#math-and-meta

1 messages · Page 264 of 1

opaque quartz
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In general when an alt requires more resources it has a higher yield

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Heat fused frame makes 3/min whereas the default recipe makes 1.5/min. cycle time is half as long

hushed silo
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thats all it is

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ig it uses less aluminum

opaque quartz
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It would be more accurate to say it takes in heavy frames twice as fast. Batch size for that resource is 1 in both recipes

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So if you are trying to generate FMF at a higher rate and have the resources available, you could use this alt to produce at a rate twice as fast

inner kettle
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I am quite new to the game and I was wondering what would be meta factories for phase 3? I saw people doing for example 20 motors per minute. It looks like it’s a lot for that phase but I guess you will use them. I don’t want them solved. I just need a number and I will plan the factories myself. Is there any list of such recommended factories? Or maybe should I optimise per inputs or current belt speeds?

hushed silo
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generaly id recommend planning around the area

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you scan the area, acknowledge what you can make there

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and plan with growth in mind

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like you spot a place with 3 pure coal and iron with some copper, perfect place for steel

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by the end game pure node can make 1200 ore per minute

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so always play with growth in mind

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dedicate a place to make something specific and later on move that part with truck, train or drone

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20 motors /m is alot in the beginning i agree, you probably dont need this much even at the start

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however later on demands increases

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another approach is to make factories final, like utilizing every resource near you for specific thing or multiple parts

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and then you move on into other areas

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but its hard to finalize something at early stages because you probably dont have alot of alternate recipies unlocked or your mind will change on how to appraoch stuff

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however this game is very open and you cant make something bad

inner kettle
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Thanks

hushed silo
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in the end in comes down to "how do i wanna do it"

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and you can do alot of customization to the smallest detail

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so, set yourself a goal, keep growth in mind, like adding another row or another floor

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have fun while at it

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the only thing you can fuck up is uranium plant that keeps on overdoing waste xd

inner kettle
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This is my second or tbh 3rd try to complete it. I tried to do it without looking stuff up on the previous one. Just when I unlocked something I built a bulding that could craft it and made sure it ran at 100%. Now it seems that it might be a little too low for the requirements later in the game. And looking stuff up really made the game more smooth to play.

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Like I knew I should do research but that was not my priority and now I regret not doing that

opaque quartz
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Honestly, if you are not sure, just target one or two machines making those high tier parts, whatever that works out to

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When you progress you will learn what your increasing needs are. You can build more factories to support it at that time

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Trying to “future proof” is a fast track to burnout. Better to make tangible progress towards goals/milestones/etc

inner kettle
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Ok thanks.

opaque quartz
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Also, don’t be afraid to use production planners to help you work out what you need before you start building

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Heavy modular frames are usually the thing that people get stuck on in phase 3. Default recipe makes 2/min so two manufacturers running at full efficiency gives you a decent amount for buildings and elevator parts and such

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Remember, there is no time limit or anything (despite what ADA sometimes says needling you about your progress)

hushed silo
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one last thing id say about this game is that when you want to get serious planning takes alot of time, maybe even the same ammount as doing stuff itself
so dont be hard on yourself for not knowing what to do, figuring it out is a part of the process

plucky tusk
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yeah i mean i been plannin my 15 hmf frames for days now all i got is a rough idea

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got all the resources checked an know what i need to build

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just gotta plan each factory now

inner kettle
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Which phase are you in?

plucky tusk
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its on a server havent been on ina day so i dont really know

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around 3 or 4

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planned it around mk5 belts and trains tho

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mk3 miners

vapid kernel
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Pure iron ore factory. A logistical nightmare. 5th day doing the inner building layout. 1 floor = input of 2x1200ppm. Output of 4x 1200ppm. Each of the outputs will link to 4 platforms which = a turn around time of 2:40 per platform. I'm using so many platforms since I don't want to block the spiral with trains having them set to full load and having room for a spare train. For the input stations I'm planning to just build another building close by with it's own spiral and belt them in. Input stations will be varying sizes. Pure iron recipe does not round to 1200ppm so a merge and overflow to and from each belt is also needed

vapid gorge
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Don’t try to future proof is a good rule though

plucky tusk
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Getting like 6600 water from that lake then I’ll probably build over it. Then I just got the 4 pure nodes to bring in. The other 3 are like right there

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There’s like 9 normal nodes but hopefully won’t need them 🙏

vapid kernel
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I have 4 pure nodes beneath the building. 2 for each floor. Hopefully this layout works and I can now make many more floors. Ideally all iron ingot production is done here. this floor and old setups are at their limit now

vapid kernel
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My plan is to have 1 building making 1 item and have it be ever expandable. Enough for all items in the game and more if it were to get added. The ever expandable bit makes it so hard. My way is by adding more floors of the same or similar things when it is needed. Those pipes coming up in the bottom left of the building have that whole concrete section reserved for more. Along with every pipe bend. Including access

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What I didn't realise is that the most basic materials in the game require the most work. I'm doing the worst ones first it seems

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This pure iron recipe and the probably pure concrete recipe is more extreme than I first thought. Already so much of them on the map

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With this building I am using under 1/3 for machines and that is with the first time splitting input deliveries in to another building. Spiral throughput and height of the building may make me build more in another location which is a new thing

quaint bear
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Need some help here, I followed the instructions on how to build the turbine interchange but one of the blocks (the green one) has the "signal loops into itself" error, anyone know what could be causing this and how to fix it?

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this is a very important interchange in our world with a very high train flow, so a regular roundabout was struggling a bit, thats why i decided on swappping it for a turbine, but with this error in place my trains are as good as bricked

north mauve
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Might be because of verticality. Path signals get upset when two rail touch and are not perfectly flat together

quaint bear
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Turbine interchanges are advantageous over regular roundabouts because they dont use Paths at all

vapid kernel
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The sign in the middle of the green area is not needed. Treat all the green as 1 intersection

quaint bear
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They do take a large amount of blocks, but zero path signals

quaint bear
vapid kernel
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the yellow flashing one furthest away

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gimme a sec to think

quaint bear
vapid kernel
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Yeah. Though I now see how you might want 2 trains at once

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Are they all block signs you have?

quaint bear
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All blocks

vapid kernel
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It looks correct. I think you are just getting a bug that does that sometimes. Replacing a section will split it in to 2

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As it should be. At that same sign location

quaint bear
vapid kernel
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Just replace the track and sign at the circled location. I think

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or 1 piece at a time

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to not lose positioning

crimson moat
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Not complaining, just coming from having recipies enabled if unlocked and pointing out / asking about some behaviors that i didn't expect

quaint bear
vapid kernel
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The other parts of the intersection look split and have the same signs

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Just not that green part of track

crimson moat
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🔥 somersloop 🔥

blissful heart
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Is this a good steel setup?

crimson moat
# blissful heart Is this a good steel setup?

The multiples of 45 are pretty odd to work with, i usually underclock to 40 cause e.g. iron/coal comes in multiples of 60/120

otherwise it is good but i think undersized because beams and EIB's are both belt materials, you need them by the thousands

blissful heart
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Yeah, it's just to get it into production, I'm planning in expanding later on

magic dock
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If there are multiple path signals after each other will a train still reserve part of the path if say the last block is still occupied or does it need a fully clear path?

Because I have a spot where there is a chance a lot of of trains can pass through in a short amount of time so if its the latter I'm of course better off having a regular block in between two spots that need a path signal.

But if its the first I can do path signals everywhere on that stretch so they don't slow down unnecessarily if its fully clear

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Here is the lay-out in question, I am talking about the block signals top left that I colored yellow

vapid kernel
magic dock
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So if I change that block signal I marked to a path signal it should be fine

vapid kernel
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I can't tell which are the marked ones. I rarely use scim

magic dock
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Green is block

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I marked it with yellow top left at the junction

vapid kernel
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ah yeah. I see

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I'd leave it and put a path signal at the start of the next intersection

magic dock
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Just tried it out, all path signals does not work so block signal in between it is

vapid kernel
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I'm not sure what the white ones are but those look like path signs ideally

magic dock
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Green is block, blue is path, white is switch

vapid kernel
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I'm playing around with it now

magic dock
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I am doing as well but if I change those on that horizontal stretch to path they want a fully clear path

vapid kernel
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I parked a train. Another train pulled up in the path behind. A 3rd train tried to enter the path in front of the parked train but no go since the path ahead of the one being parked is reserved

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Ones after that would not be reserved

wind spade
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@unborn mason there's no wrong choice with recipes, all of them are useful in certain scenarios and you can get all of them anyway, so just pick whichever you like (or leave the choice until you do research)

hushed silo
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(not realy but ya know)

plucky tusk
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also gotta make like 8k+ screws so gonna have to do steel too, and theres not enough coal there so we doin coke steel😎

hushed silo
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coke enjoyer

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so you only need 1.875 oil for 7.5 iron spent

vapid kernel
hushed silo
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where for solid you need 1:1 iron and coal

plucky tusk
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We doin coke

hushed silo
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and you need 3.55 times more coal than

vapid kernel
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hmm

hushed silo
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oil*

plucky tusk
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Yeah hor to pet coke

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Gonna be makin pet coke for circuit boards anyway

hushed silo
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and there is 3.357 more coal than oil on map

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well you are using 1.125 more iron with coke

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but iron is never a limitign factor

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hmmm, they seem comperable resource draw wise

vapid kernel
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No clear winner for me. Using up those non rare resources is something I need to more of

hushed silo
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however you can brag about how much coke you are making 😎

hushed silo
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personaly id use coke for aluminum

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when i was calculating with all nodes pure

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to refine all of 17 pure bauxite nodes id need 15% of global coal and only 7.5% global oil (all pure too)

vapid kernel
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Oil seems useful for a lot more things

hushed silo
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that is true

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oil is more versitile

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but generaly with good recipies you can make shitton of plastic and rubber with it

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while coal is guzzled up by diamonds

plucky tusk
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My problem is im playing on a server and i don’t really have access to global resources just the ones around me

hushed silo
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as i said, they are very comperable, so logistics and local availability play a bigger role

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but i think you get a bit more aluminum from coke than coal, dont remember how much tho

white bloom
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save coal for diamonds. Rocket Fuel power, turn the coke byproduct from that into steel. Catch two birds with one stone.

hushed silo
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it byproducts compacted not coke tho

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personaly i turn that compacted into turbo fuel for turbo diamonds

white bloom
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am I just mixing stuff up? wait lemme check the wiki real quick

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right, I actually meant compacted. I recommend producing all your steel via compacted steel ingot, sourcing all that compacted coal from rocket fuel byproduct

plucky tusk
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That won’t be enough unfortunately. Plus dudes already did a huge turbo fuel power so im kinda stuck with coke steel 🫠

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It’s fine tho just makin steel screws and eib

hushed silo
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compacted into steel doesnt seem like a worthwhile idea tbh

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its just a small ammount

plucky tusk
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525 compacted coke

vapid kernel
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I don't know if I'm missing something but don't we only need a small amount of diamonds along with having lots of alt recipes for it. Due to sam limitations in the chain

hushed silo
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otherwise you only need some for belts

plucky tusk
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Ima need like 10x as much compacted coke

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Which is a waste of sulfur imo

hushed silo
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exactly

plucky tusk
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Also like i said

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Not enough coal

hushed silo
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from half the ammount of iron ore

plucky tusk
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I think that would over complicate things

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Cuz then I gotta make rocket fuel on top of the 15hmf

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Already building like 5 factories

hushed silo
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oh no no no

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dont make rocket fuel for compacted xD

plucky tusk
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But uh. Probably just gonna do coke

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Coke enjoyer here

hushed silo
white bloom
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with a good mix of Nitro Rocket Fuel and Rocket Fuel you can produce around 929 compacted coal /min, of which you can feed 296 back into Turbo Fuel and divert 633 into producing Compacted Steel Ingots. Which nets you around 2533 Steel Ingots /min, whose only real use in late game anyways is to be fed into Molded Beam.

vapid kernel
hushed silo
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"whenever coke recipe is available..."

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(i dont support drugs, for the record)

white bloom
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~950 Steel Beams /min of which 723 /min can go into Flexible Framework and 227 /min are needed to upcycle Plutonium Fuel Rods

hushed silo
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molded beam seems

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why would not want to produce more cocnrete?

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besides pipes are better way

vapid kernel
white bloom
hushed silo
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and even then you can iron it out

white bloom
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1.5x as many beams in fact

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pipes? hm

hushed silo
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oh yea

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encased pipe has better efficiency than encased beam

white bloom
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what are you using the pipes on?

hushed silo
white bloom
# hushed silo

Wait my bad. I should've rather asked: why not make them from Iron Pipe instead? 🤔

hushed silo
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you can

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and never bother with steel

white bloom
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well the Steel Beams can be used to make Versatile Frameworks (efficiently via the Flexible Framework recipe), which in turn can be made into Magnetic Field Generators, which in turn can be made into AI Expansion Servers

white bloom
hushed silo
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it is definately expensive on teh iron

white bloom
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I mean yes, it needs a lot of iron, but there also is a lot of iron abundantly available

inland quail
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when I need to split items like this, very unevenly, can I use one splitter, and just let it "warm up" like a manifold would?

hushed silo
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most likely yes

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cant imagine how many splitters and mergers it would take to even it out

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you can always split the production machines and use two belts

wind spade
hushed silo
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under/over clock some of them to match the input needed

wind spade
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valuable/limited has nothing to do with it given that 99.9% of people won't run out of any of those resources

hushed silo
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its one of these rare cases when i fully agree with greeny

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very unlikely you will run out of coal for steel

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even when you use only solid still alt

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you can make tens of thousands steel ingots

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question is what for

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even if you automate all of your production to be running on steel

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which is again why? because you dont need to save on iron

white bloom
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shadow price in awesome points for reference:

  • on steel ingot is 832.67
  • Iron Ingot is 141.84
  • Concrete is 190.75
    Which means the cost paid for 1 Steel Pipe produced by
  • default: 3 * 832.67 / 2 = 1249
  • Iron Pipe: 20 * 141.84 /5 = 567.36
  • Molded Steel Pipe: (5 * 832.67 + 3 * 190.75) /5 = 947.12
    So the Iron Pipe route is indeed the cheapest in that regard
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not considering local scarcity or the like. I get it if you just set up a huge turbo power plant it doesn't suit your situation well, just in general

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not too shabby

wind spade
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sink point cost is based on base recipes, so obviously alts will do things differently

hushed silo
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why are u bringing sink points into this tho

wind spade
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^

white bloom
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sorry, had to go afk for a while. I'll address the points now

white bloom
wind spade
white bloom
# hushed silo why are u bringing sink points into this tho

We were running into the issue of comparing apples and oranges. We said Iron is pretty cheap but you need more of it than the other resources so is that overall still cheap or not? Need a measure of cheapness / expensiveness / value. Points are just kind of what's out there, i.e. what the game offers to assign value to items in some sense, a go-to measure for when to compare stuff. Also kind of the only thing you can do indefinitely in this game and the thing that's needed for the longest time to unlock everything there is (all the sculptures in the awesome shop take many times longer than the milestones or project assembly stages, for example). So I just went with it to have any usable measure of value here.

wind spade
white bloom
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Note though the shadow prices aren't using the nominal value in points the game gives you for throwing one such item into the sink, rather how many points you can get out of having one more such item by using it as good as possible

(that's going to be at least the nominal value, but usually it's higher than that)

white bloom
white bloom
wind spade
white bloom
# wind spade how do you define "use as good as possible"?

extra points/min for getting +1 of that item/min "magically out of nowhere" compared to not getting that, keeping all else the same (world resources, like usual, and self-sustaining on power and not accumulating or running deficient on any items).

wind spade
white bloom
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so you look at the max points/min you could get with +1/min extra and without, the difference in that is (points/min)/(item/min) = points/item

white bloom
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it's just math. the scenario, i.e. the goal, is arbitrary. I guess this is what you mean with subjective. But it's not the same thing

wind spade
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you picked a subjective goal to work towards

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(which is pointless due to that situation being impossible to happen)

white bloom
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the valuation is not. the valuation is derived as a calculation result from that goal. You cannot get any other numbers from that same goal scenario

wind spade
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the goal is subjective

white bloom
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Anyone who calculates the values for this scenario gets the same values

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so the values are not subjective

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the goal is subjective, yes

wind spade
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and pointless due to that thing being impossible to happen

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so it has no real value

white bloom
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it is arbitrary

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you can propose another goal that shall be used for the comparison, and we can derive the values for that goal, and compare again

white bloom
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here laid out the reasoning why I went with that as a "default", go-to goal: #math-and-meta message
You're free to propose an in your opinion more reasonable default goal. This isn't a rhetorical trap.

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But we can only discuss and compare recipes with regard to a specified goal, we need one to base the discussion on

wind spade
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since the comparison has no real value anyway, I don't see a reason to bring arguments to it

white bloom
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but we want to compare. People here want to compare. This is the #math-and-meta channel. Why are you trying to shut it all down? I don't get it. We get definitive results for any scenario we choose to look at and bother to solve. Isn't that a great thing? Propose more scenarios instead of just spitting into everyone's soup

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If you refuse the premise of applying math to the game (while being conscious about the assumptions going into it and the limitations that apply) perhaps you're literally in the wrong channel. It's made all the more confusing by you yourself having actually bothered to create such an optimizer, which isn't perfect, but a pretty good feat and extremely well usable in exactly that direction that you've grown to resent since then for whatever reason.

wind spade
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I've never claimed the optimiser is "the way to go", nor do I think there's a "way to go" that could be defined

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the optimisation goal was chosen simply because there needed to be one

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but the goal is ultimately personal choice

bleak jungle
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How to build this? Does anyone have any ideas on how I should build this? I would like to build a storage system, I sort where the semicircle is with all the containers.

Now the question is, how should I do this? I unload -> then sort -> store it in the right container

But I would also like to collect something from the large station, for example, if I need iron plates for a production. (I'm currently building a Train World) so that I can pick them up.

What is the best way to do this? I don't have a clue at the moment.

wind spade
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and generally this is solved by dimensional depots

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so you don't even need to build central storage at all

bleak jungle
wind spade
bleak jungle
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I do this actually like this with dimensional depot.

but i want to do it with trains.

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How can i do this with trains? - this my question

wind spade
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have a train deliver things, have a train distribute things, as you said

bleak jungle
# wind spade have a train deliver things, have a train distribute things, as you said

That's clear, but how do I do that at the station? so that the train can pick things up there? Because it unloads things, then they are taken up to the depot where they are stored.

Then let's say a train comes to pick up something (e.g. iron plates) - how does the freight platform know what the train needs? I have to bring it down from the depot... somehow. and I don't always want to just pick up iron plates at a freigh station, but it could also be iron bars.

wind spade
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and need separate car for each item

bleak jungle
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bruh.. why that so shitty? xD

wind spade
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because that's not how the game was designed

bleak jungle
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I need for each item i want to deliver a own freight and station... xd

wind spade
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it was designed around having the depot and not needing to deliver anything

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and no, you only need separate platform, not separate station

gloomy bridge
bleak jungle
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Bro, it was designed so. For that are trains. The trains deliver things.

wind spade
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trains deliver things between factories, not for personal use

bleak jungle
wind spade
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yeah I wouldn't recommend feeding factories from central storage

build factories near nodes they need

bleak jungle
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I want like this:
Factory A: Produce Frames
Factory B: (I NEED FRAMESS HELP and Plates!)

Factory A -> Depot (Train Station) -> Frames are stored here
Factory XYZ -> Depot (Train Station) -> Plates stored here also

A Oter Train C come from his way, put in depot the rest of container like steel pipes -> get the other things for factory XYZ => plates and frames.

wind spade
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yeah that's unnecessary complicated setup that will indeed be hard to make in SF (and will require things I've said like one platform per item).

if you're going against the design, you're gonna have issues 🤷

hushed silo
# white bloom We were running into the issue of comparing apples and oranges. We said Iron is ...

well, it realy isnt apples amd oranges, more like what makes sense

the initial argument was "yes you can use iron only and not bother with steel at all"

but just bcs there is a possibility of it it doesnt translate to you have to use it in your approach

with current coal and iron availability one well placed foundry can make over ten of thousand of steel, place two and you have all of your giga projects covered without impacting anything else at all

however ironing it out greatly increases the resource draw, items you move and you'd need multiple places to cover for it

now the second method essentialy is "extra effort" that most people wont go extra lengths to go to because we as people minimize energy spend by default

  • thats what Mr Greeny meant realy

now i know that i said iron is never a limiting factor because it is most available resource in game, however if you make everything out of it you will need to consider the 79k ceiling at some point and defintely the local availability with increased bulk of transportation and machines placed and most inportantly planning which is again more effort

i get it you may have felt criticized but we realy werent going for it

personaly i like to do some projects with extra steps but i typicaly make them with consideration of exploiting 1/4 of the map and tryna make it as efficient as possible and i play in multi so i know how people react to those, even very experienced people with thousands of hours and i know everyone wants to do things in this game their way so whenever i propose something it gotta make sense on my part and that it is easy enougj to understand

dealing with disagreement is a part of the process and its not in the funny part but you gotta deal with it and be ready for it

and speaking specificaly about iron pipes only realy makes no sense efficiency wise and its always been like that, it is a neat thing you can do but what are you realy saving that coal for?

#

if u tryna make something later from those pipes it gets even worse and in a room of people who are knowledgable about the game and need to agree on something its not gonna realy fly

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easy and good solution is the way to go most of the time and solid steel happens to be it

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in your own world or multiplayer with people who wanna do the same thing as you we arent stopping you from doing it but it is surely for a project that 99% of people wouldnt bother

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i realy hope this doesnt sound like a personal critique, i tried to be very forthcoming with it

white bloom
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(if you slice your responses in smaller segments it's easier to respond to individual snippets)

hushed silo
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its the autistic info dump made on nicotine flow

white bloom
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the initial argument was "yes you can use iron only and not bother with steel at all"
Maybe that was ambiguous. I wasn't advocating Iron Pipes because that skips steel, but because that's efficient (with regard to my arbitrary default objective). The "no need to use steel here" is just a catchy comment on it after the fact. I do use steel for steel beams obviously and don't avoid complexity.

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but just bcs there is a possibility of it it doesnt translate to you have to use it in your approach
100%

crimson moat
white bloom
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with current coal and iron availability one well placed foundry can make over ten of thousand of steel, place two and you have all of your giga projects covered without impacting anything else at all

however ironing it out greatly increases the resource draw, items you move and you'd need multiple places to cover for it
That's one approach. I think what makes that lose out from my perspective is the high value of coal, which is due to their usage in mostly the Turbo Diamonds recipe (and in small amount in Nitro Rocket Fuel).
if you want it in numbers, shadow prices for:

  • Iron Ore: 213.88
  • Coal: 1248.92
  • Petroleum Coke: 1142.95
  • Compacted Coal: 2569.97
  • Iron Ingot: 141.84
  • 1 MJ: 0.867
    Which makes the (opportunity) cost of one Steel Ingot produced by either recipe:
  • default: 1481.3
  • Coke Steel: 1025.9
  • Compacted Steel: 832.7
  • Solid Steel: 941.0
    So Compacted Steel is way to go from the perspective of that goal, the cheapest recipe sets the price from my previous comment (#math-and-meta message) and it follows from that Iron Pipe is cheaper in that sense than the Molded Steel Pipe.
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now i know that i said iron is never a limiting factor because it is most available resource in game, however if you make everything out of it you will need to consider the 79k ceiling at some point and defintely the local availability with increased bulk of transportation and machines placed and most inportantly planning which is again more effort
The limited availability is factored into the shadow price of the ore, since these are prices at the margin (defined by how many resources there are available). If there was twice that amount of iron ore available but everything else as limited as it is, the price on iron ore would be lower than it is right now (213.88), for example.

Transportation and building inconvenience absolutely is a practical factor to consider, even though it's hard to quantify and pay respect to in a calculation, you're absolutely right about that

#

i get it you may have felt criticized but we realy werent going for it

No offense taken at all. I just got confused over why greeny was so adamant about rejecting the premise. What's the problem with saying "we need some objective frame of reference to discuss this in, I propose this one for lack of better alternatives, you're encouraged to propose another one you think suits better, but only within such an arbitrarily defined objective frame of reference do we have the specificity to actually make definitive comparisons and derive conclusions. We are all aware that these conclusions hold validity only within that frame of reference and do not claim validity outside of it. Let's do it anyways because it's fun, and better than nothing."
I just love engaging with this kind of stuff.

#

personaly i like to do some projects with extra steps but i typicaly make them with consideration of exploiting 1/4 of the map and tryna make it as efficient as possible

If by that you mean exactly 1/4th of each of the map's resource limit, good news: that will result in the exact same recipe usage as planning off the full map limits, simply scaled down by a factor of 4. So the viability of recipes is transferable between these cases.

If you mean a regional quarter of the map with all the nodes in it, then that does alter the resource values indeed due to local scarcity/abundance varying from global averages.

plucky tusk
#

🥱

#

Not reading all that

white bloom
plucky tusk
#

Thank god

#

Just came here for daily pipe appreciation posting

white bloom
#

i play in multi so i know how people react to those, even very experienced people with thousands of hours and i know everyone wants to do things in this game their way so whenever i propose something it gotta make sense on my part and that it is easy enougj to understand

dealing with disagreement is a part of the process and its not in the funny part but you gotta deal with it and be ready for it

Imagine a competitive multiplayer playthrough where each player gets a clearly designated share of the map and they compete on maximizing their own points per minute production. They may pairwise trade items whenever the two of them agree on a ratio. What an absolute madness that would be. Someone might have a dominant share of the map but then other players collaborate to beat him anyways, so he has to offer bribes etc etc

#

and speaking specificaly about iron pipes only realy makes no sense efficiency wise and its always been like that, it is a neat thing you can do but what are you realy saving that coal for?
🔷🔷🔷🔷🔷

#

@hushed silo ok, done.^^

still schooner
#

how can i split this evenly?? (the lines are belts)

wind spade
still schooner
#

??

wind spade
still schooner
#

each machine needs 140

wind spade
#

clock speed can change that

still schooner
#

whats clock speed

stone root
#

Overclocking

wind spade
heavy ocean
#

Im currently at a stand still with my factory. Im at the end of tier 6 and have reached point in the game where i really want to start scaling to bigger and better. Every thing ive made up to this point has been small and modular. Like micro factories. Which ive torn all down. Im building a steel factory first and foremost and i have a set up for 1800 steel ingots/ min. Im not using alt recipes for anything right now. What would a good beam to pipe ratio be? can anyone help?

outer vale
#

would be best to work out what you actually want to produce, and work out what you need from there

plucky tusk
inner kettle
#

For rubber and plastic, should I go 50/50 or maybe one of them is less required?

wind spade
hushed silo
#

typicaly i go for 50/50

#

its just clean for recycle loop

#

and u can make crazy ammount of both

#

if u are just starting make what u need

#

cause plastic/rubber is one of those that benefit insanely from alt recipies and optimization

hushed silo
#

60k water used to be moved through those pipes to nuc plant

#

but now its an abandoned save

#

💀

steady gate
#

dats alotta water

opaque quartz
#

Clean work on the piping tho!

#

You love to see it

wind spade
#

I'd just build the plants at water level 😄

bleak jungle
#

why i cant scan with key "V"? i cant use it, in keybinds it is set

real stratus
#

Anyway, I've been finishing up on my Blue Crater Rocket fuel plant

#

I'm using up all the oil in the Crater, gonna make about 150GW

#

(I just found out I will run out of power shards at 2/5 of the fuel generators

#

I need about 1.8K shards to overclock everything and I just had around 800)

#

But yeah, I've benn wondering, do Gases cause sloshing like liquids do?

#

I'm still running the pipes to the generators as if they could carry only 450-500 units/m, that fixed all the issues I've ever had on my liquids, especially sloshing

#

But would it be necessary for gasses too?

wind spade
#

looping the pipe usually removes all problems caused by sloshing

plucky tusk
#

Yeah afaik gasses just don’t need headlift still behave the same as fluids

#

Running at 450-500 will def help

bleak jungle
#

How to build it with mk1? (manifolds)

MK1 deliver 60 per min.

On my screenshot i need iron ingot 135 per min... how to do that? xd

#

Which the best planner? i need to see where splitters etc. how much who.

plucky tusk
#

!wikisearch manifold

brisk shoreBOT
#
Official Satisfactory Wiki

Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once...

vapid gorge
vapid kernel
#

Is this the most powerful hypercannon yeeter that can fit in 6 foundations?

vapid gorge
#

you could build it diagonally?

vapid kernel
vapid gorge
#

allignment issues? the foundations would still be the same

vapid kernel
#

On open ground it has a lot of angle options

#

With ionized fuel and that cannon I can make it anywhere. If I can get another 1 to 2 more in then I won't need to keep hitting the jetpack button

vapid gorge
#

you can spin things before building them >.>

#

anyway gl

vapid kernel
wanton hawk
#

You could make it serpentine

vapid kernel
#

I like that idea. Building commences

vapid kernel
# wanton hawk You could make it serpentine

😋 The whole length of the map and half of the height available. Tyvm. I was getting close to making it in to 2 blueprints to make it work that well. Hypertubes are still fairly untouched for me

knotty siren
#

To infinity and beyond? hehe

vapid kernel
knotty siren
#

Noice

wind spade
knotty siren
#

Otherwise, your best bet is to unlock Mk 2 belts first

vapid gorge
#

that's more than 1 smelter

knotty siren
#

Yeah probably not

#

Mk2 belts unlock would be the best bet

wind spade
#

Or just... multiple belts

vapid gorge
knotty siren
#

Oh I see

grizzled grove
#

Sometimes I look at quartz purification

#

And smile

cyan drift
#

hey, thinking the best way to get a lot of power before making aluminum

steady gate
#

probably turbofuel

cyan drift
#

but i would need to make a little but of aluminum for blenders

steady gate
#

or at least, turbofuel is what i used

#

nope, no need for blenders

cyan drift
#

is there better way?

cyan drift
steady gate
#

lemme get them all written out

#

and gotta double check

#

pretty sure im using heavy oil residue alt, that to diluted packaged fuel, unpack and combine with another alt for turbofuel

#

i'll have to check to make sure

#

but diluted packaged fuel is really good, pretty much turning water into fuel

cyan drift
#

okay, thanks a lot, i was watchin some vids, bcs last time i played this game was some time ago and a lot has changed, so i returned to 1.0

steady gate
#

turbofuel with compacted coal

#

all can be done with some refineries and packagers

#

and some assemblers for the compacted coal

cyan drift
#

could you maybe put it in calculator or somehow write it out? am not playing it for the first time but sometimes, am little bit confused with the alts lol

steady gate
#

lemme do that rq

cyan drift
#

alr, i would be gratefull

steady gate
#

i sadly didnt make a planning wall for that one

cyan drift
#

oh, nevermind, if it works... 😄

#

i was thinking using 1800 oil, 780 sulfur and coal, but possibly could use 1800 oil, 1700 sulfur and 1700 coal to make nearly 90k MW

#

but looks like you have better one

outer vale
#

1800 oil could get you up to 4000 turbofuel with no blenders

cyan drift
#

and i am thinking waiting for nuclear power is stupid as imo, its not that effective and dealing with all the waste and making plutonium... uh

cyan drift
outer vale
#

does cost a ton of coal and sulphur mind

steady gate
#

(all quantities are p/min for 1 cycle)

30 m3 crude oil -> Alternate: heavy oil residue 40M3 HOR + 20 polymer resin
30M3 HOR + 60 packaged water -> alternate: Diluted packaged fuel 60 packaged fuel
60 Packaged fuel -> unpackaged fuel 60M3 fuel + 60 empty canister
22.5 fuel + 15 compacted coal -> 18.75M3 turbofuel

steady gate
cyan drift
steady gate
#

yeah thats true

cyan drift
#

i thougt 1800 oil is ok, so i used as much sulfur and coal as i wanted and then rest let as fuel to be burnt

#

the question is, is okay to use this much of sulfur and coal? or i will need it later

steady gate
#

im using i think 1800 as well and turning it all into turbofuel

#

though, im now doing nuclear

steady gate
#

or mass production of explosives and/or other weapons

outer vale
#

you can always take that plan above and tweak the Inputs tab

cyan drift
#

rocket fuel? battery? or is there better recipe

cyan drift
outer vale
steady gate
cyan drift
steady gate
#

in my opinion not really as its not a whole lot of bang for your buck, but others might disagree

cyan drift
#

yeah, thx

outer vale
#

Rocket fuel's strong

#

Ionised is less of an improvement

cyan drift
#

ill need to think about it, as its like 4th world and i literally never finished it, as in lategame, it was too time consuming, but now, i want to finish the whole game

steady gate
#

time consuming it is indeed

cyan drift
#

yeah

#

also now as i want everyhing nice and clean and in 90 degrees angles etc.

hushed silo
#

just some daily pipe posting

#

not much but its honest work

rain lichen
#

why the hell does the next pipe have 0 flow?

#

(as in the pipes to the left)

#

okay after waiting 5 minutes they magically have some flow, but not nearly enough

#

it doesn't pass 90/min even tho they're both supposed to exceed 320/min

#

i guess i'll wait a little longer

vapid gorge
#

long pipes take time to fill up.

rain lichen
#

i can tell. 💔

rain lichen
#

was at nearly 300/min a couple minutes ago

vapid gorge
#

depends how long yoru pipe is

#

are the consumers paused at least?

rain lichen
#

one of the pipes is taking much longer than the other to fill up, despite their equal distance

#

i'll let it fill up for a couple for minutes

thick plank
#

pipes are just stupid sometimes

#

I managed to fix a problem with one of them by building a valve and then dismantling it directly afterwards. The stuff is just some eldritch, unknowable magic

hushed silo
#

mmm pipes posting

opaque quartz
#

I wouldn’t read too much into the flow numbers until the pipes are full. Full pipes are happy pipes

grizzled grove
#

Me watching my pipe flow go into the void

plucky tusk
#

Daily pipe appreciation posting

vapid gorge
#

you mean something like this ?

plucky tusk
#

Yeah

vapid gorge
#

note: I don't recommend bottom feeding

plucky tusk
#

Im not into that kinda stuff anyway

#

Makes your breath smell

vapid gorge
#

prude

terse stone
#

Is it still best to run a loop back in a fluid manifold? I'm using a mk2 pipe to feed 600m3pm to 5x Nitric Acid Blenders that need 120m3pm each and I'm not getting the full 600 flow rate. I've tried fully filling input and saturating output lines but no luck.

What's the best approach here?

vapid gorge
#

usually a proper loop fixes this yes

#

but if the rest of the system is wonky it won't

#

a loop isn't a cure all

terse stone
#

There's a buffer at a fluid train to bring in Nitrogen Gas, then a mk2 pipe to the line of 5x Blenders with manifold. Putting in a loop back doesn't seem to fix the issue. Seeing around 450 pretty consistently in the feed pipe

vapid gorge
#

ah.. gasses behave very poorly in buffers. Package it.

#

it's more compressed that way anyway

terse stone
#

that sounds awful to have to bring in logistics for aluminum fluid tanks. Is there really no other way?

vapid gorge
#

well you only do it the once

#

you take the empty cannisters back on another platform

#

but you can move like 4x as much gas on a platform when packaged as when not so it's very convenient

terse stone
#

I can give that a shot if all else fails

vapid gorge
#

it's why drones are very useful for packaged N, they can pick up empties as they drop off fulls

terse stone
#

Is that recommended for large setups? This is in a power supply chain using all of the uranium nodes. 30x Blenders and 3600m3pm Nitrogen Gas is needed

vapid gorge
#

any gas set up really

#

it's not that it's 'recomended' but its certainly simple if you can fuel the drones

#

if you already have the train infrastructure for it no reason to have the train though

#

it's just that n gas is often in hostile terrain which drones excel at

terse stone
#

Testing out putting a smaller 400m3 buffer local to the 5x manifold and the feed pipe is now getting to 600m3pm flow
Maybe there's something to this setup

vapid gorge
#

just don't use buffers with gas. they are bad with regular fluids, worse with gas

terse stone
#

But at least one buffer is needed for the train fluid platform

vapid gorge
#

for liquids yes

#

but you wn't get full flow with gasses

#

if you were moving 600 gas pm and only needed 400? it might work

terse stone
#

You're probably right but I want to see this fail first. I have 4 out of the 5 blenders running at 100% and will turn on the last one the manifold once the pipes/ buffers are full

#

Buffer drain rate went to 800m3pm, can that really go beyond 600?

vapid gorge
#

because it goes out both ends

#

which means back flow

terse stone
#

Turning on the last blender and there must be sloshing because now the fourth and fifth blenders are out of Nitrogen Gas. Putting in a loop back and retesting

vapid gorge
#

gas doesn't try to move to an empty space, it tries to equalise the same volume along the whole line. Which in some ways is worse than liquid slosh

terse stone
#

Do valves work better for controlling gas in a manifold like this?

vapid gorge
#

no.

#

they don't work well in liquid systems either

#

example diagram on how valves don't stop always stop back flow, and even if they do they only stop it at that very specific point. Which generally isn't useful

hushed silo
vapid gorge
#

it's still very basic piping apart from the bottom feeding. 1 pipe from Point A to Point B , flat along the manifold

hushed silo
#

pipes wont be a problem when machines are directly attached and 2m apart

#

🐊

terse stone
vapid gorge
thick plank
#

though honestly I think using twice the railcars is better

green panther
#

So i heard about the recycled plastic method where you use rubber and stuff with alternate recipes. Never used it before. Just want to know if this thing on the picture is the correct way to do it. I wanna implement it in a factory making super computers.

#

Do i need to use diluted fuel btw?

vapid gorge
green panther
#

Does it matter which one you using?

vapid gorge
#

imo use hte Resin to create Residual Rubber to start the loop

vapid gorge
#

but not by a huge degree

green panther
#

and thats the Diluted fuel not packaged

#

So use this in the start?

vapid gorge
#

no you use hte Heavy Oil Residue alt

#

it produces some resin, and all you need is some

vapid gorge
#

and Diluted Packaged Fuel or Diluted Fuel are both fine

green panther
#

The resin goes into the res Rubber

vapid gorge
green panther
#

Holy shit, normally i would need 1200 oil for that, now only 275 xd

vapid gorge
#

yeah it's more than a 4x multiplier from base. But it's also a lot more work

vapid gorge
remote flame
vapid gorge
#

they have the sf tool layouts already >.>

remote flame
#

Just remember the above post I linked, whatever oil you input, you can output 3x the units out;

200 oil in > 600 units out (could be 400 plastic w. 200 rubber, or 600 plastic, or 200 rubber w. 200 plastic w. 200 fuel, etc)

bleak jungle
#

why is this soo much i have 600 sam per min. 🙂

#

its soo hard to structure and build, or to plan

vapid gorge
bleak jungle
#

so hard to produce

vapid gorge
bleak jungle
vapid gorge
#

ok just making sure. Generally just simpler to use the base ore.

bleak jungle
vapid gorge
#

bauxite

bleak jungle
#

send me a planner link

bleak jungle
#

thats much i need....

vapid gorge
#

that's just for the ingots. These are the recipes I like to use

bleak jungle
vapid gorge
#

that is a new link?

bleak jungle
#

with alternate recipes

#

i mean which i need to use

vapid gorge
#

I mean you don't need to use particular ones. These are just ones I'm suggesting to use

#

and you can edit it yourself, you seem to know how to use it?

still schooner
#

how can i split this?

wind spade
still schooner
#

but look at the rate

wind spade
#

clock speed solves that

still schooner
#

i wrote it above the belts

vapid gorge
#

clock the assemblers to use that many

#

in 3 groups

still schooner
wind spade
#

build a MAM and do MAM trees 😛

vapid gorge
#

have you not unlocked clocking in the MAM yet?

wind spade
#

it's pretty good

still schooner
vapid gorge
wind spade
#

all of them are useful tbh

#

MAM is arguably most important machine in the game

remote flame
#

There's a couple ways to do it, @still schooner

  1. You can use clock speed on the machine (from 0-100% without powershards). So in your picture, you have 2x belts of 250, one of 200. So 700 total between 5 machines is 140/min normally.

You can make 6 assemblers instead of the 5 you were making, and clock them down;

So clocking 2x assembler to 71.5% approx. Is 200/min

Then the 250 belts, clock 2x assemblers to 89.3% for approx. 125/min each 🙂

  1. You could use 5x assemblers at 100% (I assume you are limited by mk3 belts) like this. Sorry the image is crude I'm on my phone and just drew it with a finger haha
#

The above method doesn't use modified clock speeds at all, and will work perfectly fine with mk3 belts without too much complicated belt work considering haha (it will overflow feed the other machines like a manifold would).

And yes the 5 arrows pointing up are feeds to each assembler. Arrows going in to each other are mergers, arrows out are splitters 🙂

hushed silo
#

tryna make plastic and rubber produciton equal

#

and when u set them to equal u get 880 product from 300 oil instead of 900

#

because teh initial resin you get you will have more rubber than plastic comperatively from the same ammount

outer vale
#

works on my machine

hushed silo
#

so i set both residual to make 40 of each

#

and then 12 refs to make 133.334

outer vale
#

sounds like the sort of issue you get with planners that don't handle loops properly

hushed silo
#

it starts spittin out both items at the same time instead of needing to wait for plastic to build up

#

and saves on math head ache

bleak jungle
#

How do you build in this area? because it is full of mountains and stones (with trains, how do you build with trains)

#

its sooo many feet

outer vale
#

spirals, ramps, or just split into two trains at the cliff

#

one train for the high bit, one for the low, with a lift between

hushed silo
outer vale
#

differs by not working, by the sounds of it 😛

hushed silo
#

i doubt u are hallucinating

hushed silo
#

lookin at 97.778% efficiency be like

#

"hmmm not working"

vapid gorge
#

the efficiency meters are not to be trusted. Stare at the row of lights for 30 seconds, see if any flash yellow

outer vale
hard tendon
#

30 ficsonium fuel rods /min 🙂

outer vale
hard tendon
#

right

#

lot of big numbers involved tho

hard tendon
#

Shame theres no more sam or bauxite in the world, ive used it all up or i would make about 240 rods

rain lichen
#

what's the deal with this? why is the second pipe barely recieving anything?

#

got pumps installed correctly

wicked tinsel
#

seem to work just fine?

#

probably left pipe goes upward a bit so it had to fill until it can pass fluid along

#

and right pipe is probably flat so it just transfers the minuscule production to some building and doesnt fill

rain lichen
#

i'm talking about the lower pipe, the 2 segments

#

one segment is nearly full, consistently, while the next segment (as well as the entire network after it) has been nearly empty for hours

wicked tinsel
#

i mean left and right as in the images (left being filled one)

rain lichen
#

ah

wicked tinsel
#

pipe fill is meaningless, check if source side is backed up on machines

#

if so, there is either a broken / unattached pump or some pipe connection is glitched and needs ot be rebuilt

grizzled grove
#

Plus you should your pipes fill, especially if they are long pipes

rain lichen
#

yeah no, my machines just aren't getting enough water, even though the extractors are literally full

grizzled grove
#

Flow rate has a tendency to go into the void when pipes aren’t full since it’s trying to both feed machines and fill the pipe

wicked tinsel
#

then your pumps are either broken or at wrong spots

#

broken as in bugged, try rebuilding them

grizzled grove
#

That will ensure it will get there without issue

rain lichen
#

fuck it, i'll let this factory just sit for a while, i've already spent long enough on it lmao

#

it only makes parts for personal use so it doesn't matter if it's temporarily slightly inefficient

#

supposed to make an overkill amount of alclad sheets (300/min) so ig i'm still getting loads despite the hiccups

north mauve
#

What are the buildings taking besides water? I'd disconnect those (or if you don't like disconnecting, put a smart splitter and set it to NONE) and then see if the water fills up

#

Great way to prefill for liquids

cloud marlin
#

pure aluminum ingot or regular one? i've actually never done regular one, always opted out of quartz and limestone usage here but want to hear your thoughts

prisma hare
prisma hare
cloud marlin
#

a question for you - is separating fresh and recycled water always the correct solution and we shouldn't do any mixing?

outer vale
#

it's always the more reliable option

#

it can be done, sometimes it'll even work, some people swear by it

oblique hollow
#

If you can pull off mixing, good on you

#

Else, its easier to just not. Otherwise you might spend a long time on troubleshooting

#

and thats not fun

cloud marlin
oblique hollow
#

no lul

#

still the same risk as it always was

dusky dust
#

You definitely can get fluid recycling mixed in and working properly. In the past I generally never even used VIP junctions and such, and they seemed to be easy to get working reliably. But yeah, keeping them separate means a lot less debugging, generally, and a higher degree of confidence that your system will continue to work indefinitely

vapid gorge
north mauve
#

I never thought of doing that. I always just put them on standby or disconnected one input

#

1% clocking sounds way better than either

#

Though I really, really wish pasting into a building did not clear the stock

#

That's just stupid

vapid gorge
remote flame
# cloud marlin My first bauxite plant used mixed water and it was horrible since then i've alwa...

Mixing works If and only if you give the recycled water priority in the pipe circuit. It's actually really simple, for as so long as the water extractors are the furthest source (I.e, at the end of the manifold where the recycled water merges in to the pipe before them), then the water extractors turn on/off rather than the refineries as the pipe is filled. You can use special 'VIP' Junctions people have made as well, both could work

Or like you're doing and as stated too, not mixing is by far the safest option and far less likely to cause any issues. The start-up time does take longer much like how long manifolds do, but other than that completely fine 🙂

wanton basin
#

Use waste product in separate production line < recycling

north mauve
vapid gorge
#

but not fluids, and that's where flooding the system is important

onyx wagon
#

has anyone built a maxed 16400/min aluminum ingot factory with this receipt?

vapid gorge
#

prob. People are weird that way

#

you'd probably want to do cheap silica at least

onyx wagon
#

i dont like the prospect of it but yes cheap silica should be considered

#

considerably less assemblers than constructors this way. cheers

vapid gorge
# onyx wagon

just as a thing, it's very unlikely you'll ever need that much bauxite, sicne processing the whole map's resources is essentially impossible to do. But fine if you just have that as a project

onyx wagon
#

very true.
its part project, part aluminum can be utilized in a wide range and can eliminate steel from processes.
thought is if I get it all and process then I am future proofing.

vapid gorge
#

ah yeah, look, future proofing is a bit of a trap. Plan from the very end

and you can already remove steel if you want with Iron Pipe and Encased Pipe.

#

though steel recipes tend to be very efficient and quite compact

heady vine
#

what are some good combinations of reousrces and products for raw-processing factories?

#

each time I look at how much stuff I need to bring in for something like pressure conversion cube my brain activity declines

robust raptor
#

Generally, oil and bauxite are spread pretty unevenly throughout the map, so you'll more than likely be transporting those by train

#

All other resources are spread generally evenly throughout the map with varying rarities, so just find a good spot with the basic resources and any rare resources you need

#

You can also use drones to transport intermediates that are being made in low-medium volume like RCUs

opaque quartz
#

I’m right in this phase now of getting large scale logistics going. Finally have aluminum ingots moving by train, next I need to do quartz, plastic, and rubber and that should cover my ability to make a lot of phase 4 materials

cloud marlin
#

All is clear except the part where the fresh water should be put in case of mixing like i your example of putting it at end of manifold. I dont really get it from written desctiption. I usually make aluminium in duch schematic. In which place would you put it from 3 red points

vapid gorge
#

Like that. You don’t mix them

#

Blue is fresh, red is waste

cloud marlin
#

I didnt make myself clear but i am able to build separate water pipes with fresh and recycled water

oblique hollow
modest zealot
# vapid gorge

you could also use that water to make copper ingots 🤷‍♂️

vapid gorge
#

This is simpler and maybe you don’t have copper nearby

modest zealot
#

well yeah just have the water on full power at first then when the pipes and shit fill up flush the whole system and put the valve to input - byproduct

#

or do as you do ig lol

#

i always do water in minus byproduct water, yes it takes extra time to start up fully but i got no backup or issues

heady vine
robust raptor
#

No, process the oil on site and bring the oil products elsewhere

#

Technically, oil is more compact than its products, but with how big refineries are and fluids being finicky to transport by train if using canisters, it's generally a good idea to make the oil products at the oil and transport the products

heady vine
robust raptor
#

Just use fuel

#

Or rocket fuel, that's what I use for drone fuel now

heady vine
#

Oh, that's recent

thick plank
robust raptor
#

You can for short-medium distances

#

But I'm not dragging a conveyor from the western rocky desert to the blue crater

thick plank
robust raptor
#

Good for you

thick plank
#

ok not technically from the rocky desert but from the oil shore

robust raptor
#

I personally prefer trains and drones, but if you like long-distance belts, that's fine too

#

And while a long belt could arguably take the same amount of time as a train line, it absolutely does not take the same amount of time as drones

#

Drones are extremely simple, just place down a building or two on each side, do a bit of configuration, done

thick plank
robust raptor
#

Supplying drones is easy

#

Have a drone port at your fuel factory containing fuel, and at the locations where you want to use drones, have a drone port pulling fuel from it

thick plank
robust raptor
#

You can use fuel

#

And you're vastly overstating the difficulty of an additional drone port

#

It's one empty drone port containing the fuel, and one drone port requesting the fuel wherever you need drones

#

Very simple and effective

thick plank
#

but then your using mods. They only accept batteries

robust raptor
#

Are you quoting the fandom wiki?

thick plank
robust raptor
#

The official satisfactory wiki states you can use a bunch of different types of fuel

#

Yeah don't use the fandom wiki, it sucks

#

Use the wiki.gg satisfactory wiki, it's the official one and updated for 1.0

thick plank
#

that makes the whole thing so much more easy

robust raptor
#

Yeah, I power my drones with rocket fuel

thick plank
#

just build your typical dilluted fuel plant and then it jsut works

#

goddamn, i think ill have to start building drone setups now

strong delta
thick plank
strong delta
#

can even use fuel rods

thick plank
#

ok that sounded more aggressive then intended

#

the thanks was honest

robust raptor
#

I wanna use plutonium fuel rods in the long term

strong delta
#

1.5m fuel value

#

thats lasting a looong time

thick plank
robust raptor
#

And no nuclear waste

#

Nope

strong delta
#

yeah

thick plank
#

Ok I love 1.0 now

strong delta
#

exactly

thick plank
#

finally I can justify using drones

robust raptor
#

The main disadvantage is that the drone port becomes radioactive

#

But that should be fine if you have iodine filters automated

thick plank
#

so thats not really a problem?

strong delta
#

yeah as long as your drone port isnt too close to your factories is oke

robust raptor
#

Well, if you're placing your drone ports a decent distance from your factory, maybe

thick plank
robust raptor
#

Yeah, but you're constantly constructing factories unless you afk

#

I guess you can build the drone ports last

#

Either way, not an issue with automated iodine filters

thick plank
#

so every setup isnt radioactive while bilding

#

plus, radioactivity is kinda overrated. Same as gas

#

usually you can just walk right through and not worry. And when it gets close, theres something called a nut

#

but yeah. Ill have to look into using drones, now they dont require batteries. Im still more in favour of conveyors then trains for logistics, but considering im already producing massive ammounts of fuel in my worlds just hooking up one of these plants to a distribution network isnt that difficult

#

the only problem is that you then first need to automate radio control units, but that one isnt even that difficult to make

smoky aurora
#

never used em ,..

opaque quartz
#

Not really, no. Especially not with rocket fuel (stack size is 100 for RF)

#

A drone won’t take off if it doesn’t have enough fuel to make the trip

steady gate
#

just shove some plutonium fuel rods in the drones and call it a day

opaque quartz
#

Love plutonium rods as drone fuel. Highest top speed (alongside ionized fuel) and one rod will fuel 50-100 round trips. Ridiculous

steady gate
#

and spicy

#

but it works, and if you use said drones to supply your nuclear plant it doesnt really matter if theres a little bit of radiation around the drone port

steady gate
#

just a little😌

north mauve
inland quail
#

Everyone keeps saying that I should use 1 locomotive for every 4 cars, but could I have one loco, 8 cars, and one in the end. Does it have to be 2 locos facing the same way?

north mauve
#

You can do that but it's not recommended, and yes they must face the same way

wind spade
#

it's just a recommended ratio but you can do whatever

north mauve
#

Or else the second one doesn't add any push and instead just weighs the whole thing down even more

#

The main reason to not do it is if you want an item from freight car #8, and nothing else, for a specific factory dropoff, you have to build a train station, seven empty platforms, and a freight station just to pull that one last item off. It sucks. I hate building it and most people do too. And it takes up a colossal amount of space.

#

What would be better to grab that 8th item is just make a new train station with one freight station, and a new train with one freight car. Rather than build a whole ass 8 car long train line.

#

But you CAN do whatever you want. It will all work*

#

*I actually don't know what happens if you are pulling too many cars with one locomotive. Does it just not move at all, or does it move extremely slowly? Does it get stuck going up inclines or just go really really slow?

#

The ratio 1:4 has to do with keeping up a reasonable top speed.

robust raptor
#

I've seen some people use 1:3 since splitters / mergers are a 1:3 ratio

north mauve
#

Can you be insane and do loco, car, loco, car, loco, car? And by can I mean does that mean the locos all provide proper push?

cerulean stratus
#

3 carts feels so little, but to be fair, I used trains with like 13 carts

#

it was flat terrain so it didn't matter

north mauve
#

I commonly have 1-2 cars, but plenty of mine are 3-5. I have 19 separate trains.

robust raptor
#

I like the classic 1-4 trains

cerulean stratus
#

btw, what kind of set up can take advantage of mixed trains?

robust raptor
#

Nice and large for good throughput, but not so large that train stations get too annoying to fit into the terrain

#

Train throughput is so high that even 1-2 trains have plenty of throughput though

cerulean stratus
#

Train stations can filter out mixed trains, which I feel can be really powerful

robust raptor
#

I have a train carrying rubber and plastic, but in separate wagons

north mauve
cerulean stratus
north mauve
cerulean stratus
#

actually with mixed wagons you have to sink everything or it will clog...

#

which is ok, it allows you for better control of your space

north mauve
#

That's why I don't do it. It demands you over produce or else it fails. Which I often cannot do because I built exactly enough for something

robust raptor
#

If you're using anything larger than a 1-1 train, I don't really see the benefit over having separate wagons

#

I guess you could transport more types of items than wagons, but at that point you're not getting very good throughput of any one item and it might be worth considering other solutions

north mauve
#

Right unless you deeply enjoy making programmable splitters to sort your garbage, it's significantly less work with less wasted items to separate them at the starting train station rather than sorting later. I don't understand.

dusky dust
#

Sushi vehicle/train/drone deliveries don't require over-production

#

You do have to buffer properly, and you'd definitely want an overflow sink just in case production ever backs up, so that the deliveries themselves never clog, but once the factory's up and running 100% you're unlikely to ever see anything actually getting sunk after a delivery cycle or two

north mauve
#

Hmm

dusky dust
#

The key is just making sure that the station output never gets clogged, so it's item-sorter-SS, then overflow-to-sink-SS, then your delivery buffer

north mauve
#

Is there any trick to buffering properly beyond have a buffer and put the smart splitter in the right place?

dusky dust
#

Yeah, my usual setup is: ```
(The SS-to-overflow actually goes into mergers instead of "chaining" the
SSes together like that, but it's difficult to convey that in 2D ascii)

[Station] ------ [SS] ---(any undef)---> [SS] ---(any undef)---> ...
| |
(item) (item)
| |
v v
[SS] ----(overflow)---> [SS] ---(overflow)---> [Sink]
| |
(any) (any)
| |
v v
[ISC] [ISC]
| |
v v
[Process...] [Process...]

north mauve
#

Sorry what's SS

dusky dust
#

Smart Splitter

north mauve
#

Couldn't you simplify it with programmable splitters?

#

Have both any undef and overflow on the same output

dusky dust
#

I know I had a reason why I separated out the item sorting from overflow-to-sink, though the reason isn't coming to mind at the moment. :)

#

You'd presumably be able to get the same functionality just with a single SS doing (item) and (overflow), and sink at the end of that line (ie: the usual sushi processing)

north mauve
#

That didn't work for me and I don't remember why

dusky dust
#

As I say, I know I had a reason at the time, though I wonder now what that was. I've been using this bulk-sushi-delivery method throughout this current save, though. :D

edgy leaf
#

I'm kinda sad that they're adding hypertube junctions as an actual thing, the quirky contraptions were always so fun. any ideas on how they'll work?

opaque quartz
#

The only thing we have to go off of right now is the brief shot of one in the background of the teaser video

livid turret
#

After using hypertube cannons I have never tried to set a network of hypertubes again

#

Maybe a junction could be used to be launched one way or the other

edgy leaf
#

the network is nice cause you can go afk and easily control where you go. also it's faster

opaque quartz
#

Maybe it was discussed in the dev stream yesterday, idk haven’t watched yet

heady vine
cerulean stratus
#

Ok I have an idea. Using a mixed belt for each part that goes to storage

north mauve
fossil galleon
#

I've been having some weird problems with mk2 pipes again, I thought I fixed the throughput issues when I looped the pipes, but they're still not transporting 600 properly. is there anything special I have to do when looping pipes? any help would be appreciated

dusky dust
# fossil galleon I've been having some weird problems with mk2 pipes again, I thought I fixed the...

It does help to follow a somewhat specific build pattern for 'em. Pasting in the full advice chunk, though:

  1. Keep the system as simple and short as possible.
  2. Loop your manifolds (so: the input goes into both sides of the machines you're feeding)
  3. Feed fluid from above, so gravity does part of the work for you
    4a. Avoid valves entirely (they've been improved for 1.0, so this one might not be as important, but you still don't actually need valves)
    4b. Avoid fluid buffers entirely (except as buffers for train lines, where they are rather necessary)
  4. Prefill your pipes! Full pipes are happy pipes. Wait until the system's thoroughly saturated before turning machines on.
  5. Build junctions before the pipes. Or if you do snap junctions onto existing pipes, dismantle and rebuild the pipes afterwards.

See #1254873515744825464 message for an example of 2+3 specifically. (Not sure why that usually says #unknown until you click on it -- it's just a link to a #1038092680493801533 thread)

fossil galleon
#

that's just the thing, I've done them just like this. prefilled, fed from above, looped. could it be a problem with the length of the loop? I'm feeding 20 refineries with 600 fuel

#

can't really do anything about that though, maybe it's worth trying to split the pipes into mk1s?

dusky dust
#

Ah, yeah, it's unfortunately not a 100% foolproof method, though it does generally work

fossil galleon
#

yeah I might do that

#

I will do that

#

haha

crimson moat
#

@fossil galleon

20 at 100% of pipe flow is too much, you're asking it to go through 10 junctions in a row with some pipes emptying and zero backflow which just isn't reasonable

it helps to split it up, helps to input in more places (symmetrical) and helps to use less than full pipe capacity (like 500/600). Using slightly less than you input can even be a good bandaid as well, but other methods are preferred

hushed silo
dusky dust
#

Honestly have no idea why I've been sorting like I pasted above for most of this save; wonder if I just wanted the sink on the "other" side or something and a dedicated merger line for those was easier, and it just made it into my standard blueprint or something

hushed silo
#

when i was doing storage in mp we did first splitting amd then each overflow into sink

dusky dust
#

If you want to do something other than sink overflow on a particular item, then yeah, you'd need to do it in two stages

#

But if you're sinking all overflow anyway, I'm just questioning Past Self's builds. :D

hushed silo
#

okay

#

but what if

#

u are delivering something in large quantity and ure not using it

#

and it clogs the belt to the point just after SS

#

from end to Ss

#

then everything from the sushi will go to sink

#

since clogged item will cause overflow

dusky dust
#

The belt wouldn't clog; this is the standard sushi sorting (well, the sushi sorting itself doesn't include an ISC or whatever; that's just to account for delivery buffers): ```
[Source] -----> [SS] ---(overflow)---> [SS] ---(overflow)---> [Sink]
| |
(item) (item)
| |
v v
[ISC] [ISC]
| |
v v
[Process...] [Process...]

#

You've got a single belt coming into that; if an item ISC (or whatever) backs up, further of that item just gets shoved down the overflow and ends up at the sink

#

They don't slow up any other items or get in the way

fossil galleon
vapid gorge
#

can't tellyou what's happening w/o it

fossil galleon
#

I made a questions and help thread, attached some screenshots there

vapid gorge
#

yeah too pact to really see what's going on. Did you pre flood the system?

#

and what's the pipe going in between the two manifolds?

frosty owl
# dusky dust As I say, I know I had a reason at the time, though I wonder now what that was. ...

I see 2 reasons to use Programmable Splitters with "any undefined" + overflow rather than just only "overflow":

  1. Controlling what items go in the "overflow buffer" inside the splitter, thus preventing any unwanted items from getting "trapped" inside splitters (eg: slugs "lost" inside a sorting systems)
  2. Making sure that a belt actually gets as much as possible of one item from a high-speed mixed belt (eg: trying to split 60/min with a MK1 from a mixed MK5 can lead to holes on the MK1 if the items come at LITTLE MORE than 60/min; solutions can be adding a small MK2/3 belt segment that THEN gets choked by a MK1 or using "any undefined" + "overflow" to make sure that the splitter buffers ONLY the needed item, leading to fewer/no gaps on the MK1 output)
    Hope this textwall helps 😅
fossil galleon
fossil galleon
vapid gorge
fossil galleon
#

it's own, had it combined before but splitting it solved some problems

vapid gorge
#

so these are 3 distinct systems?

fossil galleon
#

yes exactly

vapid gorge
#

can you show some more overhead shots of the rest pls? like how the input is coming into the manifolds? nothing like that on the thread

fossil galleon
#

here's the whole thing, I just remade the manifolds

vapid gorge
#

that still doesn't show where and how the incoming pipe is going to hte manifold

fossil galleon
#

I sent that before I read your message haha

vapid gorge
#

well without going into your game and removing a bunch of foundations to look at everything I'd suggest you shorten the manifolds. Something about how you set it up is unstable.

you sometimes see too long a manifold, eg 25 refineries on one side, end up starving but haven't seen it at 20 before

#
  1. overclock refs to 200% so you have 2 manifolds of 10
#
  1. instead of having 2 manifolds length wise , do 2 manifolds that are 10 on each side, then another manifold after 10 on each side
#

2 reasonable options that are likely to work

fossil galleon
#

aha, sure I'll try that

bleak jungle
#

why its idling? it have all ressources

#

ok no way how to dismantle water? :/

vapid gorge
#

I'd guess because the solution isn't leaving fast enough

#

or you're wearing a hoverpack

fossil galleon
steady gate
# bleak jungle why its idling? it have all ressources

the alumina solution part is full, it makes 12 and the internal storage is 50, so with 38,5+12 would be 50,5 wich is tomuch for the internal fluid buffer, processing the alumina solution faster will solve the idling issue

bleak jungle
#

Works fine

vapid gorge
#

then its probably the hover pack

hushed silo
#

nothing to see here, just loops on each other

vapid gorge
hushed silo
vapid gorge
hushed silo
#

i was tryna check how it calculates without diluted

#

and surprise not that much difference

#

depends on whats the limiting factor, sulfur or oil

vapid gorge
#

well with diluted fuel you'll always get 3x as much fuel for the oil

#

you don't need to convert it to TF

hushed silo
vapid gorge
#

and theres water everywher

vapid gorge
#

like with waste water and aluminum

#

the red line is dark matter residue, the top line is the 'waste' feeding back into the system

hushed silo
#

you need dm crystalization to handle byproduct

#

and even then u cant start up the system without putting initial sam into it

vapid gorge
#

it's really hard to tell whats going on in your system from that image, at worst, picking weird recipe choices, you might have to sink extra dark crystals, but iirc you can manage that fine

hushed silo
#

just 5 alien matrix /m

vapid gorge
#

that doesn't help, I can't see any of the numbers properly. Lines are going everywhere and are overlapping

#

spagett

hushed silo
#

im still tweaking it

#

have fun

vapid gorge
#

split it into at least 2 independent groups of dark matter crystal production

#

although what I would do is create more Fresh Dark Matter Residue from sam and sink the byproduct from the APM so as to not have interdendent systems

#

or at the very least only feed the 120 waste into 1 of the independent systems

hushed silo
#

ill need to think about that

vapid gorge
#

but yeah, try your best to split this up into multiple independent systems.
If you go with 2 groups you'll want 2 groups of Fresh DMR to feed a bit into each system

#

so for preference here for hte Super Osci DMCs, feed the 375 waste + X fresh DMR from sam ore, whatever that happens to be

#

the thing about SF tools is that its often not a good actual layout, unless it's a very simple and short system

once you get bigger and more complex systems like this they are very much more flow charts to indicate the process but not at all how it should be put down physically. especially with loops.

hushed silo
#

that is true

#

the thing is dont know how many APM ill need

#

and i plan on building ionized fuel thing on top of it too

vapid gorge
#

I mean nothing can really help you there other than deciding how much of an item you want and then planning it backwards

hushed silo
#

yup

vapid gorge
#

but what I've described works for essentially any volume you want to make

hushed silo
#

once ill figure it out ill get to it

#

the only thing that concerns me with this is SAM usage

vapid gorge
#

you might just need more than 2 independent groups

#

sloop it?

hushed silo
#

hmmmm

#

this is sloopable indeed

vapid gorge
#

it's basically just the Alumina water by product system but with gas

#

and following the Keep It Simple Stupid of pipe mechanics

hushed silo
#

ah yes

#

the KISS of pipes

vapid gorge
#

with pipes, whenever possible, don't interlink systems

#

Honestly I really don't like teh 120 dmr from the next step coming in to feed the crystals. Making steps interdependent like that can be hazardous

#

I'd just make 120 more fresh residue and sink the waste 120

hushed silo
#

yea you always need crystalization for that

vapid gorge
#

And look - itps probably workable. I just look at it and see a possible massive headache. And I try to avoid pipe headaches as much as I can

hushed silo
#

i get it

#

i was a victim of tools multiple byproducts loop once

#

the rocket fuel made from blend and normal at the same time

vapid gorge
#

oh it's jsut I've seen a handful of people try something like this. Never ended well.
but I haven't seen many people do it so it's a low data set to base anything off

#

like maybe they were dumb

hushed silo
#

like im not gonna repeat that 💀

hushed silo
#

but it wasnt complete

vapid gorge
#

how was it working then? ^_-

hushed silo
#

it was allright

#

but im not gonna repeat it

#

just too much stuff and different ratios

#

but as ive said i only builded a handful of that

#

like 10% of what i planned

#

it was a small system after all

#

with every excess going to sink

#

by no means it was finished based on itself loop

#

we made one like that for uranium

#

it was 60 gens running fully sharded from 3k ore

#

and every two hours it would break

#

like belt wrong here, belt wrong there, waste starts to pile up, waste is send into wrong place, sulfuric accid starts to build up or there is not enough cocnrete for plutonium

vapid gorge
#

alrighty sleeeep time for me! gnight!

crimson moat
# fossil galleon But it's not 20 at 100%, since I looped the pipe. Half is flowing into the refin...

yeah, there are still consumers 10 junctions away from the input and that's difficult

flow in pipes is also directly proportional to how full the pipe is, so if it's 20% full it will only flow at maximum 20% of 600

with 20 machines and 1 pipe you just bump into a lot of independant issues affecting you slightly but on a 600/600 pipe there is no room for inefficiency or backflow or it will idle your generators

dusky dust
cloud marlin
#

I wish trains wouldn't brake so long before coming to a path signal on a junction. like they should be braikng when in the block just before path signal is signing start of a junction - wish i could optimize this. So far i've moved block signals which are BEFORE junctions far back but this can fail if i have many trains on the route

amber umbra
#

The only fail state would be trains deadlocking or the signaling not allowing pathing.

#

But yea, the braking behavior before path signals is kinda meh. I do prefer how other games handle it.

primal shadow
#

What are the odds of getting a certain recipe

#

I have scanned like 15 hard drives to get diluted fuel

versed violet
#

2 divided by total recipes left to discover

#

total to discover depends what tier and mam research you unlocked and how many recipes you already claimed and how many pending hard drives you have in list

primal shadow
#

Ok

versed violet
#

economical way to find your wanted recipes is to scan as many hard drives you have to "lock" the choices - every hdd locks 2 recipes. Then either reroll or get more hdd until you find recipe you need.

primal shadow
#

I have no idea how many I have left

primal shadow
#

Guess I’m just unlucky

versed violet
#

15 in backlog means 30 recipes blocked. check this wiki page on what recipes are possible with your unlock to get an idea how many is left.
https://satisfactory.wiki.gg/wiki/Hard_Drive

Official Satisfactory Wiki

Hard Drives are special items obtained mostly from Crash Sites used to unlock alternate recipes (see below). One hard drive can be received during the FICSMAS Seasonal Event as a random award when opening one of the Advent Calendar doors.
Crash Sites can be located using Object Scanner after Radio Signal...

primal shadow
#

Ok thank you

opaque quartz
#

There are more hdds than recipes to unlock (with a few drives left over) so just keep scanning and you’ll get them all eventually

hushed silo
#

u can always buy hdds with coupons too

oblique hollow
#

Alright guys, time to apologize to Valves.
Turns out they are misunderstood and nobody does enough testing to prove it

north mauve
#

Oh? So what's the new valve meta

oblique hollow
#

They can help with mk 2 manifolds as it turns out

wind spade
#

👀

oblique hollow
#

In all our amazing wisdom, we forgot that valves are constant consumers if limited

#

as opposed to fluctuating consumers like machines

wind spade
#

but you have to fit into the exact 600/255 then

oblique hollow
#

thats the caveat

#

you know what value does work exactly?
40

wind spade
#

so now we just need CSS to rebalance all fluid recipes to take fluids at rates that are multiplies of 600/255 per minute

oblique hollow
#

honestly all of this wouldnt be as much of a problem if pipes werent at 600/min as a limit
modded pipes below that limit work great actually

wind spade
#

and yeah while this looks like it could work, I feel that generic rule of "no valves" is still valid

oblique hollow
#

also, to this day, junctions will confuse me

#

if you have 2 pipes at close enough equal volume fractions, then theres no fluctuation

#

if you are 0.3 m³ off tho, the pipe with less content starts oscillating

#

and also somehow 2 less full pipes into a junction make for a fuller output pipe

#

and theres no oscillation there

#

Junctions truly are too smart for us.
Maybe the Mk 2 issue is meant as a flex of their superior math ability, showing us the true ultimate flow that we cannot comprehend

wind spade
#

I still feel there's a chance that devs did this on purpose because people wanted pipes so bad

oblique hollow
#

What the above means in short:
If you got pipes with close enough flow rates, then there will be no oscillations

wind spade
#

so they made a system that while it's technically correct and works like it should, it's pain for most people

oblique hollow
#

and guess what piece of equipment can sort of turn oscillating flow into less oscillating flow

wind spade
#

and they are just laughing in their office cinema and are like "well you wanted the pipes, you got what you wanted"

oblique hollow
#

Using valves isnt as bad if you remember to set them to like 10% bigger limit than what the pipe should be moving
then they can smooth out fluctuations

But that is all stupid nonsense because "fluctuation compensation" is a stupid skill that i dont wanna learn for funny factory game

wind spade
#

loop superiority anyway I guess

oblique hollow
#

Thats also an idiosyncracy of dealing with the system

oblique hollow
#

because its hard to actually oversupply with valves when set exactly

bleak jungle
#

Have one here a idea how to build this better? (design)

oblique hollow
#

no i think this is peak manifold

oblique hollow
#

What if valves secretly do the same for fluid output.
And they dont really show it

#

a valve should not be able to supply 45/min as a value, but somehow it can

thorn bane
oblique hollow
#

Nope, not with things like (1 out of 4 sloops) with blenders or manufacturers

#

there, the output is actually displayed as a fraction

#

and it deals with this by rounding up and down

#

if it tells you "3.75 Motors" (not 3.75/min but ACTUAL 3 and 3/4ths of a motor)
then it will output in a pattern of
4
3
3
3
4
3
3
3
...

dusky dust
#

(see also: drone fuel usage)

oblique hollow
#

pipes already couldnt display decimals

#

and valves might only have a display limit of 255

#

the rest might just be an error due to floating point arithmetic behind the scenes

#

mk 1 sidelines into machines and valves is still preferred for small flow rates due to accuracy and volume

versed violet
#

Are there any single-slot objects that you can automate?
[single slot as takes one slot and does no stack]