#math-and-meta
1 messages · Page 275 of 1
but early game.... why sink when u can use it?
dont make it one line, make it 2 seperate lines
thats a decision you have to make. if its worth it to you
its not wortht he extra effort to some people
split to 250 250 belt, and fed to 2.5 asembler each
could i do this?
yes
But play the game in your own way
and it'll work with no issue?
You also need points, and that’s easy
its not really the best solution and requires precise planning
(manifold question)
i've got both 250/min lines ready
its simpler to just split it and dont merge it again
alright
There are different ways of doing it it all depends on your design philosophy
yeah i'll do that
you could just set yourself a note to come back and upgrade the belt
The only notes i only take lol "gotta upgrade belts at item factory"
But i only do that for belts in factories using pure nodes, on production its fairly easy to just split the belts
its coming to life
The “cyberwagon” can only be turned right regardless of what steering input you give it. It’s a joke and completely useless. Only reason to unlock it is for the achievement
Damn bruh
I've been experimenting with limited sushi belts this playthrough and it's been amazing at simplifying the belt work ngl
Quite chuffed that I figured out a way to make a compact coal generator setup where the width of 8 coal generators matches perfectly over the width of only 2 water extractors!
Sorry I guess it's not exact. The staggered nature of it (to get the belts to align) makes it an additional 10m wide
You could have the generators completely aligned but to do that and have the belts still work you'd need them a lot farther apart in X, which is a lot larger space waster
Yeah i guess it makes sense to use 1 belt if you got couple items going one way that fit its throughput if you know what you are doing
Someone mind telling me how I'm supposed to use this unit in this power generation calc? Is it trying to say I would need 400m3 of fuel every 0.15s?! That doesn't seem right.
20 fuel gens take 400 fuel/min i guess 0.15s is just the cycle time, not really related here
gens don't have cycle time
that's not cycle time
maybe its like combined? i have no idea never used this planner
that's just duration of how long will fuel burn at that clock speed
(the screenshot, not the 0.15s)
It burns 1 fuel every .15 sec
no?
That just sounds like "how long it takes for each cycle" i really dont see the difference
In other machines its the same
because fuel gens don't take "20 fuel and then nothing for 1 minute"
@oblique hollow Are you the original author for the Ficsit Pipeline Plumbing Manual? I wanted to ask if its worth it for me to contribute to your work by documenting and testing vertical pipe manifolds.
Also, I wanted to ask, does fluid sloshing also occur in the vertical direction or do VIP circuits eliminated sloshing issues?
sloshing always happens when theres an imbalance in content between pipes and there is no established flow direction
if you have 2 pipes on flat ground and you fill one, then disconnect the source, they will keep moving fluid between each other endlessly
same way 2 buffers will keep draining into each other endlessly
sloshing is simply fluid moving from one pipe and then back because the pipe system never "loses energy" and never calms down
Thank you for taking the time to respond to my query. At the same time, I am not sure if this address my concerns. I am not confident sloshing occurs in the vertical direction or in a VIP.
im not sure why there shouldnt be
I don;t think fluids can slosh in the veritical direction if they oppose gravity.
i think vertical junctions have some priority rule to them though where they are supposed to prioritize moving fluid out of them, while deprioritizing accepting fluid
they definitely can, head lift is not very strict
Or I guess another way of putting it, is if fluids could slosh in the veritcal direction, then VIP circuits would no longer work/
all thats needed is that there is space in pipes.
which is practically always the case, because "full" pipes have 40% extra hidden volume
yes, but this doenst address the VIP situation
VIP junctions are black magic and i will not answer any questions about them
You guys are making me think about how gravity would impact fluids
well it takes "0.9375 turbo fuel and then nothing for 8 seconds" in the screenshot
I guess that is my point. If its black magic, then it needs to be investagated and more contributations are necessary for your document which is what I am volunteering to do.
you mean... how it is already
that's not how fuel gens work though
they take 1 fuel over time
it takes 1m³ every x seconds and then nothing
1 m³ is the minimum / default amount of fluid for fuel generators to consume
all that varies is the time
which is given by the energy of the fuel divided by the power the generator wants to make
then i guess 8 seconds is just rounded up in the ui
still, how is that not a cycle i really dont get it lmao
More so if I had a pipe that was sloped downward by a small amount if it would eliminate sloshing, something like .25 m or smaller
its not rounded
it takes 8 seconds
a minute is 60 seconds
how many times, in 60 seconds, can you count up to 8 seconds?
7.5
still not.
you all completely overestimate how strong the force of gravity is and how head lift works
congrats, that is the answer
7.5 is per minute consumption of the fuel gen
7.5 times in 60 seconds
7.5 times per 60 seconds = 7.5 times per minute
so it sips 1 m³ of fluid 7.5 times per minute
🫡
and as for the original question:
gens dont have cycle time in the sense that it is calculated
gens have a set power demand, fuels have a set energy
the "cycle time" is calculated from the provided fuel energy
so yes, they have cycles, but they dont have a fixed time coded into them to consume the fuel
recipes DO have times coded into them
but generators dont use recipes and thus also dont use fixed cycle times
sounds like its just a quirk of not being able to consume less than 1 m3 of fluid
To circle back to this:
the calculator makes a very stupid calculation where it expects a single generator to consume the 400m³/min
it expects a single generator to consume 1 m³ every 0.15 seconds
60 seconds / 0.15 seconds = 400 times per minute
That's why I'm curious about it
you know how the recommendation is to build your pipe manfolds above your machines, not below?
aka avoid bottom feeding?
thats because bottom feeding manifolds simply struggle to have the needed head lift for each pipe sustained all the time
what about same level manifolds?
1m head lift, which is practically free
pipes generate that on their own
i swear one of these days i will be forced to just record a 4 hour video where i just talk about pipes ingame
So does anyone have any hints on how I can use this information to plan how much fuel/m I need?
use basically any other source of info?
Yes 20 generators. I don't know how much each uses
Make 400 fuel and pipe it to 20 fuel gens then go to sleep
both the wiki and Tools can tell you the burn rate
a generator uses 20/min by default
as can the game itself
Ok the 400m3 number is there but I didn't know wtf it meant because it should read 400m3/m
units are important, people!
blame the guy who made the calc.
or better: use a different calc
Told you
Link a better calc?
Math hasn't been updated in a long time
if only sf tools was finally updated 
We could send you to uni
I've heard theres gonna be new sftools @wind spade 👀
every ping adds another 3 months to the eta
And a feature removed
at this point we're at -75 features
oof, too much more and it'll end up as a Modeler clone
Each tool approaches the problem differently, competition drives innovation
thanks to this i just cleared up 21 nodes on GF and got 8 somersloops from my factories
60/8 = 7.5
cmon it's maths
not everyone knows how to calculate a recipe cycle in cylces / min
yup
you make it sound difficult but it really comes down to calculate :
How many 8 in 60 which is not difficult
So. I have started to tear down all production’s. Already rebuilt the Concrete factory. I have completely Deleted steel and Other factories. Currently working on rubber and plastic with fuel so i can build a Massive Highway
What would i need to Priorities?
After Fuel plastic and rubber?
Not what i mean But okay ill have to rebuild a Iron farm and copper farm rq
And The other farms
What do you mean
computers are a priority to automate after plastic
Ive deleted All my factories so i can make them better.
What would i priorities?
rebuilding them all
dunno why you tore them down, but you probably need everything you were making
Not efficient, not made Enough steel to do anything Further in game and Nothing really is Highway worthy
build more rather than tear down
or at least, if you're gonna tear down, build the new stuff first
Find one or two you wanna do better with each build and do it, aesthetics, belt work, logistics, recipes, layout or scale and do something better with each build
All right i regret asking Question and getting answer and getting told i shouldnt do it, i always go to a creative world to build a better farm to make it easy to Build it in the Active world
Do it
But Whats highest priority, and in mass production
you'll probably just need to build your way up through the tiers again
not deleting factories
build new, keep old
Let him do what he wants
you guys dont understand
they asked subjective question, got subjective answer 🤷
let me answer what I want
what do we not understand? 🤔
I pre-fur tearing everything down So i know where my space is. I had everything in one area and was difficult to get areas. Was trying to get Info like what is Priority Copper or Iron (i use mostly concrete so its cleared)
priority is what you need. Which differs based on tons of factors
In my eyes, the first thing to fix is that you no longer have a supply of building materials. Work out what resources you need to build with, build factories for them first. How you order that would be up to you, but since later stuff's gonna need earlier stuff, it'll probably just be building what you originally built again, in roughly the same order
if you disagree with that, then that means you do have an idea of the priority to build stuff in, so you don't need my opinion 😛
i have a mass quantity of stuff so i can build thats why i did it, i Stock enough building materials to build again. I just need to know What Is highest priority. I already have a concrete farm and power running… ill need to upgrade that but thats later date only working on 3,000mw
we've answered this multiple times
you need to work your way back up the tiers, starting with the most basic materials
iron plates, rods, RIP, motors, etc etc etc....
basically like starting the game over again
ultimately you're asking us "what do I need to do whatever I want to do", the answer is "we're not you, we don't know". But since you're effectively starting from scratch, following the same progression seems a logical route
and it's not like we can speak from experience because it's not a thing we'd do 😅
Depends on travel distance, but in my experience it’s like .1 rods per round trip
After you finish the game there is no priority aside from getting tickets, if you are looking for a challenge maybe try another game or an overhaul mod.
the priority: factory must grow
Try out space age while you wait for 1.1 to release
I was responding to tree
Just seems like they have run out of things to do in the game
they havent finished the game based on what ive read
Its not a topic for here but are there any overhaul mods? Scrolling through manager i can't recall any
there are no parts to prioritise
build what you need when you need them
I had a quick jump into the math of MASSAGE-2(A-B)b, and with the numbers i'm getting it's impossible to have a synchronous orbit (1hr rotational period) for a space elevator unless the density of the planet is around double that of earth - otherwise the planet must rotate faster than anything can orbit, which would wreck anything attached to the ground. Is that correct / have peeps talked about it before?
Oh i thought you where telling me to just restart my game from ground 0 i misunderstood that
longest trip with drones, 7.4km ish, took like 17 ionised packaged fuel
let's round it to 18 to be safe, that's 180000MJ
I mean, that’s effectively what you’ve done here, just with the tiers already unlocked and some stockpiles of resources. So I would suggest following the games progression again
Alrighty, im sorry for getting Angry, i just didn’t understand
All good
ok so this is my current piping from fuel produced to fuel gens, so the thing is
middle pipe is 40m3/min fuel
so it should branch of to 20 and 20 right?
but the game tells me 19 and 19, any reason??
Where are you seeing 19?
and 40 in the main pipe
maths isn't mathing here, i'm being scammed of 2 L of fuel lmao
Your pipes need to be full. Put the generators on standby until all pipes and generator buffers are full
Keep in mind that flow rate is just an average. It will fluctuate, especially if the pipes aren’t full
oh ok , makes sense now
still i think i'll fill the pipes first since the fuel in generators literally touches 0 and then goes 1 xD
the pipe content determines how fast a flat pipe flows
at 0.5 out of 8m³ content, its about 18.75 m³/min
but the 0.5 could be 0.54 or 0.52 or whatever
again, rounding, the game wont show you precisely
ok
Full Pipes Are Happy Pipes ™️
The man saving another pipe network 🙏
using the impure node at 250% located at the lower right of the world
done. easy. i love oil!
watching a video on a diluted fuel power plant. Is something like this still necessary?
idk why that looks like a bigger sized version of MK2 fluid pump 😂 but to answer ur question, idk 😦
no, buffers tend to hinder more than they help
never was
video said it was a flow compensator
and a valve
double whammy of "these probably don't do anything useful"
the main time you'd use fluid buffers are for trains, the equivalent of the storage crates we talked about yesterday
So for the fuel output when feeding it to generators, I should just create a simple loop so the fuel comes in from both sides?
Yep
I'd say only time but somebody might come in with an actual use I've forgotten
um so im thinking about something, 3x sloppy alumina rafineries at 100%, 3x aluminum scrap rafineries at 100% (but two of them slooped x2) - this system would require 600 water and consume 600 water will this work lol?
if your numbers are right, sure
usual caveats around dealing with 600/min in pipes, maybe you can separate it in some nice way
You’ll have to prime the system with water first and then disconnect it once full
yeah i'd probably do separate pipes
This is generally a good idea. Put some of the generators in standby which will allow the pipes and generator buffers to fill up. Once that’s done you can turn the rest back on. Full pipes are happy pipes
tbh its short manifold, leveled pipes should work at 600/min if i prime them, come on, im gonna give it a try
Follow your bliss
I've run into problems just due to the "bursty" nature of some recipes, remember they don't produce/consume ingredients constantly, they instantly happen at the cycle time so high consumption recipes will have temporary "bursts" of consumption
What is the issue with it?
this is a flow compensator - it is purely for aesthetics / neatness.
it turns pipe flow smoother. Pumps on the input and output pipe are recommended
smooth flow doesnt matter much as it is instantly ruined again the moment it gets split or encounters a vertical incline
If all the producers and consumers don't sync up well, sometimes the pipes start to not be full anymore and thus don't carry the full capacity
and it doesnt help if the pipe is at max flow either
care for some specific examples?
Machines have their own small buffers so it's less an issue when you have a lot of machines, but higher value recipes like sloppy aluminum at high clock speed will empty your pipes quickly
If you dont like the bursty nature of some of these recipes, this is one of the rare moments where you can actually employ a valve on the output of a machine and then just set the valve close to - but not exactly to - the desired value
on machine inputs, i wouldnt really do this
there, it is best to just use the lowest possible pipe mk
recipe uses 200/min water? use mk 1 pipe for that machine
if it uses more than 300, you likely need multiple dedicated pipes anyway
sloppy at normal or 150% OC is perfectly fine with mk 1 pipes
but if you go above, you are better of just having one water pipe per refinery
manifolds with multiple inputs arent even worth it if you have multiple machines that consume like 300/min water because the network will be in such high flux that you cannot 100% guarantee that the fluid level will be neat
on the other hand, a single mk 2 pipe carrying 600 going into 2 refineries using 300/min water, with mk 1 pipes on the splits, is something ive tested and its perfectly fine
But for anything else that isnt a neat ratio - subdivide it into the smallest possible pipe network size per machine that you can do
To switch to the other end - the output of sloppy: same applies.
keep the network size low. dont try to max out mk 2 pipes.
Its the same concept as the 3:8 coal gen setup, but high tier. Sloppy tends to have good, simple ratios with the scrap recipes anyway
my goto recommendation is of course this
small networks can usually deal well with moderately high inputs like 720/min alumina total across 4 inputs and 4 outputs
It's more that I wouldn't trust a manifold with a single mk2 pipe input at 600/min because sometimes the rate will need to temporarily exceed 600 and sometimes goes under 600. Two pipes feeding the manifold fix that easily
for 600/min input via a single pipe, you need to take special care. Thats always the case.
the first junction that splits this flow should ideally never have to fight with any kind of backflow.
usually, thats done via a loop or just a normal 50/50 or 3-way split which you then inject at multiple points into the pipe manifold
what is that top right one?
sloppy solution and normal scrap, as it says
yeah but what's going on in it?
theres only 1 being inputted with 200/min water
OH I SEE
the rest is recycled water - like all others
Is there a way to calculate (in something similar to SCIM) how to build stuff WITHOUT using 0.39 Miners or 2.5 Constructors
change the outputs until you get all integers?
as soon as you start mixing things with very different output rates, it gets much harder to find a setup that'd match that constraint though
clock the machines 🙂
yeah, and is one of most useful things for building factories
don't even need to use shards, underclocking also works
What does it cost to unlock (if you know)
some slugs afaik
K
So I gotta relocate like 2km away somewhere with a lot of iron and coal, then unlock over/underclocking and build a huge factory
what is it producing?
why relocate? just build another factory there
So then I’ll just dismantle my existing one
why? keep it
I don’t have space, better to just dismantle and rebuild in the same spot. Also, I’ve tapped all the nearby iron nodes (they are right next to the factory)
space is infinite, build elsewhere
To unlock overclocking you will also need to find cool purple ore
dismantling just gets rid of production, which is counterproductive
It kinda looks yummy
I think I found one already
But it’s not in my scanner
It’s quartz right?
Noo quartz is more like pink
If you find purple, mine it with hand
what is this about unlocking overclocking requiring something purple?
Or are you talking about production amplification?
Ohhh yeah F*
@prime forum my bad you dont need purple ore to unlock overclocking, i was wrong
Yeah i just dont want to spoil it for him
No, only requires two blue slugs. Edit: scrolled back, sorry
SAM鉱石
since Iron ore is 鉄鉱石 ;
鉄 (tetsu) iron
鉱石 (kouseki) ore, mineral
I guess that SAM ore is SAM鉱石
is a water extractor design like this safe for making 2 pipes of 300 m3/min, or can sloshing be a problem?
those white squares being water extractors at 100%
save yourself some trouble and OC 2 of them to 250
it could work, but keeping it in groups of 3:8 is simpler, and simpler with pipes is generally more reliable and less fiddly
i tend to fill them to 270 for coal power, i just wanted to know if it would be safe to do it this way though
possibly 😄 hence the warning
fresh water pipes tend to not be as fragile as other systems. I wouldn't do this as a secondary one. Honestly I'd just make 2 independent 300s with some over clocking
@restive sparrow pick any that you want. There's no bad choice ever, all alts are useful in some situations
you can get them all anyway, so if you don't know, flip a coin or keep it for later
why is this random spot in the middle of the ocean not deep enough for a water extractor?
it's because the pioneer lives in a simulation and this is where the holodeck starts breaking down
there's no indication on the map of water depth difference
there is not, no
what if you remove some of the foundations, or put an extractor somewhere nearby that does fit and ctrl snap one where you want it?
I can't see exactly where you're trying to place it, but I'm flying around that rough area aiming an extractor at the water and not seeing any complaints
It's just some random spot in the ocean not deep enough for extractors
-2540, 1320 if you want to check the coordinates in game
It should be deep enough considering I can go that far vertically down.
Hey guys, just looking for some train help
whats up
I'm inputting 900 uranium/min into my train, that's filling for 60secs, then heading to my uranium processing and unloading for 60secs
just send the problem instead of asking if you can ask
But the station wont unload the items in time
Is this solved by more platforms?
Or buffers
you're missing uranium input on your factories ?
900/min with those delays is almost certainly gonna need more carriages
also yeah
you should have a buffer into a station on each side
bear in mind that one carriage can hold 3200 uranium ore (32 stacks), so if you're trying to do 900/min in one carriage then that gives you 3200/900 = 3.55... minutes to do a full round trip. And you're burning 2 minutes just sitting there
how many platforms are you using for 900 uranium and how long is the trip? how fast are your belts?
if you can't, divide by splitting the input into different train carriages
then put the highest speed belt on the output of your next station and hope it will work
If not, either too slow belt or need more carriages again
could even split the station in two and add another train
I'm using mk5 belts, I havent unlocked mk 6 yet
I'll check if it's backing up at my input station
you can work out the max throughput of a carriage as stackSize * 32 / roundTripTime
how do you get roundtriptime, don't tell me you get a timer
get your stopwatch out
ffs
That does not satis my factory
or you can tell by your unloading station being empty and loading station being full
that just tells you if you're exceeding it, but doesn't help work out how much you need to adjust
If only train in/output stack ui was as good as drones
if you time it and find "okay my full round trip time including loads is 8 minutes, that means I can do 4 stacks/minute. I'm trying to do 9, so I'll need 3 carriages"
Yes
doing the math'll be easier than guessing
in this case trip length / 3.5 minutes (Rounded Up ) = carriages
Is this a good looped setup for fuel generators?
the left-hand pipe doesn't really add anything
not sure if it'd actively harm it, but "keep pipes simple" comes to mind
It's more for symmetry and aesthetics since the setup runs on this 8 wide grid
it's probably fine, I assume you're not close to 600/min in those pipes
at best you'd be, what, 400
600 oil split 4 times so 150 oil > 200 hor > 400 fuel > into 8 overclocked generators
yeah you probably won't hit any issues with that 3fold loop
but if you do, tossing one of the redundant loops would be the first thing to try
https://www.youtube.com/watch?v=NuStUisc9eg this is the video I took the design from. The number of generators is higher because this was made during early access, but the total fuel is still the same.
Hey folks, in this video we are going over setting up an advanced fuel generator setup producing 20,000 MW of power. This plant requires tier 7 as well as a couple alternate recipes. Let me know what you think! Be Efficient!
Timestamps:
0:00 Introduction
0:14 Requirements + Overview
1:15 Location Recommendations
1:48 Build Pt. 1 (Basic Refine...
I just threw out the fluid buffers and kept things more direct.
I'm having issues with my turbofuel pipelines. My fuel generator should all be flowing perfectly at 7.5m^3 of turbofuel, but they keep going offline briefly
It makes no sense.
pushing close to the pipe limits? or just not letting the pipes and gens fill up
I set a valve before every fuel gen for 7.5
ah that's probably your issue
either take the valves off, or at least set them a tad higher
how? input flow needs to be greater than or equal to output flow, with outputs covered by valves
valves generally don't help much
and whats probably biting you here is that they can't be set to every value between 0 and 600
so your 7.5 is probably a tad less
you know what sets teh flow to those pipes to 7.5? the machines that use 7.5
valves, in any reliable set up, at best do nothing, at worst cause issues
that's so weird. I fixed a different setup with valves
correlation vs causation
pipes don't get immediately fixed by any one thing, they take time to stabalise ect
and altering other pipe sections while doing X thing will often be the thing
have people created systems in which valves do a weird thing and it can work? sure. Are they reliable? no
Bruh now my train keeps getting stuck at docking
perhaps the best bet is to install valves after the pipes saturate and an issue presents itself?
@frigid summit blue pipe is fresh water, red pipe is the waste
why? it still doesn't do anything
Valves fixed a setup I had involving crude oil
I had a fuel factory with exactly 200 crude oil moving, and using valves made it perfectly flow all 200 to 10 reactors
look, I cannot explain exactly how many people's fluid systems I've fixed. First step is always 'remove all buffers and valves'
And again correlation vs causation.
Half the time people go 'this buffer / valve fixed x!' it's because they didn't wait long enough. Or they also let the fluid system flood more, which flooding the system first is a very good step
That's not what happened with the facility where valves fixed my issue
I've given you information on their reliability, its up to you, good day
The facility was running for hours, with the generators having inconsistent uptime
I went in, added valves where appropriate, and now it has 100% uptime
all machines produce and consume liquids pulses and on average it might use 7.5 but in reality it ranges form 0 to 15 as an example so sometimes it can work but other times it can cause a machine to choke.
in a fully flooded system with valves, like they were describing, chances are it won't have any impact too. But it also doesn't do any good, so it's just adding in extra risk and thinking for no good
I figured out the issue
what was it?
quick question. my friend and i started a co-op world and before he left he made a rule to not overclock anything permament unless it was a miner.
and i'm planning on a NPP that uses 6 NPP buildings (3 for uranium fuel rods, 2 for plutonium fuel rods, and 1 for Ficsonium fuel rods) and i was wondering if it's better to overclock the NPP buildings (minus the Ficsonium one) or not
Makes no dif
Sounds like something you need to talk to your friend about
i DMed him about it before joining the server, still waiting on a response
all overclocking anything but non resource producers does is save space. Which you have infinite of.
now, is that useful for design and layout? can be extremely. But everyone builds dif so who knows if it's good for you
only you can really decide that.
a lot of people do find it convenient to OC npps though if that has any impact on your choices
gonna be real, no clue what you mean by "OC npps"
over clock, and you used npp in your own sentence
the npps part i understood, just didnt know what you meant by OC. thx
I oc most of my stuff because I build big in the first place and I don't want stuff sprawling all over
and you have infinite shards so why not?
good point. thx for the help mate
no stress 🙂
feels good to upgrade the power grid
what would be good location for this?
oops forgot wet concrete lol need spot with 2210 stone now
i guess its a lot easier now nvm 🤦♂️
4200 screws😭
it all gets used in modular frame, i just separated the two for easier control in the planner
im thinking im gonna go rocky desert with it
SCIM. SCIM would be a good locations 😛
those 3 resources are often near each othe
yeah, just i thought i needed 4100 stone but forgot wet concrete 🫣
I recommend wet concrete
yeah, it's weird
I had to spam the resource locator just to make sure the node was there
It does look very much like stone 
rocks and stones
Wet concrete is very good, however i usually create mix of this and standard recipe, there is a lot of concrete on the map, and implementing water into production where you need few k of it per minute is problematic
Water is super common and it halves your limestone needs if you plan around it
thats true, but if i need 5k of concrete then i would need 7k of water per minute, It is enought that u got over 100 water extractors for nuclear plants, it is just unnesesery to add another 25 for concrete
Imagine ordering steel beams and getting aluminum beams and the sales guy telling you they are the same thing
especially if you can place multiple constructors just with blueprint one over another (what is much less effective and problematic with refinery)
Theres no aluminium in SF tho, theres Aluminum edit: nvm learned both are fine
OC them. Only need 30 or so. And if you need that much limestone you’re prepped for a big system
Yeah 5k concrete is already crazy
Runner concrete gets you more per min, and is made in an assembler, it's worth a look at that scale
Big, i don't know. I plan 9 Balistic warp drives 24 AI Expansion Servers and 60 Biochemical Sculptor
and for that i need 5100 Concrete
this is my concrete factory
the tower goes 11 flors up
170 meters high
These rafineries kinda look like villagers from minecraft but with big heads xd
The council of the concrete factory will decide your fate
middle mouse button removes UI 😉
except this ,.. it´s looking nice
@stable pawn pick any that you need, you can get all recipes anyway. If you don't know, flip a coin or keep it for later. all recipes are useful in some situations
THX
Both 🙂
?
which one first depends on your overall factory planning
🙂 sorry
@oblique hollow continuing
If a machine requires 200 water, inputs 100 and outputs 50, then looping the output in on itself will cause it to run at 100% efficiency.
It uses 100 fresh and 50 waste water to make 200 water, because of the geometric series of 0.5. The waste water isn't 50, essentially. It's 50+25+12.5+6.25+...
If it was linear, 100 fresh + 50 waste water would only allow a 200 water machine to run 75% of the time.
I've tested this, i am absolutely sure that it's correct and that's how it functions in game.
Furthermore, if it outputs 51, then looping can deadlock systems.
i dont get the "requirea at 200, inputs 100 and outputs 50"
describe this as calculus. I dare you
"if you need 540 total water for a bauxite process and get 180 returned you only need 360 fresh. That's it."
that's an incomplete process then as you're only giving it 150 instead of 200
turning 200 into 50
but you supply 100
is that it?
sec
the problem is that you're mixing "items" with "items/min" here
We have a few recipes that output amd accept fluid in the same machine, so. we can test this stuff easily
doesn't matter, cycle time is arbitrary
Aluminum is not one of those really. Its 2 recipes
yeah, but the answer is different based on whether you talk about items or items/min
I have fifty aluminum modules which would starve if the geometric sum didn't work.
and it also applies to some rocket fuel recipies and i'm sure others
you can overcomplicate just about anything in reality - that doesn't mean you have to
Rocket fuel is a bit more complex, i'll give you that
if a machine needs 200/min, you have 100/min fresh input and 50/min fresh output, you will never get to 200/min input to the machine
but if you're talking about just "items", yes, the machine will eventually get 200 water as input
But first:
200 in, 50 out, but i supply only 100
Correct?
triple checking numbers cause i am not using the actual ingame recipe to try to make it easier
its a hypothetical im fine with that
Needs 200 to run
100 fresh input
outputs 50% of input
Alright, if you loop this around it runs 100% of the time, not 75% of the time.
If you add the 100 fresh and the 50 waste from that fresh, you get 150, which predicts a 75% uptime.
In reality you get 100 fresh plus the geometric sum of 0.5, which adds up to 200 and makes it run 100% of the time (really 99.9999%)
i have confirmed beyond all doubt that the game processes feedback loops like alumina waste water and rocket fuel in this way, and you do get the 100%, not the 75%. Half of my world runs on this.
Tools also predicts this accurately using recursion / geometric sum.
oh yeah, this works like you said, but before you didn't mention the 50 is 50%
I assumed it's 50/min, which would never work (as you get max production of 150/min, so 200/min demand is not sustainable)
it's a simple proof that when you sum fresh plus waste additively, you get the wrong answer. You need the geometric sum to predict or model accurately when a machine consumes something that it outputs.
Tools also predicts this accurately using recursion / geometric sum.
it's actually not using either of those 😛
Some form of the same math, whatever it is
you're calculating a geometric sum
no
for these systems
told you 😛
it's just not needed. It can be done that way, but it's more complicated than the common way
50% of input?
Ok, i did the math with 25% but still, its fine
Conceptually you can tackle this recipe like this:
200 in, 50 out at 100%
we subtract 50 from 200 because thats a guaranteed output anyway.
The recipe thus uses 150 water at 100%
We only have 100 water
100 / 150 = 0.66666
clock the recipe to 66.6666%
Or if you dont clock it, it will settle at 66.666% efficiency
Ok, i did the math with 25% but still, its fine
It's not fine, completely changes the result. The ratio of input to output is a critical variable, and the hypothetical that i gave was specifically tuned for 0.5
then i will do it with 50% too
the thing is, you don't need any geometric sum
you just work at the assumption that the machine works at 100% efficiency, hence outputting 100/min. And because it needs 200/min input, you need to provide 100/min fresh
this has been explained many times
200 in, 100 out at 100%
subtract 100 from 200, 100 total demand
we only have 100 water > checks out
Recipe runs at 100% according to math.
In practice, it will run in a loop and slowly approach 100% uptime
The true question now is if you need calculus to understand that the machine will reach 100% uptime or if you just trust the simple math and trust that it just works
To verify that it will work this way, you would probably need calculus.
Same way you would need to to that to verify that a 1:6 splitter with 1 belt looped back is in fact a 1:5 splitter
My module consumes 300/min, has a fresh input of 90 and a waste water output of 63.
It runs at 100% efficiency and has done for 200 hours.
Your Tools predicts accurately that it only needs 90 input water, even though 90+63 is less than 300.
Just treat it as one big recipe.
With 2 Solution refineries and 1 Scrap refinery at default clocks, you get
- 180 x 2 = 360 water into Solution
- 120 water out from Scrap
So the recipe overall needs 360 - 120 = 240 water input
200 in, 100 out at 100%
subtract 100 from 200, 100 total demand
we only have 100 water > checks out
Recipe runs at 100% according to math.
That works perfectly and simply, so that's great.
I think where the issue happens is people calculating the other way, and you do need calculus to go that way.
To verify that it will work, you would probably need calculus.
you wouldn't, since you can just say "the freshwater input will run until machine is full, which then starts producing at 100% efficiency, reaching the equilibrium"
does anybody calculate the other way?
calculating stuff based on water that you have and want to consume is indeed the tricky part
this sounds like what I described earlier
you "need" the geometric stuff if you're trying to solve forward from water input.
"I have x water, that'd make this much solution, but that then makes more water, which I can use to make more solution, which then makes more water, ..."
But if you're solving based on a target amount, you don't, because you just get "I am making x aluminium, this requires x water but I'm getting y back as byproduct, so I just need x - y fresh
Sure, if you say for example that making 2000 rocket fuel gives us X compacted coal and you want to know how much extra rocket fuel you can make with a compacted coal loop.
I guess you guys have been doing it backwards by just guessing total rocket fuel numbers until it lines up with the amount of compacted coal you have?
If you want to go from "I have A and B, want C" then you derive C with calculus
otherwise you have to guess different values of C until your guess is close to reality
But thats the wrong way to tackle aluminum imo
yeah, that's what I mean by solving forward
Backward solving is the better approach most of the time because it tends to converge, not diverge, across all recipe trees
or you just work out "well 100 Rocket Fuel would cost 10 Compacted Coal, I have 69 Compacted Coal so I could make 690 Rocket Fuel"
numbers made up obviously
Fair, it does seem simpler.
in the same way that with aluminium "well 360 scrap requires 240 net water, I want 1800 scrap so that's 1200 water"
The only part i then have issue is with people saying e.g. "i have 100 water input and machine requires 200, therefore its 50 waste won't be enough to run it"
that's an incorrect forward calculation, as it's assumed to be linear when it's actually a geometric series where the waste water runs through the system more than once on average.
You need calculus for the harder diverging approach and dont need it for the simpler convering approach.
Surprise!
And thus, dealing with waste water doesn't need calculus.... right?
unless you start to heavily reuse byproducts and produce multiple things, at which point you kinda have to do linear programming or something like that (or use a fancy Tool to do that for you)
Forward math is indeed hard.
Buuuut, you can use a similar approach to what i just said.
Analyze the recipe
Calculate total demand at 100%
Then check how much you have/ want to use
divide what you have by what the net demand is and you get the clock rate
In theory at least....
yup, just make one "module"/effective recipe that takes some input and spits out output (like^) then scale that to your requirements. Whether that's input or output, doesn't matter since it's just a recipe
@oblique hollow
Yeah, that seems good. You do have to intentionally do it, and it is difficult to apply sometimes. Like for example i built 2560 rocket fuel without utilising compacted coal recycling, and all of my inputs are now locked and static.
If i recycle the coal, how much more rocket fuel can i make?
To answer that you either have to calculate it forward, in which case calculus is the method and gives you an exact answer in one step, or you have to guess at rocket fuel values for backwards calculation. Like try 3000, 3500, what uses more than my input? Oh, 3500 is only a little more, i'l try 3450, etc. That's a weird and fiddly process of trying 10 different values to hone-in on the reality which only happens because of a lack of application of the appropriate math.
In some cases i think it also behaves more predictably with forward calculation, like a 0.5 output factor will double your product, a 1.0 will sustain it forever and anything over 1 will exponentially grow it. Sloops mess with those numbers a lot and it can be difficult to predict or understand how your production chain is changing with a different number if you're calculating backwards.
For example with a certain recipe, slooping two stages doesn't give 4x output, but actually gives 10x due to improving the ratio of output to input. There may be even greater differences that i didn't math yet.
On others, slooping puts the ratio above 1, therefore infinitely generates resources or sustains itself with no input. How do you calculate backwards that a refinery is giving you 140% of the water that you put in? It's consuming -40 water or something 😛 That's a little confusing too.
How do you calculate backwards that a refinery is giving you 140% of the water that you put in?
same way as any other recipe. You have an effective recipe of 100 water in, 140 water out (or whatever other rate, it's all ratios so specific numbers don't matter) -> net 40 out
no different to anything that spits out byproduct. Or heck, anything that produces anything, whole point of a factory is to get more of something out than you supply
For rocket fuel, i did put the math on the wiki page
I think i arrived at that without any calculus too
However, the numbers are utterly horrible. Only rocket fuel + turbo heavy fuel have neat numbers
Hello..i need to know something about pipelines. If i have 3 000 m3/min turbofuel for my fuel powered generators and i will overclock them on 200%...how many generators i can handle with one pipe? Bcs in my math 3000/15 = 200 generators and one pipeline 600/15 = 40 generators. Is that correct or im just dumb?
Turbofuel is consumed at 7.5/min by default
200% generators thus use 15/min
3000 / 15 = 200
However, its better if you dont use mk 2 pipes at 600
It can work, but its not worth it to make it work
its better use mk2 for maybe dont know 500m3/min?
someone told me that mk2 are never full 600.
What leads to these issues with throughput?
Seems like a thing I really need to know for my progression
They can do 600/min, but theres a problem with the junctions that split it.
From personal experience, PLEASE dont use 600 its caused me so many problems lol
Basically, if one of the junctions has to split 600/min into uneven amounts (like 15/min on one side and 585 on the other side) then the smaller split causes issues
the most I ever put in a pipe now is like 500
If you wanna split 600/min up into machinesy you NEED to make an even split first.
either into 300/300 or 200/200/200
That gives you the greatest stability
Then you can use those other splits near machines
"If the target supply rate of freshly made Compacted Coal is known, simply multiply it by 24 / 19"
It's the "simply" part that i take issue with, especially when trying to generalise a solve for either another recipe or for any amount of sloops being introduced anywhere in the system. How did you figure out to multiply it by exactly 24/19 (aka 1.2632) without calculus? The geometric sum of the byproduct ratio is 0.2632 and that's not an accident, it's been calculated here.
and 1.2632 is 1 plus that, as you have "1x" of the main product.
you may have taken a roundabout route to basically do calculus without doing calculus by adding a bunch of simpler steps together in a way that isn't explained on the page
i can try to explain the process a bit later
ok
alright
Hmm curious, when splitting into smaller units, like 15/min as your example, would that then be changed if you used a Valve instead?
Or would you still face issues when doing so
Like this example
Valves don't work here because the feed pipe goes left into the new pipe which is before the valve, then flows back, which consumes the flow rate two or more times.
maybe if you could attatch a valve into the junction itself, but as it cannot be done and still leaves a short pipe no matter how close it is
if you could directly valve a junction then it would work yeah
but you can only connect like pipe valve pipe junction pipe
and the pipe junction pipe bit ruins everything
yeah that's the part about pipes i wonder why devs didn't do it this way
There are two main ways to deal with that backflow problem: Either split the pipe into more even segments with 1:2 or 1:3 splitters and then directly feed those, or split the pipe into even segments and then manifold those - relying on the fact that you're only using say 200/600 of the pipe's flow rate, so backflow is tolerable to a degree.
a flat junction will split fluid equally in every direction, and it will self balance perfectly (if destination A is more full than B and C, then fluid will preferentially go to B and C until they're exactly equally full)
it's when you try to force it to split say 15 to one side and 585 keep going forward, that is a problem. It tries to do 300 each way and the fluid on the full side keeps flowing back because it can't go forward, and builds up.
Assuming a Pump at the entrance would still screw things over
yeah, a pump is just a valve that also sets headlift to +0m (unpowered) or +xM (powered).
headlift does not affect flow rate unless you don't have enough of it, and you should have enough planned into your design.
it's a weird omission that we can't valve junctions or pipeline supports and it creates some unintuitive and awkward emergent behavior.
Guess its because I'm thinking off the VIP Junction - where its suggested to use a Pump
Ah, there may be additional complication when using different, competing liquid sources where you preferentially want to consume one instead of the other - it's honestly not well understood and best advised to just not do that
If you are doing something like "fuel goes in at one end, fuel is consumed at the other end" that's a much simpler problem
Maybe a project for them cleaver tool creators - to make a Liquid simulator website :D
and still causes more than its fair share of headaches. A lot of the variables behave in ways which are unintuitive or poorly predictable, and there are problems like a pipe which looks the same (but is actually built slightly differently) can flow differently.
Would say normally when handling a larger amount of Liquid, I usually use the gravity as my force for the liquid.. Example by using Water Tower princip
Like if a pipe section is a pair of 5m3+5m3 pipes, or a single 7m3 pipe (this happens because the game always rounds up capacity to 5m3) then that can flow or backflow differently while being visually identical. Some people build the same thing in different steps, and get different results because of this
Yeah, flowing downhill is one of the easiest and most powerful ways to enforce a flow direction
liquid will always flow downhill first and will never flow uphill unless it has no other choice
But would say majority of my liquid issues, as usually been that machines connected have not been correctly adjusted in terms of clock speed ect.
Which ends up with the liquid being stuck - and here in this case it was the return water in the Aluminum setup :)
looping waste back into production of the same machine/s is a whole rabbit hole as well
Yeah but still - in my opinion - manageable.. As long as you make sure everything runs tight, and at correct input/output ratio
what?? i thought you needed plutonium or something
Nah nuclear pasta is pretty easy u just need a crazy amount of copper then the cubes
I had some theories about that. Answer is yesnt
As in "sometimes yes, sometimes no". Tests were inconclusive
Didnt make this yet, looks like loads of power too
Nah, just a "keep pipes simple" banner
this is like very late-game stuff
what
i didnt say that
Im gonna automate first phase 4 part tomorrow, maybe
Then ill have expand my power
I think it will take me like a month to reach phase 5 bruh
is there any real difference between these pumps placement? which way you do that 🔴 or 🔵 ?
More headlift if higher on pipe
Guys is it better to build the power generater thingy using somersloops or somersloop refineries to make morr fuel for power generaters (i make 12k mw pm)
Depends
(And kMW doesn't exist, use GW)
What on?
ok, now i have time:
hope this helps
thats all there is to it.
this is comparable to doing aluminum math.
Scrap refinery needs X alumina and makes Y water
alumina refinery making X alumina needs Z water
Z - Y = fresh water needed
you can express the relation of fresh water needed vs total water demand as a fraction.
if you switch from normal turbofuel to turbo heavy, you can do the same trick and land on 5/6 as a fraction.
Yep, that's good thanks
it would be good to post this or something similar to explain how people can do the same for other recipies, or for slooping something that runs in a loop
it would be the same procedure, just with the new numbers
ye
it is just not super clear without that explanation where the number came from, and thus how to get the new number
if you sloop rocket fuel for example, it would be 14 / 24 with normal turbofuel
i tried to explain that on the page with this sentence:
perhaps it is a bit misleading as it is "ratio of fresh compacted coal needed compared to the demand of the turbofuel refinery"
i think it's maybe just not that easy to explain something of that complexity with 1 sentence
probably
i used to ultra suck at math and now i have to explain basic (= math i find basic by this point) to others.
Oh how the turntables....
Well thanks for your work 😄
hope this now convinced you that you dont need to complete any calculus courses to play Satisfactory past tier 6 xd
(if you go about it smartly at least)
good to be familiar with what the right question is to ask, and what questions you can and cannot solve in certain ways
yep. Ultimately, some people will probably be stumped by trying to solve a problem from one end because they dont see another way to tackle it.
and thats where a simple "why dont you just..." from others could kick them in the right direction
slooping loop recipe was pretty easy for me, maybe because i made the loop 1:1, tbh why would someone make it not 1:1 #math-and-meta message
fun part about slooping aluminum production:
assuming you just sloop the scrap refineres, you always end up with excessive water when using sloppy alumina, while with default alumina you still need some fresh water, but much less
if you sloop both alumina and scrap, you are basically guaranteed excess water no matter what
oooone exception: instant scrap.
though if you sloop sulfuric acid refineries you probably will have excessive water too...
but that can i think be managed?
How much the sloop gives you when slooping production vs how much it gives you when building with them
i dont have any excess water and dont need any fresh water, it makes 600 and consumes 600
hmm actually, instant scrap shouldnt make any excess water
did you sloop only some machines?
cause otherwise i dont see this working out really
i asked here too before making it
it works all rafineries at 100% just checked them now too
ah i see
so just 2 slooped alumina refineries
yeah that works out
congrats, you rediscovered the 1:1 water loop of instant scrap 😂
though slooping instant would have better results actually

there's no sulfur anywhere near my setup lol
and imo it was a waste of sloops, like water is literally free, it was just a brain itch XD
if water is free then using sloops is the waste because you could be using them to boost something expensive and squeeze more value out of it
Nah wait actually i got more aluminium ingots nvm
what the max storage containers you can fit into a mk3 blueprint?
no clue
should be able to math it out. according to the wiki, the dimensions of the ISC are:
Width 5 m
Length 11 m
Height 4 m
plus you need space for belts, etc
what do you specifically need help understanding?
oil recipes are your introduction to byproducts
how get that stuff and how the stuff can help me
crude oil in -> rubber and heavy oil residue out. you have to do something with the HOR byproduct or your production will stop running
alr where in the heavens and hell do i get rubber
easiest option is to make another refinery that takes HOR in and makes petroleum coke, which can be sunk or burned in a coal generator
the recipe makes rubber
yeah im lost lol
it's like any other recipe in the game. the name of the recipe tells you what it makes
what is this blue stuff
Snacks
polymer resin
simple terms pls 😭
recipe make 2 things
I feel like bro is jaded xd
refineries have two inputs and two outputs
alr and where do i get the blue alien stuff into that hole
some refinery recipes take two inputs. some refinery recipes create two outputs
you know how some stuff you made earlier was 2 things in for 1 thing out?
these are the other way around
look for the recipes that produce it
exactly the same as you've done for the rest of the game
there are multiple options here for what you are trying to make
i just wanna get it working bro
what are you trying to make
making something
Yeah it all starts from oil
anything
sigh
rubber
ok lets start with rubber
for mk4
oil -> refinery with rubber recipe. this makes rubber, and heavy oil residue as a byproduct
heavy oil residue -> another refinery with petroleum coke recipe
petroleum coke -> coal generator, or awesome sink
you need two refineries with two different recipes for the production chain
😧
same principle as how you made screws from rods from ingots
Look at what needs oil > make it > figure out what you made > figure out what you can make with it
but i need poly
where 😭
^
there are two recipes there that make Rubber
thus?
or sure, that also works
okay my brain is ehm expanding
the recipe literally called rubber
there are multiple ways to make things, fyi
gonna have to actually read your stuff
it'd just be a bunch of refineries
this is a production plan that explains what I described above
i think i got it, i need power
one refinery with the Rubber recipe. a second refinery with the Petroleum Coke recipe
this was one of my older setups, doesn't show you anything useful at all lol
(it's also far larger than you'd be building right now)
holy fuck
wait
will i need other oil reserves then
in what way?
to have other refineries
read your recipes, decide what you actually want to make, work out what recipes you want to use
how would you normally get water?
do i build this on top of water
in floors?
is that best way
i like having it organised
i wish there were oil rigs
I gave you a recipe chain that doesn't require water
oh
is water more efficient
efficient in what way? in terms of amount of rubber produced per oil?
i guess?
in terms of items produced per oil the optimal one is somewhat complicated, basically requiring three different production lines
also requires a bunch of alts they won't have access to yet
(and would completely overwhelm them if they're struggling with their very first setup)
stick with simple for now
I personally really like the dilluted fuel loop (So basically that is you produce heavy oil residue, turn the heavy oil into fuel via dilluted recepie and turn the polymer resin into rubber, and then you turn rubber into plastic using fuel and plastic into rubber using fuel and round and round)
oh alr
yeah they are struggling with the basic concepts here, no need to throw this at them
that sounds complex
🥵
but dont worry too much about optimization. You cant really do much wrong in this game
just build a setup you feel comfortable with
where do i go now with this, im making rubber and that purple alien liquid
what do you do with the outputs of any other production lines? what are you doing with your iron plates, for example?
ah ok but what about that grape juice thing
liquid
the rubber is not part of the second step. you want to send the rubber to a storage container
oh
only the heavy oil residue needs to be sent to the second refinery
okay which i did
again, look at the production plan. look at the arrows
i cant find it sorry
its a byproduct
you can just sink the petroleum coke
if you don't do anything with it, the machine will back up and eventually stop running
you cant sink liquids, so you had to get rid of it somehow
what about coal gen
you can burn petroleum coke in a coal gen similar to coal. but that would require water for the generator
directly sinking it is the easiest option
is it like better than coal?
not really
worse?
yes, it's quite a bit worse
alr i guess sink
again, this is a byproduct so you just need to find some way to get rid of it
your rubber refinery has probably stopped producing at this point, am I right? the output buffer of the heavy oil residue (purple liquid) has filled up?
i have it set to this but the liquid aint flowing in
i think
did you connect the output pipe of the rubber refinery to the input pipe of the coke refinery?
does that pipe segment have any fluid in it? press E
that's fuel, not heavy oil residue
you need to flush it
oh
you're using a different recipe chain
oh I see
you changed the recipe. you made fuel first and then changed it so fuel got into that pipe
ohh
just delete and recreate that pipe segment
You will need to open up the pipe and flush it or delete and rebuild it
!wikisearch petroleum+coke
whats the point making it in first place
to get rid of the byproduct
heavy oil residue is a byproduct here. you have to do something with it
turning it into coke is the easiest option
heavy oil residue. purple stuff. if you don't process it, the buffer fills up, and the rubber refinery stops running
then you don't get any rubber
ohhhh
this is what byproduct means
something that gets made that you don't necessarily want
alr ty
so again - there's lots of things you can do with heavy oil residue. with the right alt recipes it's actually really useful stuff. but at this stage in the game you just need to get rid of it so you can keep your rubber production running. make sense?
how many can i have of the machines per extractor if my pipes are 300cm3
yep
🫡
well, look at the recipe. how much oil does a single rubber refinery take in? (per minute)
ill check
it's in the production plan too. all the numbers there are per-minute
the only thing that changes is the number of machines
2 refineries at 100% is the same as one refinery at 200%
50 rubber per minute
how much crude oil is it taking to make 50 rubber per minute? (sounds like one refinery clocked to 250%)
ye
not sure how much oil
the refinery will tell you
300
oh 75?
yes. 75 per minute
overclocking uses exponentially more power
but less space/machines
looks like you are running a heavily modded game based on your number of inventory slots. idk what your power situation is
ah
an OCd machine at 200% uses more power than two machines at 100%
i just have fly mod, inventory 300+ and building zoom feature
and pure nodes
whats OCD
you can get the jetpack/hoverpack which do that
ye but my base is on cliffs
OC'd = overclocked
oh
i can have with 300cm3 pipes 10 refinery without overclocked
ive managed to do this which i think is neat
with overclocked its 4 machines overclocked
yep
keep in mind you need to math out how many refineries you need to deal with the heavy oil residue byproduct as well
with the excess of that purple stuff and coke, cant i just put it all into 1 pipe going into the sink
the sink doesn't take fluids
oh shit
that's the entire reason you have to turn it into coke first
where should the fluid go then
ooh nice, ill need to make one of those as well
are you for real right now?
you should see what my diluted packaged fuel setup looks like in my last save.... 
we went through the whole thing about byproducts. about making petroleum coke
glad im not rushing oil
the fluid goes into the refineries wich make the coke wich goes into the shredder
but where does the liquid purple go
what do you mean
you should see mine.
my brain is hurting from this
where is the purple oil residue going in what you've already built?
uhm i think
why rush anything with that game?
i was exhausted and wanted all that stuff done
how fast does the sink eat the coke
im a changed man of course
immediately
i got mk3 belt
there is no limit to the sink
the sink eats everything immediately. the only limit is the belt speed feeding it
so lets say you made four fully overclocked refineries so you could use 300 oil
yep
how much rubber would that make? how much heavy oil residue byproduct would it make?
im not sure
50 per min
how
Anyone whos had experience with nuclear, is it worth overclocking the reactors to make pipework for the water extractors easier?
imho yes
I'm max overclocking extractors for 300 cubic metres
this is what I shared a screenshot of earlier
mk3 belt is limited to 270/min, so if you wanted to do this production plan, you'd need to set up multiple sinks
or just scale it back
how many belts of 270 would you need to carry 600 items
mk4 belt is 480/min, still not enough
3
3 sinks?
ye but 1 issue tho
and when you get mk4 belts, if you decide to rejig, you can use 2 sinks instead
what's 600/5?
bro idk
you have a calculator
the game itself has a calculator
game has calculator inside?
and also the game Codex tells you the recipe rate per refinery
yes, the search bar when you press N doubles as a calculator (as do a lot of building edit boxes)
press N for quicksearch which you can also type math into
aint working
what about multiply
also works
1 * 1
you can just... try it
1 / 1 for division
yeah, it's not really advertised you can do that, but super handy
you can type math equations into most machine input boxes too
damn ty
though if you're the kind of person that wants exact numbers, it's not recommended much
im feeding 12 refinieries 360 HOR/min
however, im using the mk1 pipes so i cant really do that
HOWEVER, you can feed 8 coal gens with 360 water/min so i assume i can do the same thing and achieve the same results?
you can. with multiple pipes
ive done a loop, considering it works with water extractors i hope it works here
It should 👍
As long as no single pipe segment is moving more than 300/min, you’ll be fine. This is the “trick” with coal gens too
not infinite amount of space though
Yeah fair. Helpful for basic multiplication and division tho if you don’t know the numbers offhand
well in general for ratios, modeler give you the numbers like 58.33334 : hover on to of it and it will give you 58 1/3
just got done setting up my first aluminum sheet factory, and I was wondering if there's like a good ratio of how much of it should become aluminum casings?
alclad sheets don't become casings ?
lmao yeah I literally just realized that after setting everything up 🤦♂️
either way, how much of my aluminum should be going towards casings/alclad sheets?
how many of casings/sheets do you need? that's the question you need to answer 😛
(if you don't know, just don't make any yet, keep it as ingots, and use them on demand)
the game doesn't have any "general" rule on how much do you need to make of what, especially since we have alt recipes that change how items are made, which changes demand of different intermediates (or even skips them completely)
so it's (imo) better to just build what you need now at the moment, and when you'll need something later, you'll build it later
I understand that, I guess I'm asking mainly to spare myself the hassle of having to re-build this whole factory in the future because I made too many sheets and too few casings or vice-versa
because it's very far from my main base and at least at the moment, moving between bases is a whole process
don't make or build any until you need the casings and sheets then
also just build some hyper tubes
which is exactly why you don't build anything until you need it - then you don't build "wrong" amount
I did, it's still like a good 3-4 min ride lol
good time to stretch, grab a drink and pet the cat
fair enough i guess
which you'll only have to do when you build what you need after you know 🙂
personally I avoid the whole situation by just splitting it in half and storing thousands of parts and smushing them together as needed.
good way to go up the tutorial tiers
except Mk stuff and stuff that you need to build other stuff
Like a certain amount of time crystal fiscite / min to always be able to make belts
Turbo motors for Mk3 miners
Motors for refineries etc...
yeah, but again, the amount you make depends on how much you build those buildings, which will also differ between players
(and how fast)
my rule of them is, 2 ppm for most stuff
and with enough storage I'll prob never run of them
You could build a few more factories than your input supports. once a storage box is full -> the input goes where its needed
Requires you not to sink the end-products though
imo that's weird approach and I wouldn't recommend it
as then your production only runs if storage is full
Smart splitter to the secondary buildings, only runs if needed / there is surplus of input
But down to the individual player how to approach the issue
in objectiveness it's not recommended, do it the other way
main stuff goes to the factory, if overflow -> goes to stockage ig
How much would it cost to overclock my Miner to 155%?
2 shards
yes, you never "lose" anything in this game
And the amazing calculator
Every time I switch in a battery + hypertube setup I blow a fuse even though I have like 800 MW of headroom and over a thousand MWH of backup power...what the holy hell?
Has anyone else experienced fuse breakages when switching a load into the circuit?
Does overclocking nuclear increase fuel consumption and waste production, or just water consumption?
overclocking is just like building more of a machine, the inputs and outputs are increased proportionally
Water caps at 600
the only thing clocking does is the amount of machine you put
250% of 1 npp is the same as placing 2.5 npp
It increase all lineary with nuclear power plant, just like building more nuclear power plants, increase energy generation water consumption waste production
whaat is hapenning here
i keep hearing about using something similar to power ur base that is radioactive but doesent produce waste
what is it and i wanna do that instead
it's just another phase
Anyone here use a tool to help keep track of train stations and their various load, unload platforms?
or in general, the train network freight?
🤓 in our Head 😄
That's not gonna work eventually
i Name stations like what i load unload there with ammount

