#math-and-meta

1 messages Β· Page 277 of 1

vapid gorge
#

you probably need even more considering distance and how much 1 car can hold

thorny root
#

@quartz pastureTrain inputs: 2 mk2 pipes. Max input possible into the platform itself: 1200 per minute. But it cannot continue putting fluid into the platform while the train is loading, so it STOPS putting fluid in, all your pumps shut down, and everything waits. Your PER MINUTE input during that DOWN TIME is going down to a number that is based on the number of trains you have coming and going per hour.

#

IT CANNOT POSSIBLY BE 1200 per minute.

#

Not unless you have 0 trains loading and unloading.

quartz pasture
#

Even with buffers?

thorny root
#

EVEN with buffers

vapid gorge
#

you'd need the round trip to be 2:40 or less, which is very very short

thorny root
#

The PIPE is limiting the flow rate

quartz pasture
#

Is that only true of gas?

thorny root
#

That is true of pipes and everything they carry

vapid gorge
#

of everything in the game

quartz pasture
#

I successfully port exactly 400m^3 to my turbofuel refinery

storm imp
quartz pasture
#

Ain't no way

thorny root
#

Don't argue with it. Accept it.

#

It's reality.

vapid gorge
#

this means it's impossible to get 2 full belts or pipes, because the STOP

#

if you have a belt moving 1200 pm, and stop it for 1 second, it no longer moves 1200 pm

quartz pasture
#

Wouldn't my turbofuel refinery have downtime if that was the case?

vapid gorge
#

there might be extra buffer it's slowly burning through, or you just haven't noticed power spikes

thorny root
vapid gorge
#

or youre only moving 400pm and it's doing fine

#

but you cannot move 1200 fluid pm on one platform. Ever

quartz pasture
#

Why does the wiki have fluid throughput at 1793.04?

vapid gorge
#

it's unlikely to even do 600 pm

thorny root
#

You also cannot move 2400 items per minute on freight platforms for the very same reason.

vapid gorge
quartz pasture
vapid gorge
#

link?

#

you might also be looking at the mk6 belt throughput, not fluid

fallow siren
#

always do single belt/pipe to one freight
treat it like how you normally do belts and pipe, how freight platform works makes it physically impossible to move 2 full belt and full througput

quartz pasture
#

Oh, no I understand now

vapid gorge
#

you can move more solid items pm than fluid

quartz pasture
#

Max throughput for one car is 896.52

#

The number I said was 2

vapid gorge
quartz pasture
#

right

#

Regardless, if I plan to use all 1200 somewhere else, it requires two freight cars

thorny root
#

The double inputs on train platforms... are just loading docks. For catchup. Due to loading / unloading down time. Your real throughput should be treated as 1 input.

vapid gorge
#

if it's more than 2:40? you'll need more

storm imp
#

Ill try explain by text, why u need more through put..

A Train Cycle is, example 5 minutes.. Meaning from it starts loading, till you start loading next time..

You're loading 1200 Gas/Min into the Cargo of the train - meaning over a 5 minute periode you'd expect 6000 units of gas.

But because your train blocks input for 30 seconds, you'll be missing 600 units of gas.. Meaning you're total will be 5400 gas.

Meaning in the example above, you'll only hit a 90% efficiency :)

thorny root
#

Trains block input for 27 seconds during docking, and the time to fill a train car @ 1200 items per minute is 2.5 minutes.

#

... might need to check my math on the last one.

storm imp
#

Yeah just took 30 seconds cuz it was easier to calculate with - and still emphazised the point i think :)

thorny root
#

Obviously that's gonna be dependant on stacks size... I forgot about that.

#

Belts move items based on single items per minute, but trains move entire stacks.

quartz pasture
#

it's really a shame the loading animation causes such madness

thorny root
#

So like... Train transport of things like wire and concrete: Oh god yes. Freight transport of things that only stack to like 50? Oof territory. Avoid.

quartz pasture
#

Do ya'll like to time the station round-trip distance/time?

#

Drone makes that prospect even worse with its insane animation length, right?

wind spade
#

yeah, but you'd need a buffer for the platform

#

oh nvm it was already mentioned

storm imp
thorny root
vapid gorge
quartz pasture
thorny root
#

Drones are logistically simple but inefficient on throughput and operating cost.

quartz pasture
#

I like them for simple movement within the same station area

thorny root
#

Best used sparingly for things that are low volume over great distance.

thorny root
#

Ideally... while one is loading. The other is unloading.

#

in different locations.

#

Ideally... they swap locations every 2 minutes or so.

#

really depends on your buffering, throughput, round trip time, the difference in trip time between full and empty

#

Every train route is a math game, followed by obserservation and tuning.

#

What I'm doing is 1200 items or 600 fluid per minute into 2x industrial storage / buffer, with both of these manifolded to allow up to 2400 items or 1200 fluid per minute into the platform itself. This is a generous buffer, and ample catchup bandwidth.

#

I am not mixing items in containers. I am not mixing items in trains. I am only funneling exactly 1200 / 600 into exactly 1 platform into exactly 1 car.

#

Super easy to keep straight, this way.

storm imp
thorny root
#

It's a way but it's solid and simple.

#

People are still free to complicate things further, or even go simpler. XD

#

Some things do just work better than others tho.

quartz pasture
#

I believe it. 1 platform = 1 item is the way

vapid gorge
#

if you have the throughput you can easily do multiple items, but you do you

sick bear
#

if I have mk3 belts and 2 sources of iron ore at 120 each and 1 coal source at 240, how do I best divide them up into how many foundries?

wind spade
sick bear
#

ok now whats the formula for calculating how much to underclock, if you want to spread out the underclock across the manifold and not just have 1 machine super underclocked

#

I have done it in the past but I cant remember what it is

wind spade
sick bear
#

hmm

#

I mean by item input count

wind spade
#

?

sick bear
#

if item input is 120, but total machine input has to be either 90 (2 machines) or 135 (3), how much do you underclock each machine

#

for a 1:1 input to useage ratio

wind spade
#

if total input is 120, you have a total clock speed you need to process that

frosty owl
#

Where "100" is "100% of clock" and X is the clock you're looking for in case of input of 90

wind spade
sick bear
#

ah ok thanks

civic bronze
#

Will 1500m long pipeline (nitrogen gas) 2700/min split into 9 mk2 pipes be fine?

civic bronze
#

Im assuming mk1 at full capacity at this distance wont be fine

civic bronze
smoky aurora
#

why not ,.. πŸ˜„ ,... loopd the Bottles ,... i did like pre produced 3 Big storages ,.. so there are all the time enough bottles available in the Logistic loop ,.. but still easier than 1500 piping of 9 lanes or more ^^

wind spade
#

process it at source

smoky aurora
#

did this at my phase 5 build ,... workesd pretty well

#

aslo distibution at destination is way easier imo than to handle all the piping to the machine

civic bronze
wind spade
#

I mean it is πŸ˜›

civic bronze
#

I already picked a spot where i have 3 other resources, its either here or there

civic bronze
#

thanks

zealous coral
#

I plan to transport nitro by train in fluid freight

oblique flame
#

part of me feels like it might better to just make concrete at extraction with the vanilla recipie and have trains transport it, rather than try one of the alternate recipies and have to haul in 2 ingrediants to a factory. I'm saying this based on a need of about 16,000 limestone per minute.. which would reduce down to 5300 ish concrete per minute, the volume of crap would be much less to concrete in situe, does this sound reasonable?

#

(it would also require about 350 constructors but there are blue prints enough for placing hoards of those)

dusky dust
#

Actually quite a large compression, too, since concrete stacks so high

oblique flame
#

roger that!

oblique flame
dusky dust
#

(keep in mind that you're likely to need more than one car for concrete, since 5.3k/min will fill up a freight car in just over 3 minutes)

#

That was actually a silly thing to say since the most throughput you can get into a platform is <2.4k in the first place. :P

obtuse leaf
#

But you can parallelize with multiple platforms

oblique hollow
civic bronze
frosty pulsar
#

guys a got a stupid problem.. maybe I'm just overthinking;

I have two extractors with lets say 600/min and I want both to merge and split so the supply spreads on two belts if one belt gets over 600 consumption, is that possible? Because my current bottleneck is the belt (780) between merger and splitter (right?), I have T5 belts

wind spade
frosty pulsar
#

But I have several machines using different values, so just dont merge/split and run them seperately to two belts?

wind spade
frosty pulsar
#

ye I know I was just curious if there is a way to do what I though of, guess not

wind spade
#

I mean there's a way, but what's the end goal? you want two belts of 600 anyway, right?

frosty pulsar
#

Idk... reading my question now makes no sense to me anymore xd, I better go to sleep and look it up tomorrow

pastel obsidian
#

You can get 600 if you use a smart splitter, you have the overflow go straight and a mark 1 belt to the right answer mark 2 belt belt to the right,
@frosty pulsar

fallow siren
crimson moat
pastel obsidian
#

You can always use mods to make the game suit your player

sand epoch
restive sparrow
#

When you finally get around to melting down alien parts cause you hadn't for a lil while

buoyant harness
#

omg is there a way to make it less complicated

vapid gorge
# buoyant harness omg is there a way to make it less complicated

couple ways

  1. choose recipes that will reduce the base resources you need in the first place

  2. choose alt recipes that will reduce the number of item types needed. For example if you use steal beams for encased beams and steel pipes for something else, use Encased Pipes.

  3. break down the plan into multiple tabs, then add the product of that tab as an input of this one

pastel obsidian
#

Also why are they all blank

buoyant harness
vapid gorge
# buoyant harness ok i got it thanks

nice πŸ™‚ whenever a problem is too much? make it in smaller steps.

this, btw, can also help you design your overall layout. Those extra tabs you break off can be little factories that surround the factories they feed

humble berry
frank vale
restive sparrow
thorn bane
#

prio mergers
woooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
its happening

wind spade
#

I'm kinda sad that they are adding them πŸ˜„

humble berry
civic bronze
#

In new video I noticed a clip where blueprint was autoconnecting belts with existing ones 🫠

storm imp
wind spade
storm imp
#

Computer says no :P

wind spade
#

skill issue

storm imp
#

And that :D

thorn bane
restive sparrow
#

Is there a strategy I can use with STools to avoid this situation?

Scenario: I am making a factory plan and I put some random smallish number of a component/m to ensure I have extra I can throw to storage/dd and I end up with some weird stuff going on here with 2 separate refineries being used, one of which is at a WILDLY low rate.

#

So that 20 plastic/m I'd like to be arbitrary. Ideally I'm just storing cast-off from the system but I guess I was initially afraid I'd get into a situation where I had no cast-off.

torn plaza
#

you can disable recipes within tools to force it to use what you want

restive sparrow
#

Well it's not that I dislike the recipe. I dislike using 0.098 of a refinery.

wind spade
torn plaza
#

though as far as the recycled rubber and plastic, what it's giving you is the most efficient way to get that much plastic out

restive sparrow
wind spade
#

I'm aware, just explaining why it happens

topaz jetty
restive sparrow
wind spade
#

"ease of construction" is impossible to quantify anyway

thorn bane
wind spade
restive sparrow
#

I'm new to this phase of the game where output overflow really matters. What's the best strategy to use in a situation like this? I obviously can't just underclock to those specific values. I'm afraid if I underclock to "close enough" and sink the outputs that it might unbalance the system (IE: my recycled plastic is chewing up too much of my fuel and/or rubber).

I guess I just make sure that the recycled plastic is at the very end of the manifold for both fuel and rubber?

wind spade
#

well, up to 4 decimals of precision

#

and the solution could be to have one machine making fuel just for the recycled plastic refinery

#

(or make a plan with better numbers πŸ˜› )

restive sparrow
wind spade
#

yeah, you can type and put up to 4 decimals of precision
which doesn't give you all numbers, but can get you "close enough" to the point that most people don't bother with the 0.00001% difference

restive sparrow
#

I'm having trouble putting into words my desire here lol. I guess the idea would eb using the "maximize" option and go into my inputs and limit it down to what nodes I am pulling from.

#

Basically: My preference whenever possible would be to store and sink things instead of underclocking, since I could have a future use for that product

thorn bane
restive sparrow
#

Maybe I shouldn't worry about future use and just build factory for now and get the fug over it

#

Ya might need to annotate that cause I don't have those buildings yet so it's not clear to me what's going on. Are you talking about the far one that's at the end of the manifold?

thorn bane
#

ye the elevated pipe
that makes it so the ones on the right have priority and only once its full it will fill and flow over to the left one
with this your rubber will always have fuel and only extra will be used for plastic

restive sparrow
#

More rando questions time...
Can anyone think of a reason I'd have a random ghost of 60 power capacity more than production? It has been there since my coal days. Absolutely rock solid constant gap of 60. (Don't mind the wiggles, that's just cause I'm feeding fuel into waaaay too many generators cause it's designed for turbofuel later).

thorn bane
#

thats 2 biofuel gens

restive sparrow
#

I have a TON of biofuel gens on my grid sitting there doing nothing (15 of them). You think that's the ghost of power generation's past?

thorn bane
#

maybe they all ran out but for 2

restive sparrow
summer fox
#

can someone double check my maths here:
pure copper ingot ( copper ore 15 pm and 10 water pm= 37.5 pm) is a better ratio and thus more efficient then copper alloy ingot ( copper+ iron ore 50 pm= 100 copper ingots pm)
i`m using scim with all the alt recipes turned on and it is directing me to use copper alloy over pure for a unknown reason

thorn bane
summer fox
#

thank you looks like i have 96 refineries to build and sort of- got 3600 ore to smelt πŸ˜„

thorn bane
#

i mean just because its most copper efficient doesnt mean its the best
there is lots of copper on the map (and iron) so most of the time its faster to just use the extra copper with alloy and save all the time of fiddling with refineries and water

summer fox
#

i've built a aluminium factory on the east side of the red forrest (near the sam node) near the big lake so i have plenty of water near by. as the copper/iron receiep i can do far away from it but then i be transporting ( likely via train) much more

opaque quartz
#

Copper and iron are commonly next to each other, but a lot of copper is not necessarily near water

#

So just like everything else w alt recipes, it’s situational. They exist to give you options

dusky dust
#

Recipe efficiency often depends pretty strongly on what other recipes are in use in the chain, and constructing a table to encapsulate all that would end up taking many screenfuls quite quickly

#

I admit that for "basic" stuff like ingots there'd probably be little harm in having something like that, but it's not something generally applicable

#

Just a case of something that looked very authoritative but was ultimately misleading. Folks look at it and go "well this recipe's obviously superior" when in reality there's no way to actually compare without knowing the whole chain

wind spade
thorn bane
wind spade
#

(why do i STILL have to go to fandom to see this????)
because it makes no sense and in most cases is misleading or even wrong

thorn bane
#

how does it not make sense for copper ingots or how is it misleading

wind spade
#

as said above, for ore it's technically possible (for some ores)

thorn bane
#

what do you mean technically
it SHOULD be there
removing it was a huge mistake
i get that the others might be misleading but id rather have that collateral than not have the information and have to go to fandom

wind spade
#

technically = if you put it there for ores, people start asking "why not put it for other items as well"

and the same information can be gathered by going to tools

#

and also technically = you can convert ores with SAM

thorn bane
#

the whole wiki can be gathered from tools what is that argument
the point is to have it available in 1 page

wind spade
#

for copper ingot it's already impossible due to tempred ingots needing coke which has multiple steps/possibilities

thorn bane
#

the copper column isnt
which was literally just asked
because people go to the wiki expecting to see which is most copper efficient
and it just doesnt tell you

wind spade
#

removing it was a huge mistake
that's your opinion, but that's not shared with most of wiki people's opinions 🀷

#

because people go to the wiki expecting to see which is most copper efficient
you can just check codex ingame, don't need wiki to do so

thorn bane
wind spade
#

yeah and this table already tells you the ratios

thorn bane
#

not in decimal form which makes it realry hard to order
the question was literally "can someone double check my maths here:"
because you cant easly see that from this table
which is why a table that lists the copper per input makes sense

wind spade
#

again, if you do it in some limited cases, you get into "why is it not for other cases"

better to have same amount of information on all pages and leave dynamic calculations for dynamic sites

not to mention that if this bothers you so much, you can just add a line in trivia or somewhere and list the ratios on wiki yourself

mellow lake
#

Should I place the pump on the headlift or before the headlift?

dusky dust
#

Back re: those old resource-efficiency numbers, also keep in mind that if you're not literally attempting to max out resources on the map, those numbers become even more arbitrary

#

'cause they're all based on calculations on the relative rarity of resources and such, and that's extremely unlikely to actually matter to like 99% of the players out there

#

And is almost guaranteed not to matter given the player's actual factory locations (ie: what resources are nearby? What other resources are being used?)

mellow lake
oblique hollow
#

you want to place the pump on sections of pipe that still manage to fill*

#

aka sections that still have enough head lift

#

but not so far down that you waste the head lift of the previous pump

mellow lake
#

Im gonna send u a screen shot of my issue

oblique hollow
#

you can send images in here too

#

no need to DM me

mellow lake
#

Oh I can

oblique hollow
#

in this channel, yes

#

anyway, the problem you have is flow related

mellow lake
#

The last 2

#

Don’t have enough fuel

oblique hollow
#

mk 2 pipes at max flow (600/min) cannot do that amount without some extra work

mellow lake
#

Or oil I meant

oblique hollow
#

you need to add a bypass at the first refinery's junction

mellow lake
#

A bypass?

oblique hollow
#

connect another pipe to the unused connection of the junction near the first refinery

#

and the connect the second end of that pipe to any other junction near the other refineries

#

preferably at least at the 10th refinery or later

mellow lake
#

When you say bypass does that mean junction?

oblique hollow
#

no, read what i said
its a pipe

mellow lake
#

Right there?

oblique hollow
#

yep, the left side.
it might be better to rearrange your pipes a bit

#

connect the oil input to the left side of the junction

#

and then add the bypass here, where it was connected

mellow lake
#

Like that?

oblique hollow
#

yes

#

now just add a bypass pipe

mellow lake
#

To the 10th junction

oblique hollow
#

any junction as long as its far down the line

#

you can even connect it to the very last junction

mellow lake
oblique hollow
#

yep, that looks good

#

now you wait

mellow lake
#

The game shouldve just let it work the first way I did it

#

Thank you mcgalleon

oblique hollow
mellow lake
#

U want another puzzle?

oblique hollow
#

or at least: there is no bug at work. the system is working as intended.

#

Just means that this design doesnt work with the system at these flow rates

civic bronze
#

Oh okay i thought you meant the opposite

oblique hollow
#

call it a nerf to manifolds if you want

civic bronze
#

Tbh irl it should work, but im fine with how it works in game

oblique hollow
#

irl it might work, but irl you would have a lot of friction and turbulence due to the 90Β° bends

#

so irl, it probably wouldnt work either

crimson moat
#

I'm not really sure if it's intentional or not that you can only use valves to directionalise flow in certain situations

#

and through a junction isn't one of them

opaque quartz
#

Just remember, pipes are not belts

crimson moat
#

kinda ruins a lot of the point of valves existing at all, which is why i think it might not be fully intentional

oblique hollow
#

well we got confirmation that the backflow in these systems at max flow is intentional

#

and that kinda means everything that entails is also intended

#

this "water hammer" issue

crimson moat
#

it makes manifolded liquids quite bad

#

compared to Y splitters which just work

oblique hollow
#

maybe they want us to manifold less

#

(actually, you can still manifold, just means you need to do some different inputs)

#

the only thing this really nerfs is "manifolds with very asymmetric loads on junctions"

crimson moat
#

yeah, asymmetric junctions (exit pipes dont need the same amount of liquid/min) work horribly

oblique hollow
#

while every pipe system naturally has backflow and such, it is more prominent when the way the junctions have to split fluid is very asymmetric

crimson moat
#

symmetric ones work flawlessly

#

the backflow through the junction happens when it tries to split 50/50, fills one side, then it comes back because the first exit pipe is full while the main feed line isn't. You can't valve this because a valve cannot connect directly to a junction, and the junction itself doesn't have valving functionality.

but if you use Y splitters then it will not only not be unstable, but actually have a stable restorative force (the pipes which are underfilled will recieve more flow on future ticks until all pipes are equal)

manifolded liquids are always fighting and trying to minimise or compensate for active instability (a deviation will amplify rather than dampen itself)

oblique hollow
#

i did actually run a test recently and it seems junction splitting code is a bit more advanced that thought

#

if the flow rate (and thus fluid level) of 2 input pipes is within a few percent of each other, junctions will not move any fluid from either one of these inputs to the other input

#

which results in the very funny case of "2 half full pipes merge to become a full pipe output"

#

like they straight up dont have to fill completely

#

30% full pipe A + 30% full pipe B = 60% full pipe C.
without affecting A and B

#

only if the flow rate / content difference between the input pipes is above some threshold does the less full pipe start slightly oscillating

#

this also means that equal splits are very much doable and enforcable with pipes, as long as there isnt any major disturbance

#

aka verticality or a flow rate split asymmetry later down the line

#

either one could cause a backflow wave to travel back to input

crimson moat
#

Yeah and they are actively stable (will restore to equal if disturbed)

oblique hollow
#

Truly, the pipe system works very well as long as you dont try to do the one thing everyone's brain is laser focused on because big number = gooder and maximizing belt and pipe = dopamine

pulsar lagoon
#

is there a way to build outside of a blueprint designer or build bigger than 6x6?

wind spade
#

not really (in base game)

pulsar lagoon
#

i want to put 4 drone ports but i cant

civic bronze
#

I know there is some bug that would let you make bigger blueprints

#

But that caused me some crashes (i did it by accident) so dont recommend it

daring surge
#

so I built this setup for my turbofuel but well the last 2 refineries on the left dont get their 56.25/m
is this a pipe shenanigans thing where I should just do it differently?

#

(blue is the input pipes)

#

I am feeding 48 fully overclocked refineries

civic bronze
#

yeah im guessing 600 input pipes are struggling with backflow πŸ˜“ (common issue)

daring surge
#

hmmm yea I just put on a bunch of valves so once it reaches a machine it cant go back

#

it seems to work ok?

civic bronze
#

you could split the input into 2x 300 (mk2 too) pipes each connecting to 24 of your rafineries

daring surge
#

oh lol I just realised my drawing is for 24 not 48 I just have 2 of those setup but yeah im considering swapping to 300 instead of 600

civic bronze
daring surge
#

Somehow putting on valves works

civic bronze
#

now you are working with magic

daring surge
#

this is what I did

#

somehow it just works

#

I love pipe magic

civic bronze
#

i like the note on the right

civic bronze
daring surge
#

will do!

oblique hollow
#

a few ones near the start would probably have done it

#

once flow rate drops enough, you no longer need to try to mess with anything

daring surge
#

yeah probably, its mostly the first ones overflowing and bouncing flow around a lot I guess

#

bu ima just leave it as is and see if it keeps working

#

if its not broke dont fix it!

crimson moat
#

junctions cannot connect directly to valves or function as a valve, so on every junction you have a pipe1>junction>pipe2 connection

#

and it will flow from 1 into 2, and then back into 1

#

semi related: This is basically a one-way gravity junction, but it will fail if overloaded

#

the pipe on the right isn't full enough to flow upwards, but the input from the left will flow right.

daring surge
#

yeah I probably shouldve went with 'always feed fluids from above' but wellll

crimson moat
#

The less of a pipe utilisation you have (like 100/600), the less chance backflow has to ruin flow in a pipe where you are splitting unevenly with junctions.

So for example splitting a 600/600 into six 100/600's will basically make a manifold work fine because it will flow back and forth but still be below 600

daring surge
#

well at least 296/300 gens are consistently running now

yeah overflow and fluids dont like each other I have noticed

#

aaand yup

#

it broke for second

#

it keeps filling up and then eventually dries up

crimson moat
#

continuation of previous pic (gravity one-way junction)

crimson moat
daring surge
#

yeah its just annoying since it takes 56.25 as input

crimson moat
#

clock them down to 50

civic bronze
#

Can do x2 300/600 no problem too

crimson moat
civic bronze
#

His setup doesnt look "finnicky" its leveled, just long manifold

crimson moat
#

Fluid junctions where you have unequal outputs and overload one or more outputs will backflow and be incapable of flowing at the full and otherwise expected rate, this includes setups like this and causes the issue that Wolv has

arctic saffron
#

i just made this sueprcomputer design

#

any tips on what to change or keep this how it is

daring surge
#

so this would be much better?

wind spade
daring surge
#

I have to though, I need the leftovers from both to feed another refinery? Or do I put that one at the end?

arctic saffron
#

if both 600 pipes r fully filled make them 2 seperates

wind spade
daring surge
crimson moat
daring surge
#

it'd be 20.06

#

wait

crimson moat
#

what exactly is 22.5?

daring surge
#

the fuel input at 100%

crimson moat
#

what recipe

daring surge
#

base turbo

#

I overclocked cus I didnt want to have a million refineries as im using 2700 fuel

crimson moat
#

45 and 37.5 are indeed bad numbers to work with

dusky dust
# daring surge it'd be 20.06

If you didn't know, btw, you're not restricted to just the percentage slider. Most of the numbers on the machine's control panel are text inputs -- you can put in the exact numbers you want

crimson moat
#

30 in and 25 out (166.6667% clock) is a candidate

#

if you want to push the clock higher, the numbers will get more awkward.

dusky dust
#

The only one that actually matters is the percent clock speed, but it'll calculate it for you if you input it on any of the others

crimson moat
#

You can put 540 fuel into a pipe with 12 refineries at 250% and get 450 turbofuel out of it. That's probably the best compact option. If you put more than 540 fuel you are gonna end up with crazy numbers

daring surge
#

yeah I know I can just pick numbers but the numbers are just annoying

#

but yea 30 in 25 out seems the best

crimson moat
#

i think that last one i wrote would be best ^ but you have to tune the previous stage for it, to input 540 rather than 600.

daring surge
#

at least I can match pipes to refineries exactly

crimson moat
daring surge
#

problem is my blenders produce 100 fuel each soo....

#

so 540 isnt working out

crimson moat
#

diluted fuel?

daring surge
#

yup

#

welp time to turn 48 refineries into 90 tired_jace

crimson moat
#

you can feed a 540 with three diluted fuel blenders at 180%, four at 135%, five at 108% or six at 90%

#

then you have a 540 pipe > split it to 12 refineries. Collect 450 turbofuel from output.

If you do that 4x then you can make 4x450 and you can recombine to 3x600 if you want

daring surge
#

oh right of course blenders also overclock lol, I almost never overclock, this is by far my biggest project so I keep forgetting it

crimson moat
#

a manifold on the other hand (which relies on breaking the rule of always splitting evenly at your junctions) will backflow because of that, and the longer the manifold and/or the closer the main pipe is to capacity, the worse the backflow issues as each uneven junction adds up cumulatively.

daring surge
daring surge
#

I only really thought about oil goes in and turbofuel comes out

#

thanks a lot for thinking with me and helping me out!

crimson moat
#

nps

#

600 > 6x100 splitter example to feed into 6 seperate manifolds

#

first splitter turns 600 into 300+300

#

next ones turn 300 into 100+100+100

#

if you split and consume equally they are basically belts

oblique hollow
#

if you split it in half, you can manifold the rest normally as anything below 600/min can usually be handled by the system

crimson moat
#

usually, but you can break it too

oblique hollow
#

eh, rarely

crimson moat
#

there's no good reason not to build with more margin for backflow

#

that's the main argument imo

oblique hollow
#

if you use 2 x 300/min in mk2 pipes (with pumps / valves installed to aid in backflow interception) it usually is fine

crimson moat
#

usually but not in all circumstances, and the pumps/valves aren't neccesary if you build in a smarter way

oblique hollow
#

thats the point where is becomes taste in buildstyle

crimson moat
#

eh i would say some stuff is objectively better/good/bad

#

like you shouldn't manifold 32 gens on one pipe in a row

#

because it's just objectively bad

oblique hollow
#

if you can get away with a manifold and not hit max flow, nothing really stops you

crimson moat
#

you "theoretically can", but in reality when you try to feed 32 gens 18.75 fuel each through a manifolded 600 pipe, backflow will break everything. It's objectively bad

oblique hollow
#

at very high flow rates, equal splitting is definitely good, but once you are back down to mk 1 levels of flow, you can do whatever you want

crimson moat
#

16 gens 18.75 fuel ea, it's probably fine, but 8 is definitely always fine

oblique hollow
crimson moat
#

Nah IK what you mean

#

my point was just that you can break a 300/600 pipe manifold

#

it's basically impossible to break a 100/600

#

so why not just use them if you're manifolding

pulsar lagoon
#

why this still happening?

crimson moat
pulsar lagoon
#

i have 2 ports in this one it has not fuel, and in the other one has fuel

pulsar lagoon
oblique hollow
#

the drone ran out of fuel is his point

pulsar lagoon
#

this prot has no fuel, the other conected por has fuel

oblique hollow
#

it is supposed to pick up enough fuel on the other port to not run out

dusky dust
#

Yeah, if you're fuelling from the remote port, you still need to provide it enough fuel to get over there one one time, first

crimson moat
#

Ah i see

pulsar lagoon
dusky dust
#

It won't take off unless it's got the fuel required to make it to the other side

pulsar lagoon
oblique hollow
#

no clue, when i first played 1.0 my drone ran out of fuel, after i resupplied it it didnt anymore

dusky dust
pulsar lagoon
#

here is the remote port

oblique hollow
#

when in doubt, make the remote port the home port instead

#

so rebuild the drone there.
unless you use this as some kind of central docking point for multiple drones?

pulsar lagoon
#

what sorry dont understand

crimson moat
#

I am confused

pulsar lagoon
crimson moat
#

so nvm

oblique hollow
#

its empty because the drone is supposed to deliver SAM here

#

and it didnt because no fuel

pulsar lagoon
crimson moat
#

which port is the drone built on

pulsar lagoon
oblique hollow
pulsar lagoon
oblique hollow
#

make THIS port the home port

pulsar lagoon
crimson moat
oblique hollow
pulsar lagoon
oblique hollow
#

you must always build a drone on a port. that makes that port the "home"

crimson moat
pulsar lagoon
crimson moat
oblique hollow
pulsar lagoon
crimson moat
#

you need to have only 1 drone

oblique hollow
#

oh they made a dual setup.
No clue about those.

pulsar lagoon
crimson moat
#

If you're not sure, then:

  • delete all drones on that route so that you have 2 empty ports and 0 drone

  • make one drone at SAM place

  • add a bit of fuel (like 30) for it to take off once, set route to the port which has SAM dropoff and fuel supply

  • watch to see if it roundtrips properly

#

it should

oblique hollow
#

you can, usually, have a single port supply 2 drones with fuel.
assuming you built a drone on Port A and one on Port B, link them to each other and only supply port A with fuel

#

which is probably what they did here. But i dont know how stable that is anymore

#

ever since the fuel was changed to allow stuff other than batteries

warm igloo
#

It should work

#

Works well on my save i have the same setup with 3 drones refueling at the same drone port

#

So no reason it shouldn't work here

crimson moat
#

This needs more testing but it may be useful

crimson moat
#

600 > 8x8 gens via manifolds (9.375 fuel ea.)

pastel obsidian
#

Nice work

crimson moat
#

just testing stuff

I think i will actually split more to prove a ratio works with turbofuel @ 100% (then if it ever breaks, it'd be with nonsensical underclocking)

civic bronze
crimson moat
#

not 100% sure though

glass harness
pastel obsidian
#

It would be a good thing to test but I use what you did to recycle my aluminum water

crimson moat
glass harness
pastel obsidian
#

I find it is always best to give liquids two ways to reach their destination you still have a manifold system you just have 8 smaller ones

crimson moat
#

this second design is manifold based, yes

pastel obsidian
#

I more so meant as the end link all pipes together

crimson moat
#

that can be very problematic

pastel obsidian
#

If you have too much fuel go down one line it helps it flow to where it is needed

crimson moat
#

that is not a problem if you have evenly-distributed lines

like if you split 600 to 300+300, it will always take 300 down each line

#

if it starts to imbalance, it will actively stabilise itself by flowing less to the pipe that is more full

#

if you want to put 6 generators on one line and 10 on another, yeah, that becomes an issue

#

but generally best not to do that

mellow lake
#

How do I do the pipes

crimson moat
#

you're probably trying to move too much fluid through one pipe (the center one)

mellow lake
#

266.67 fuel

crimson moat
#

mk.1 or mk.2 pipe?

mellow lake
#

2

crimson moat
#

what's the issue exactly

mellow lake
#

One of my fuel things goes yellow

crimson moat
#

if you've checked that all of the clocks and numbers are correct, you can try using 2x as many pipes (like 2 instead of 1 to move HOR to fuel or whatever)

#

carrying less than before

glass harness
mellow lake
#

Like this?

#

So they on the same junction?

glass harness
#

Well cant make too much out of the screenshot but yes

mellow lake
#

It’s not a screen shot it’s a picture

civic bronze
#

discovered item teleportation (apparently these are connected lol)

opaque quartz
#

Put the generators on stand by, let their buffers and the pipes fully fill up

mellow lake
#

I hate pipes

opaque quartz
#

Also double check your math (fuel amount vs generator count)

crimson moat
#

stress testing distribution of 600 from 1 pipe into 96 generators (6.25/min each) - via splitting into 12 manifolds of 8

#

(IK it's not even since i expanded it, shouldn't matter)

glass harness
#

If you like the looks. Great but otherwise simpler solutions work too

crimson moat
#

tl;dr

junctions split nicely, evenly, with no issues

if splitting unevenly like a manifold, limit the amount of junctions in series and limit the utilised % of pipe capacity to control backflow (ideally to <=8 connections and <=25% of the pipe's max flow rate, but a lot more may work)

Those manifold numbers are extremely conservative but i don't see a good reason for them not to be

glass harness
#

Fluid issues are always 1. Trying to fit more than it can handle. 2. not looping it back so backflow 3. Gravity

crimson moat
#

A manifold loop is essentially the same as making an extra row with another split in half here, that's why it helps.

It splits the 600 input into two smaller inputs, 300+300, and it makes it so that liquid has to go through half as many junctions in series to reach the furthest machines.

It helps a lot, but one split is not always enough. Having an approach with banks of machines that are of arbitrary length allows you to choose a size that works with margin to spare, lots of it if you want.

#

you can also split much more pretty than i did there, will get back to that later

#

it's stable (this machine is the furthest from the fuel source)

glass harness
#

What I was trying to say, the first junction is what does the trick here. otherwise its just matter of how you want to put them down.

#

for 2 lines of machines the end parts looping to each other is the other way to do it

#

aka not cramming 600 into one pipe

civic bronze
#

turning on new power plant like YES SAVE ME

#

i guess i can disconnect geothermal now

civic bronze
#

almost 2h later, it finally flatlined πŸ₯΅ ⚑ for this build to only have couple not connected belts and pure oil node mixed places with where normal node was supposed to go - i'd say it went smooth (gotta love math)

thorn bane
crimson moat
thorn bane
#

thats how the "just loop it" approach works
300 coming from the start 300 from the end

crimson moat
#

yeah, that breaks if you do non-overclocked turbofuel for example

#

you cant manifold 40 things on a pipe even if it's only at 300/600, the backflow starves consumers

thorn bane
#

oh really? the 300 hits a limit?
when i tested it i couldnt get it to break

crimson moat
#

ye

thorn bane
#

ye i guess 7.5 is very little hmmm

crimson moat
#

there is a.. flow inefficiency ratio which is dependant on how many imbalanced junctions you have in series. And it has gone completely to shit long before 40 of them.

vapid gorge
#

Number of input pipes and volume each machine consumes both affects stability

#

The more each machine consumes and more input points , the less stable

thorn bane
#

ye i never tested with as low as 7.5

crimson moat
#

i figure ballpark maybe 15 to 20 things is okay on a half pipe

vapid gorge
#

Pre 1.0 I got like 40+ TF gens on a non looped pipe because flow input was so low

#

Also at the same time, 25 input points to refineries on the same side couldn’t even be stabilized with a loop

crimson moat
#

It becomes quite sensitive to many minor aspects of the design i think

thorn bane
#

actually ye now that you mention it i always build it like this which does break it down into 150

crimson moat
#

Ye

#

Some people may try to do this

#

and that does not work

thorn bane
#

yeee true that would be an issue

#

i wonder if its better if you feed them from above instead of ground level
now that you can blueprint gens it might be worth doing it
but needs some testing

crimson moat
#

I think it might help a little for the pipe going out of the main feed pipe and into the gen to be downhill, but if it does, not by a lot

#

it will tend to fill up until it's full enough to flow back, before the fluid moves much further down the feed pipe

#

you can't fix too many junctions in parallel by flowing down. You might be able to get a few more before stuff breaks

#

splitting evenly in junctions to lower used pipe capacity is a fundamental fix though

#

so if you have issues it's probably best to just do another equal split

#

So i guess that a near if not absolutely optimal solution is to deliver liquid in 600/600 pipes, and then at the destination equally split that pipe enough times to be confident that the flow+backflow won't exceed the flow rate of the pipe - and then manifold the resulting pipe arms.

#

This kind of testing lets us say very specifically that high utilisation % pipes aren't the problem, junctions aren't the problem, but it's specifically an interaction with asymetrically split junctions (e.g. 15 going one way, 575 another -- as opposed to 300 going one way, 300 another) that causes fluid to flow back and forth through the junction (rather than uniformly in one direction) and thus effective flow rate to choke to only a fraction of the actual flow rate.

thorn bane
#

to my understanding it is because of the whole "water hammer" thing
the machine is open, eating all water causing it to flow into it at like 200
then the machine shuts off the flow completely which causes a huge backflow of the 200 that just tried to get into the machine since its running into a dead end
this 200 then flows backwards mixing with the 600/min causing the pipe to restrict flow since it cant flow at 800/min

crimson moat
#

we can prove that it's not even getting that far before it breaks by using valves

#

the problem happens in the junction and the 3 (or 4, if it's feeding to both sides) pipes connected directly to the junction

#

The junction does this

#

the excessive flow off to the side (more than is being consumed) causes that pipe to fill excessively while the forward pipe isn't as full, which then causes it to flow back through the junction.

#

The flow does adapt, mostly, but not entirely

#

and that counts multiple times against the flow rate limit of the pipe

#

so effectively you take e.g. 150m3/min of flow rate to actually move 100m3/min of fluid

#

the effect is also cumulative, so each additional junction in series causes additional backflow and effectively reduces the flow capacity of the pipe further

#

the problem doesn't exist when you split a pipe evenly into 2 or 3 via a junction

thorn bane
#

why pipes doing 600/min doesnt work in long manifolds

crimson moat
#

The consumption of machines not being constant probably plays a role in preventing the system from balancing properly yeah

#

it doesn't have time to stabilise before the next "gulp", which screws it up more until the one after, and so on ad infinitum.

thorn bane
#

ye the machines are on/off rather than constant consumption

crimson moat
#

overflow, while being the property that makes manifolds work in general, is actively really detrimental in pipes because the bidirectionality makes it go backwards instead of just sitting in place

and since junctions aren't valved themselves, pipes aren't valved themselves and valves can't be directly attached to a junction, you can't effectively mitigate that (which begs the question of why valves are ingame at all)

#

It's not so detrimental that manifolds aren't useful

#

but you must take backflow messing up your effective flow into account and correctly mitigate it or your manifold will not work properly

wary tulip
#

Would not having a small tank work to mitigate that hammering effect? So long as the tank is not fully filled… it should take that hammering back into itself and mitigate the flow, correct?

crimson moat
# wary tulip Would not having a small tank work to mitigate that hammering effect? So long as...

The ones at the start of the manifold would start to fill up, then flow backwards into the feed pipe. There's no effective way to prevent that if you're consuming 15 but the junction is pushing 300 into that exit, the extra 275/min will fill up whatever is on that junction exit.

Stuff like abusing headlift comes to mind (making the fluid prefer to flow forwards, rather than fill a tall buffer on a side path because it's higher up) but it doesn't fix the issue at all because that buffer will fill up enough to take priority over the main input, and then it will flow backwards.

thorn bane
#

would need a tank before every machine right?

crimson moat
#

the 300 sideways will fill any pipe or storage until it flows back UNLESS you are consuming 300 from that pipe, at which point it's not a manifold any more

#

being unable to flow sideways because that way is full is the only way that fluid actually moves down the manifold

#

but the same thing causes the stuff to flow back from the side to the middle pipe

#

so i don't think you can actually "fix" it

#

being unable to flow sideways because that way is full is the only way that fluid actually moves down the manifold

If you think about it

#

a 600 pipe connected to 30 things with a manifold

#

is trying to give 300/min to the first machine, 150/min to the second, 75/min to the third, 37.5/min to the fourth.. and so on

#

the when you open the pipe, the 30'th machine in the chain gets 0.000m3/min, essentially if not literally nothing. Fluid only gets there because all of the side paths are full or blocked already

thorn bane
#

junctions dont split even 50/50 though

crimson moat
#

if you have 1 full input pipe and 2 or 3 empty ones, they will split into 300+300 or 200+200+200

#

and furthermore they will self-balance to maintain that ratio (if one pipe is fuller than the others, it will recieve less fluid and they will recieve more until they're equal again)

thorn bane
#

pretty sure ive seen junction split 400/200 in a T section
also the flow fluctuates alot and not always with both in the same way

crimson moat
#

You can force it to split unevenly via overflow but you have to utilise an additional mechanism, one that can degrade the pipe performance. When you first plug it in, it will send 300/300 each way until the side only consuming 200 is full.

oblique hollow
oblique hollow
vapid gorge
thorn bane
oblique hollow
#

unless you put it vertically

thorn bane
#

isnt that the whole reason that the VIP works? that junction prefer straight lines of input/output

oblique hollow
#

VIP is vertical

#

and its a junction pair

oblique hollow
#

and it seems pipes have some tolerance for imabalances. 1% - 0.5% difference in content is tolerated and wont lead to flow rate adjustments
(currently testing the precise tolerance)

oblique hollow
#

correction: it seems it allows a 40% deviation from the "expected pressure"

#

basically: if you have 2 exits on a junction, the junction expects to be able to do a 50/50 split
and thus it expects the appropriate pressure in each pipe (dependant on pipe mk)

#

for a mk 1 pipe split in half, this means it expects 50% pressure in each pipe (on flat pipes thats 50% fullness)

#

if the pipe now for some reason fills up to a higher fill level, the junction tolerates that difference

remote flame
# crimson moat backflow isn't caused by not looping it back, it's caused in a manifold because ...

If you wanna have fun with fluids looking at wild backflows/sloshing, this is an elegant 'sandbox' setup to play around with. Junctions do not have a flow limit going in or out of them, hence these water extractors at 250% each can feed the buffer at 1200m^3/min through a single junction. Then just tweak the flowrates from each line (clockrates), pipe mk's (1 or 2), maybe slap some valves in there to see how it changes the behaviour.. Basically this thing exaggerates the living hell out of sloshing and gives valves some real justice when close to the junction either side, I've seen 800m^3/min slosh effects while wasting time in satisfactory trying to get the worst possible effect haha

each and every time I've played with it, Once you create a pipe 'loop' on the extractors, no matter what I did, it always came good and supplied what I expected at the buffer, hence why its justified to just default to the 'loops just work'. But I have seen valve setups work good in here too! especially when set to the right numbers you expect

Sinking the buffer 1m lower in to the foundations from that screenshot shows even more cool behaviour (I say cool but this could definitely give people nightmares why haha) since the junction is then exactly at half the height of the buffer. On some different pipe/valve combos I've used, once the buffer gets above 50% capacity, it is above the height of the input pipes, which starts to create sloshing in the input pipes lol

(this isn't really related to any of the above topic, but its cool to play with!)

oblique hollow
#

i mean, if you give a junction an imbalanced supply, then of course the pressure differences will come into play

#

even a simple 120 from one side and 240 from the other will lead to the 120/min line sloshing around due to needing to fill up enough to "match" the pressure from the 240/min side

wintry jewel
#

quick question for you pioneers.
i was working on my nitrogen factory when i saw that the train for my SAM production was stuck on one of the ramps going up to it's next stop. it's 14 freight cars and 2 locomotives long. now i already know the recommended locomotive:freight car ratio is 1:5 so should i add a third locomotive?

dusky dust
#

If your train doesn't have enough oomph to get up an incline, then yeah, adding another engine would be a way to fix that without having to reengineer much else. Other options would be to divide up your lines so that the individual trains don't have to be that long, of course

harsh schooner
thorn bane
harsh schooner
#

i dont see a problem with it

#

other than it not working at 100% efficiency

opaque quartz
#

other than it not working at 100% efficiency

wind spade
#

@proud sigil pick any that you like. There's never a wrong choice, all recipes are good in ceratin scenarios and you can get all of them anyway. Whether you like their advantages and are fine with their disadvantages is fully up to you

#

if you don't know, just flip a coin or keep them until you decide later

dreamy nimbus
#

Nitro Rocket Fuel vs Rocket Fuel (for the same amount of Rocket Fuel / min)

-NRF
Pros : Less Crude Oil, Less Logistics, Smaller Factory, No Iron
Cons : Need Coal, More Sulfur, Nitrogen Gas and Water

-RF
Pros : No Coal, Less Sulfur, Nitrogen Gas and Water
Cons : More Logistics, Bigger Factory, Need Iron, More Crude Oil

#

NRF is so much better for "just" needing coal for me

thorn trail
#

not sure how Nitrogen Gas and Water can be a pro for one and a con for the other

#

or is the Less and More supposed to be including those

opaque quartz
#

the nitro recipe requires more resources relative to the vanilla, in exchange for not needing to make nitric acid. it can also be unlocked earlier (since nitric acid requires the particle enrichment milestone)

thorn trail
#

it was the wording that confused me

civic bronze
#

The only downside i would say for me is just sheer amount of sulfur it takes, as i've used exactly 1/3 of the map's worth for it

fierce ruin
#

what do i pick

#

why 2

#

@thorn bane

dreamy nimbus
urban marsh
# fierce ruin what do i pick

Unless you need one of them right now i wouldn't take either one, if you keep them without selecting, the next hard drive you scan will not be able to get those 2, so you get more options

#

But in general terms i would say bolted plate is more commonly used since caterium is a rarer resource

fierce ruin
#

when do i use them things?

urban marsh
#

what things

opaque quartz
#

Alt recipes just give you options

fierce ruin
#

bolt plates and fused wire

opaque quartz
#

Different ways to make reinforced iron plate and wire (respectively)

fierce ruin
#

yh but for what reason, do i need them?

opaque quartz
#

They are there to give you options

#

Alt recipes always have tradeoffs

thorn trail
fierce ruin
opaque quartz
#

Fused wire, for example, makes more wire but requires you to add caterium to the mix. The default recipe only needs copper

#

So if you find yourself needing a ton of wire and have caterium available? Might be a good choice

fierce ruin
#

drastic reductions can be done

#

Oh my this is beautiful

#

so, uh, what do i use for transport? a belt, train, or some car?

dreamy nimbus
dreamy nimbus
civic bronze
thick plank
fierce ruin
#

i only need 78.75 of the ore

#

but itll be a massive pain making a long ass belt

dreamy nimbus
#

caterium computer ?
in what recipe

civic bronze
#

Just belt it

#

Not worth setting up train for this amount

#

Noone will see this belt

thick plank
dreamy nimbus
#

I'd rather use the normal computer than caterium computer just for the computer since computer only needs copper and oil (+water)

thorn bane
fierce ruin
#

fun length

dreamy nimbus
fierce ruin
static yoke
#

I just made a Radio Control Units factory using Caterium Circuit Board and Caterium Computer recipes. It was actually rather straight forward.

#

Quick wires were needed for AI Limiters, so just making more of them was relatively trivial.

civic bronze
#

i've been enjoying putting my whole save in modeler - being able to interconnect different plans/factories there (about 90% done) just wanted to share

harsh mason
#

I've just started using the modeller too. It really helps me compared to the online calculators because I can tweak things midway through a production chain to model overflow

dusky wren
#

did anyone calculated how eficient fuels are ? i need some energy (100-300gw) for future and it is the best to make fuel/turbo/rocket/ion fuel?

dusky dust
#

For Fuel -> Turbo -> Rocket, there's a clear escalation of power production. If you've got access to Rocket Fuel, most folks will go for that (assuming you don't mind endless fields of fuel gens)

robust raptor
#

If you're wondering which consumes the least resources, it's up to what you want to consume

dusky dust
#

Ionized Fuel is sort of the one exception; it takes so much energy to produce that it's not worth using in Fuel Gens

robust raptor
#

Diluted fuel only consumes oil, but consumes a fair bit of it

jovial moon
#

Like, i never understood the modeller hype, its more of a toy rather than something that could help you out, everything has its limited amount, so everything has a constant cost that can be mathematically optimised, narrowing things to using the best recipes, and you dont really have to plan a layout because everything can be manifold

dusky dust
#

You can make Ionized Fuel net-power-positive but you'd have to do a lot of judicious underclocking to get there (and it just wouldn't be worth the bother)

robust raptor
#

Rocket fuel trades a lot of oil for sulfur and nitrogen, which is pretty great, and depending on the alts you use, can require very little infrastructure for the fuel making part

dreamy nimbus
dusky dust
#

Yeah, Ionized is great for those. Just not as a power-producer

dusky wren
#

thanks guys. i was only considering is it worthy to do ion if its that complicated

dreamy nimbus
dusky dust
robust raptor
#

Diluted fuel is surprisingly efficient

dreamy nimbus
dusky dust
#

Whether or not Ficsonium's worth it is a personal question, of course, but it's in a different class than ionized fuel

dusky wren
dreamy nimbus
dusky dust
#

Heh, yeah, specifics depend on recipes, of course, but about 66% of the power you get from Ficsonium goes into making the Ficsonium in the first place

dusky dust
#

Still, on my own (IMO modest) nuclear buildout on my 1.0 save, that was still a net +41GW, which ain't bad

dreamy nimbus
#

I'd rather maximising my power my just sinking the plutonium and spending more time making the uranium/plutonium facilities

dusky dust
#

Technically maximizing nuclear power means doing Ficsonium (and not sinking Plutonium). :)

dusky wren
civic bronze
dusky dust
dusky wren
#

for now i have some small coal power plants and 70gw dilu fuel pp

#

~85gw of power with boost

outer vale
dreamy nimbus
dreamy nimbus
crimson moat
dusky dust
wind spade
mellow lake
#

Is there a cave under that?

#

Where my crosshair is

crimson moat
dusky dust
#

At a certain point you will run out of Uranium Power to produce, and Plutonium Power to produce, and adding Ficsonium will always give you more power than you had before

#

(Which is fine, I'm not trying to convince you or anyone else that they should be making Ficsonium. Just that maximizing nuclear power (for any given amount of Uranium input) means utilizing Ficsonium)

dreamy nimbus
dusky dust
#

(Could get closer to also maximizing power by burning the Plutonium and storing the waste, of course. Nuclear waste storage is ezpz and generally without practical downsides)

opaque quartz
obtuse leaf
#

What is your preferred production chain for supercomputers?
I am using up almost all the bauxite and quartz on the map already, so it will be tough to make enough radio control systems for the OC supercomputer. Batteries will have a similar problem with the super state computers.
Regular supercomputers will also be some trouble I think
I'm aiming for at least 100/m

crimson moat
#

what is your baux/quartz used on?

obtuse leaf
#

fused modular frames and the rest is alclad sheeting in preparation for future ones, but i guess i should re-evaluate the distribution πŸ˜‚

#

my goal is kinda to brutalize myself so space elevator demands are a bit higher

#

phase 3 i needed 100k versatile framework, but i made about 800/m tired_jace

crimson moat
#

electrode and pure aluminum ingot saves on a lot of quartz for a little bauxite

#

you are gonna run out of resources if you try to make 10-100x more of stuff than usual, you can do it at p1-p3 but p4 is way heavier

obtuse leaf
#

i have to check
so i am doing sloppy alumina -> electrode alu scrap -> pure alu ingot

crimson moat
#

that doesn't consume quartz

#

so you must be using it somewhere else

obtuse leaf
#

oh - the quartz is being consumed by the oscillators for electronics manufacturing

#

at some point i'm going to have to either give in a modded "mk4" miner or stop trying to produce so many/m, but we'll see

crimson moat
#

supercomputers like this kind of is electronics manufacturing

#

just with a big scale up that you likely dont have resources for

#

since you already scaled up with mods

obtuse leaf
#

ah yeah all the computers/etc are being consumed by adaptive control units, so that has to come back somewhat probably

obtuse leaf
topaz sundial
#

Im gonna need 1e+2 Paleberrys

pulsar lagoon
#

do you like the bus system?

pulsar lagoon
topaz sundial
#

theyve achived mitosis

obtuse leaf
topaz sundial
#

and red obital strikes

pulsar lagoon
viral sparrow
#

not to that extent by any means

pulsar lagoon
viral sparrow
#

mod

topaz sundial
obtuse leaf
#

it's a mod that multiplies them

topaz sundial
#

My mod?

pulsar lagoon
topaz sundial
pulsar lagoon
#

am doing just 5 xd

obtuse leaf
# pulsar lagoon why play like that? it seems much harder

i know that whenever i finish ph5 i'll probably never touch the game again, so dragging it out
this is also like the 40th time i've started a world probably, but the "final" one, so i have a fair bit of knowledge of the basics although not so much of late ph4 and none of ph5

topaz sundial
#

Do not ask why i have so many

pulsar lagoon
wind spade
pulsar lagoon
#

the first 500 ish was like just doing nothing

pulsar lagoon
#

i love it, before was really hard

wind spade
topaz sundial
#

Can i have some help or is my base owned by them now?

viral sparrow
viral sparrow
topaz sundial
#

i just got about 125K in my envintorry all at once

#

these things are dying or my soul is

#

Megalovania just starts playing

#

wait how did they spawn in there?

#

my base is in the sky

viral sparrow
#

my concern is how is there so many

empty quartz
#

Replaying the game for 1.1 bc why not… and just remembered how much this game kicks you off a cliff after phase one

topaz sundial
empty quartz
#

Why the hell do y’all play w booty graphics

viral sparrow
topaz sundial
#

i threw three clusters at it and it didnt die

viral sparrow
#

throw nukes

#

or use explosive rebar

#

idk if that actually deals splash damage if theres multiple in one which there seems to be there

topaz sundial
#

it took 15 at once

#

in the air.

#

Now the next corner.

#

it has the OP stingers

outer vale
#

which part of this is math and which part is meta?

pulsar lagoon
pulsar lagoon
thorn trail
pulsar lagoon
dreamy nimbus
wind spade
pulsar lagoon
#

what would happend with this set up?

#

can drone fuel 1 go to 2 drone ports?

pulsar lagoon
wind spade
dusky dust
#

Priority Merger's gonna encourage more bus users, I'm guessing. :P

pulsar lagoon
dreamy nimbus
#

isn't that insane wait a min ?

#

I've just plugged a factory of 5 Alien Power Matrices in Modeler and get a result a 33'982 MW used max

thing is, it doesn't require a ton of different factories, but it requires a lot of the same factories

opaque quartz
# pulsar lagoon what would happend with this set up?

this should work. set up one drone port as the outbound fuelling port, and then build however many remote drone ports to "fetch" from the fuelling port. build the drone on the remote port and manually fuel it one time (enough to make the trip to the fueling station). it looks like this is how you have it set up

opaque quartz
crimson moat
dreamy nimbus
crimson moat
dreamy nimbus
#

true and there are like 100

#

that leaves you with 60 sloops for your world, that's a lot no ?

crimson moat
#

a lot less than 100

dreamy nimbus
#

because 1.3^4 = 285.61% boost

#

that's huge for just 40 sloops nah ?

#

I mean I guess power is never really a problem but still

crimson moat
#

40 sloops and all of the power matrices

#

it's also not 1.3^4

it's 100% +(4*30%)

dreamy nimbus
#

it's 30% per machine though

crimson moat
#

yes and they stack additively, not multiplicatively

dreamy nimbus
#

who tf said that they stacked multiplicatively then

opaque quartz
#

wiki has the formula if you want to math it out: https://satisfactory.wiki.gg/wiki/Alien_Power_Augmenter#Usage

Official Satisfactory Wiki

The Alien Power Augmenter (APA) is a powerful amplifier-building that generates 500 MW of power and boosts the total power capacity by 10%. If supplied with five Alien Power Matrices/min, the power boost becomes 30%.
The total number of APAs which can be built is limited due to their construction requiring...

crimson moat
opaque quartz
#

For example, existing generated power produced is 5,000 MW. Building an APA generates an additional 500 MW, bringing the base production to 5,500 MW. Next, the base production (5,500 MW) is boosted by 10% multiplier, resulting in a total power capacity of 6,050 MW (5,500 MW + 550 MW = 6,050 MW). If for example two augmenters are built, the base capacity becomes 6,000 MW (5,000 MW + 1,000 MW ), and is then boosted by 20% becoming 7,200 MW (6,000 MW + 1,200 MW = 7,200 MW).

dreamy nimbus
crimson moat
#

well, it's not

#

you can choose to spend 40 sloops and make all of the power matrices for 2.2x power gen, or you can just build 2.2x as much power

augmentors are more useful when gross and net power are closer together, like for ficsonium, as the gross power is multiplied rather than the net.

#

for example if you make 100gw and consume 80gw, then your net is +20gw

but 4 augmentors turns that into 220-80 = +140gw net.

#

which is 7x as much net, useful power

dreamy nimbus
#

what

#

it doesn't take the whole power you produce but only the one that's being used

crimson moat
#

Augmentors multiply your gross power

dreamy nimbus
#

what do you mean by gross power

crimson moat
#

Total power gen

#

for example if you spend 80GW to turn waste into 100GW of ficsonium, you only get +20GW out of it because you spend 80GW to produce 100GW.

dreamy nimbus
#

isn't your capacity supposed to be your max production though ?

#

but nuclear plants only work IF you need power

crimson moat
#

However if you use 4 augmentors, your 80GW of processing costs stays the same but now produces 220GW of power.

The sum becomes 220-80 = 140, instead of 100-80 = 20, so you get only 2.2x the gross power but 7x the net.

dreamy nimbus
#

I'm analysing

dusky dust
dreamy nimbus
crimson moat
#

same time as the valved pipe

dreamy nimbus
#

valves suck

#

theyre weird

crimson moat
#

Valve and valved pipes are two entirely different things

dreamy nimbus
#

you really did meant valved pipes ?

#

what will be the point of valves then ?

crimson moat
#

what is the point of valves now

dreamy nimbus
#

fair

crimson moat
#

they can't force directional flow through a junction or connector (like a pipeline support)

but if valve was part of the pipe itself, or part of the junction, it could

#

think smart splitter that can toggle flow directions on different connections, or pipe that only goes from A to B and not back.

#

They probably don't wanna do that though because it basically makes pipes into belts with headlift

dreamy nimbus
crimson moat
#

but the 100mw gets multiplied by the power aug, not the 90.

#

Ficsonium takes it to an extreme where it's like, you must spend 80gw processing it to make 100gw of power.

#

so it's much more appealing to get (100x2.2) from your 80gw, rather than 100.

dreamy nimbus
dreamy nimbus
#

100*1.4 = 140 ; 140-80 = 60GW of profit
100*2.2 = 220 ; 220-80 = 140GW of profit

crimson moat
#

I still don't think that you are understanding gross vs net, and why having power augmentors or not makes it better to use certain types of power

dreamy nimbus
#

10ppm alien power matrix factory might be even bigger than BWP 1ppm

crimson moat
#

but yes, each one has less value than the one before it

dreamy nimbus
#

which can make it more appealing to the player to make harder power plants

#

It took me a while to understand but at last I did

crimson moat
#

"gross" refers to a total amount before any deductions, while "net" refers to the amount remaining after those deductions are made
Yeah, think you got it other than this backwards πŸ˜„

dreamy nimbus
#

fuck

crimson moat
#

spending 10gw to make 100gw
= gross 100gw, net 90gw
if we add an APA then the net increases from 90 to 120gw (+33.33%)
if we do it again it increases from 120gw to 150gw (+25%).
A tenth APA is only +8.33% net power

spending 80gw to make 100gw
= gross 100gw, net 20gw
if we add an APA then the net increases from 20 to 50gw (+150%)

So you can see that the APA is much more valuable when you have fewer of them, and when your power plant is consuming a large percentage of the power that it generates. Ficsonium-based nuclear is the best case scenario for using APA's.

dreamy nimbus
#

oh gross power being the power made and net being the actual profit when you remove the power it took to build the plant

crimson moat
#

yep

dreamy nimbus
#

thanks for your insights

#

btw I like your pfp, it reflets the calm and composed person you are

#

like you deserve it or something

empty maple
#

haha wow, I was going to share some knowledge about nuclear power waste chains, but ya'll teachin me. TY math nerds. you're the best

#

like i'm rethinking my entire nuclear setup with sloops now...

tawdry blade
#

Red- any undefined
Green- overflow, into awesome sink

Conveyor lift feeds back into the storage- to keep it cycling.
Overflow should only occur once the storage is actually full,
correct?

thorn trail
#

if you put the smart splitter at the entrance to the storage you won't have to loop it

tawdry blade
#

Yeah no space there left. But I will remember for next time.

thorn trail
#

that splitter configuration will also limit the speed of the DD filling to half of the belt speed coming out of the container

pastel obsidian
#

You would want to put the overflow splitter before the storage for overflow into a sink

crimson moat
#

Cleaned up example of distributing a 600/600 pipe of fluid to many consumers via split manifolds

#

This particular example splits 1 pipe into 12 equal arms, but as few as 3-4 arms is probably sufficient for any reasonable setup

wary tulip
crimson moat
#

If you put 96 consumers in one serial line, even if you feed it from both ends, you can get problems. If you split like this then it's extremely robust while adding little complexity or build work (though again, 4 arms is probably fine)

pastel obsidian
crimson moat
tawdry blade
#

I have heard sloshing is caused by pipes that arent elevated above the end point, resulting in backflow into the main pipe, which then hempers throughput

civic bronze
#

Maybe it works like that, but i wouldn't call it a "cause", sloshing is just what pipes do/ programmed to do

pastel obsidian
#

Sloshing is just pipes trying to balance themselves, it only becomes an issue when the pipe doesn't have the capacity to handle the extra volume

tranquil siren
#

Making 3600 steel ingots/min at new iron project. Is an 80:20 ratio of Pipes to Beams reasonable?

dreamy nimbus
frosty owl
tranquil siren
topaz sundial
#

Um what happened to my reactor?

civic bronze
#

Math happened

frosty owl
#

A cosmic ray flipped the "visibility" bit of that building

wind spade
pastel obsidian
topaz sundial
wind spade
#

@charred delta all alt recipes are good in some scenarios, just pick whichever you like or flip a coin if you don't know. You can get them all anyway

viral sparrow
hoary wigeon
#

ouchy me brain

wind spade
#

completely unreadable lol

hoary wigeon
#

for you*

wind spade
#

definitely not just for me

hoary wigeon
#

once you embrace the spageth you cant really go back

#

oooo wait i had forgotten that sommersloop existed

#

how many are there in the world ? like 108 or smth ?

fallow siren
#

106, 3 for mam

hoary wigeon
#

oh alrighty

vapid gorge
oblique hollow
#

i finally did it and went down full insanity path:
trying to model SF pipes in Excel snuttcursed

vapid gorge
#

I'm pretty glad I can't read any of that either xD

oblique hollow
#

Biggest pain is getting it to work like ingame

oblique hollow
#

thats all you need to know

vapid gorge
#

are they individual , non connected pipes?

oblique hollow
#

this is a pipeline made up of 5 segments with a source (left) and sink (right)

#

they are all connected

vapid gorge
#

riiiight. How do you decide how much 'pressure' there is/

oblique hollow
#

pipe content

#

as they do ingame

#

problem is that this isnt close enough to ingame

#

as pipes can have the same content and still have flow

#

in my model here, only a content difference leads to flow

#

and getting it to act stable with equal content is a p a i n

#

In SF, pipes determine how much outflow they can have based on their content.
With vertical pipes, it is the same, minus vertical differences

vapid gorge
#

I'm very happy you managed it. For you. I'm.... not even going to try to break it down after 3 months of insomnia

arctic saffron
#

@crimson moat does this work?

#

its 10 ontop and 10 below and 200 in from left

oblique hollow
#

but its a start i suppose

oblique hollow
arctic saffron
#

rocket fuel

storm imp
crimson moat
oblique hollow
#

thats only 41.666/min for each floor

crimson moat
#

i prefer not to vary height with the same pipe but it's probably not an issue

oblique hollow
#

unless you overclocked em

arctic saffron
oblique hollow
#

aight, works out

#

should be fine

arctic saffron
oblique hollow
#

though the input should be a mk 1 pipe if its only 200/min

arctic saffron
#

i have a 600 pipe going into 3 mk1

crimson moat
#

mk2 will always be better than mk1

oblique hollow
#

i prefer not to use a mk 2 if its not needed

#

200/min input => mk 1 suffices, has 100/min spare capacity

#

PLUS, it goes into a junction that goes only into a mk 1 anyway

#

so why have a mk 2 on top

crimson moat
#

The way that i look at it is that mk.1 can break a setup via overloaded flow rate, but mk.2 won't harm it, right?

arctic saffron
crimson moat
#

you can even limit a mk2 to 300 with a valve

oblique hollow
#

its better to use the lower mk IF there is a junction on top where you split this from

arctic saffron
#

thats the rf being made

oblique hollow
#

lower pipe mk is better than valve when connected to a junction
because you cannot put a valve directly onto a junction

#

the junction can deal with it more easily

#

because it doesnt expect to be doing an equal split into mk 2 pipes when the connected pipe is mk 1

obtuse leaf
#

also if you set a valve to 300m3 it lets in more than 300m3, but a mk1 pipe won't

oblique hollow
#

pipes, pumps, valves - they all terribly round the flow rate

vapid gorge
oblique hollow
#

the actual flow is pretty accurate

crimson moat
#

Yeah, my 600 splitting into two reads as 2x298.

#

but it doesn't starve, and it would if it was any less than 300.0

oblique hollow
#

yeah thats just the flow rate display at work

#

same way you sometimes get pipes that have a flow of 0 in a looped network

#

but you can bet that there is flow

obtuse leaf
#

that's good to know

arctic saffron
#

would make it simpler

vapid gorge
obtuse leaf
#

simpler is boring!

vapid gorge
#

don't merge all of them in the first place

#

It's less boring than just making a sky factory over a cliff

obtuse leaf
#

world grid is overrated, embrace lack of grid

crimson moat
vapid gorge
#

better to not have them merged in the first place. As simple as possible. As few splits and merges as you can manage

topaz sundial
arctic saffron
#

so that or?

#

and then 20 on eat side in a manifold

wind spade
#

I'm saying to them to pick what they want

arctic saffron
grave grove
#

Haven't played in awhile but it is still a strat to increase pipe valves by 10% to allow for proper recycling flow? Most specifically the encased uranium cell recipe.

junior escarp
#

is there a way to make factory layouts not in game?
Trying to make a factory for both motor and stators :P
(sort of like plan it out first hand before i start building it)

dreamy nimbus
junior escarp
#

sort of yeah

dreamy nimbus
#

Satisfactory Modeler, on steam

junior escarp
#

ty

dreamy nimbus
#

np

junior escarp
#

not really the thing I was looking for but it's still useful
Like how to actually make the layout, where to put the smelters/foundries/constructors etc.

dreamy nimbus
#

I'd like a tool like that sadly I don't think it exists

#

What I usually do is do the thing in reverse, placing the last bit of factory then working my way around it