we get a warning about deadlocked trains... Wasn't always the case I think
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
Stations parallel to a track with input/output to the track on each side are easy to deadlock with the wrong signals
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
That sounds like a lot of work to keep alive
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
Yes, some problems should not be moved to "later"
i've been learning a bit though. there's some patterns of station layout that i now know to avoid, and more importantly why
Can you post your example?
give me a sec to travel
No hurry, might be afk for a while soon
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
It would need to be a quite large path signal block I think... Maybe more than available
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"
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
all done for now, and i have to say, the difference in congestion at the main base is palpable
I think you can sum this up with: try to avoid merging rails where trains are expected to have different speeds.
Or, in other words: don't have a rail with fast-moving trains be crossed by one (or multiple) rails of slow-moving trains (trains still needing to pick up speed)
