#math-and-meta
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yeah i alway do that for all extractor
water pumps as well
pump right after extractor then put it on each indicator if needed then keep it very straightforward
what should I do if one of the pipes is two 120 for a combined 240
as long its not over 300 its fine
2 pumps
1 after each extractor
I would raise extractors to 300 each for bit to flood everything quickly then turn them down to 240 and leave it
ok I think it was a headlift issue
pipes dont seem to be emptying out now
thank you all for the help
sounds like there is opportunity to make more use of nitrogen in your production plan then š
Non-fissile Uranium, Heat-Fused Frame, Cooling Device, Nitro Rocket Fuel, Rocket Fuel, Turbo Pressure Motor are all great.
Yes, in your given situation with 3k excess unused lying around, short to medium term the Quartz Purification route is going to be great, since yes it does give you more Silica + Crystals per Quartz. Long term you might find yourself breaking all that down again though to re-prioritize the Nitrogen and then build Pure Crystals + Cheap Silica anyways.
So I suppose this mostly depends on your planning horizon.
I already have 2400 rocket fuel production going, the 2k usage goes to the most of list you listed, all left to do for phase 4 is beefing my aluminum plant which is introducing in silica after sloppy and electrode aluminum recipe, then start on the rocket parts factory i have planned to be 5/5/2 pm and do nuclear pasta after that
have you considered Turbo Diamonds? 2 Coal + 0.67 Turbofuel per Diamond seems way cheaper than 3 Quartz Crystal.
i dont have turbofuel being produced but it just makes more sense to use up that 935pm quartz crystal byproduct with coal sitting around in the red woods since im using coke coal
im doing nitro blender rocket fuel recipe for the 2400pm which is fed into 230 fully overclocked fuel gens
Man, I just realized how much of a trap the Dark Ion Fuel alt recipe is...
Build the refineries right next to the oil extractors, move the finished products long distance instead
Woah scrollback, sorry
Does Rocket Fuel actually pack into canisters at 2m^3 per 1 full canister or is that a mistake on the Satisfactory Calculator site?
Depends. The default recipe is good for sinking synthetic shards as they canāt be sunk directly. The alt is good for soaking up excess dark matter crystals
Heh, yeah, that's one where I struggle to come up with a situation where I'd use it. If I want to get rid of crystals, I'll just sink 'em. And if I've got the spare rocket fuel already I'd rather burn it than turn it into Ionized
Rocket fuel compresses 2:1
The compression from having to package the rocket fuel just isn't worth it on that one
Nitrogen compresses 4:1
But the alt makes 12 packaged Rocket Fuel into 10m^3 of Ionized fuel.
So that's 24 Rocket Fuel to 10 Ionized... and Ionized Fuel is less than double the energy per unit compared to Rocket Fuel.
Oh yeah, forgot that the dark ion alt eats the tanks too
Ionized fuel is not great for power production in general. It is good for jetpack and drones, however
Even if it didn't, Ion Fuel doesn't compress when packaged.
why not just sink the crystals?
You can do that too
Just depends if you want to do something āmore usefulā with extra dark matter crystals
ye true
Yeah, I suppose as a production line for your jetpack/vehicle-fuel needs, Dark Ion might be good, if you've already got the spare crystals
I was thinking whenever I do my next playthrough I'd probably go all-in on Dark Matter Trap, so I'd presumably have plenty without much of a use for
isnt power shards the first thing you make out of crystals anyway
Not necessarily. Synthetic power shards are completely optional (and require MAM unlock). But DMCs are a required ingredient for phase 5 elevator parts
oh and you use turbo diamonds and the the compacted coal from ionized fuel
full circle 
idk it was the first thing i did when getting to tier 9
i worried about the space elevator parts later
In my current (second) playthrough, I havenāt done synthetic shards at all. I still have 900 in depot/storage just from sloopād slugs
Iāll probably go build a shard factory for funsies again like I did the first time around
Could do; I didn't do them until post-game 'cause I had plenty from slugs alone
But yeah, I can see them being a priority
the 100 power shards to unlock was kinda a lot for me xd
some purple slugs with slooped constructor makes that easy
You know, now that I look at it, the Dark Ion Fuel recipe processes like 5x the fuel per Converter compared to the base recipe and doesn't require a Quantum Encoder anywhere in the production... the whole point of it might to be Slooped.
Dumb question: Space elevator will never get updated with 6 more inputs so we can dedicate each input for each project part?
Probably never.
remove the buffers
The question is totally not prompted by me forgetting to set a strainer under the belt and the parts have been going into sink.
Has anyone used converters to make more than 100 fully overclocked nuclear power plants?
probably. There's always a weirdo or two trying to find 'the maximum converter uranium set up'
I did some quick math and, leaving 300 Bauxite for plutonium, and somerslooping all the converters, you could get a total of 8100 Uranium
Oh
I guess I'm that weirdo then
and considering you can do 252 w/o conversion that's not much of a thing
well not fully overclocked
but you can do 101 basically fully overclocked no conversion
B-b-but... 2 million MW...
well with no conversion you can do 50.4 rods.
that's basically 101 fully OCed npps already
Yea but I did the math and I could get 388~ fully overclocked
ok then?
also your math is wrong
it's 512
probably more since this doesn't include slooping
It only sloops the uranium converters
but duping mechanics are basically just creative mode imo
this doesn't do that either
But got that by going
(8100/62.5)*3
I don't know what to tell you. Did you click the link?
Yes
then you'd see that putting sloops on just the uranium conversion doesn't help since you are at the limit for a bunch of other resources too
simplest thing to do would be to just sloop teh rod machines
a few of them anyway
Hm
I should check my math on the others
How many generators do you need if you're pulling 2400 Rocket Fuel off of a 600 oil node?
all the other fuels have nice even numbers for easy math, but Rocket Fuel just has to be different.
won't you run into a rounding issue eventually? or is that decimal so small that Satisfactory's internal math ignores it?
barely noticeable
2400/4.1667=576
so 576 generators
and 576/2.4 is 240 generators
so I'm guessing you break it down further to 4 sets of 60 generators
That's still a lot of space needed.
i mean youre making 144GW
whatd you expect
am i gonna have pipe problems if i overclock nuclear plants to max so they need 600 water each ?
what problem? 600 water is one mk2 pipe
no its fine if dont have too long manifolds
so dont underclock the water extractors i guess xD
i dont know i just always had problems with pipes im scared t try it
Ahem, 600 fluid/minute pipe āfeatureā says otherwise. In this case itās not really an issue as the manifold required is very simple.
its just one input of 600, you wont get pipes problem
merging 300 with 300 to 600 is perfectly fine
its only if you split 570 and 30 that you get probelms
most people had the problem when they are doing 600/min pipe on long manifold system
but this is just one input of 600
for npp
yes 2 fully over clocked water extractors straight to 1 fully overclocked nuclear plant
ye thats fine
ok thanks everyone
The pipe bug generally drops throughout from 600 to like 595, so technically itās not a big deal even if it happens depending on how you set it up.
i can be as bad as 500
most times when people complain its 550
Iām just giving numbers from the extensive testing I did previously.
500 sounds not possible via the same mechanism
i had a turbofuel plant that needs 560Tfuel per min and it still dosent work properly
make a 600/min turbofuel plant from a single line in single manifold (T junction not X)
its gets pretty bad
Hmmm I guess the worst worst case I could see it then.
im turning all the uranium in map to fuelrods with the second recipe it need 37.8k water per min
build it over the ocean and its fine
im builing a the needed materials in dune desert and i think will transport the rods to the ocean in rockey desert i dont know what am i gona transfer it with ive never used drones i think that might be the correct way
its 31.5 rods per min
all uranium in the map? you will get 50.4/min
thats 630GW from just burning the uranium rod alone
i thought about it i dont have enouhg sam in map to to turn it into ficsonium
sloop the sam
loop back the dark matter residue into dark crystal production
cutting the sam cost
use alts to use less sam as much as possible
i didnt know that was possible im still in phase 4
im talking about ficsonium
i might have so stop the planning untill i reach phase 5 then
is there a planner that does sloops
greeny is slacking
1 part left to go to finish Phase 4, I guess I just wait until then.
Rocket fuel is a gas so you can build vertical pretty easily and not worry about headlift
wait what
my current save RF plant is three floors with 20 gens @ 240% on each floor
WAIT ITS A GAS?
Yes
Correct :)
You should be able to do it if you minimize the of plutonium you produce
my rocket plant, 20 floors of gens š
Seeing that rocket fuel fly high š«”
its a gas, no need to worry about headlift
welp never stop learning i guess
So you only need to build the initial refineries and blenders near the surface?
both rocket and ionized are gas
excited photon matters and dark matter residue tho, no one knows what they are but they behave like a gas
They are """gases"""
am i crazy or is rocket fuel not actually a gas in real life?
You can do that, yeah. I have ground level doing all the production and then the floors above hold all the generators
hydrogen is a common rocket fuel, stored in liquid form for space reasons
its as x4077 said rocket fuel is form of gas in liquid form, as it compresses gas so much similarily to nitrogen, they could be hydrogen or kerosene for some, they are always mixed with liquid oxygen as well to make it combustile as gas form, so they are stored as liquid form then turns into gas to be combusted, then there is genre of solid rocket fuel as well, so you can say there is three forms of rocket fuel
so breaking this down into sets of 4, with shards, it's simply 2 refineries into 2 blenders + 2 water extractors into 2 more blenders and that pipe of 600 rocket fuel goes into 60 generators wherever
That's...way too simple for that much power.
you're just used to over thinking things
thats same as my set up, you will get like 140GW out of it
Seaking of power, I haven't got blenders yet so I was about to setup a Diluted packaged fuel plant to turn 600 crude into electricity
But I eventually just went "fuckit" and went with a basic residual fuel plant. Still got me 6.666 GW so whatevs
You can unlock turbo fuel prior to phase 3, so perhaps look into that.
I am aware I just couldn't be arsed
Fair enough. It's a lot more energy, for whatever that's worth to you.
I am well aware, but I know I wouldn't need that much more power before I got to Blenders and I wanted to hunt for artifacts and hard drives while phase 3 was being done so I focused on those instead
is there a better way to optimize this this even more ? i think quartz and quickwire is the easiest way i can build it
What are you trying to optimize
Ugh. Satisfactory Modeler diagrams are much more tiresome to read.
my time building this
162 hours into this save, and I am done with Phase 4
i want to build it with the least resources possible
I've spent like 20-40 hours exploring and shooting things though
Oh and I keep forgetting I basically AFK all of the time. Dinner time? Fuck it I'll AFK for the coupons. Groceries? Why not AFK? lol
Bed time and work time are basically the only times I'm logged out
Okay that's pretty funny
yeah! Itās an AMAZING āugggh i dont wanna do nuclear yetttttā stopgap solution, hundreds of gigawatts from one oil patch!
threw this together in like an hour cause I needed plastic/rubber
200 plastic/min
200 rubber/min
by products are 40 packaged fuel (only cause i need it for my jetpack) and like 1200 MW of power
This is why people talk about rocket power being OP or whatever. Plus you have a bunch of compacted coal byproduct that you could use to make even more power if you want to to go full sicko mode (I use it for black powder / smokeless powder to make munitions)
Edit: derp, replied to wrong message
Crushing it, nice work. IMHO phase 5 is relatively easy by comparison
Dang, you got called for overthinking, while it took me 400h to finish phase 4
Well i afked 3-4 nights, anyway congrats š
For Transporting liquids via rail, do other people just have a line making canisters always, then package the liquid, transport it, then unpack at the destination and sink the empty canisters or do other people dedicate a cart to just always reusing the canisters in a loop?
Just make a buffer of empties and loop them back
No need to have continuous canisters being made
Which Ficsite Ingot recipe is recommended? Iron seems the easiest, but requires the most ingots to convert.
like all alts, whatever is most convenient to your situation
got a bunch of aluminium spare? why not use that
Hey its not neccesary but i think it would be considerate to put spoiler on late game recipes like this
shit ton of iron nearby ? that's a good option
So... my refinery will end up using 26,600 m^3 per minute of water... to make 11.2k rubber and 11.2k plastic. That's 22.1666 mk6 belts of packaged water. And that's without any fuel export.
My first Phase 5 build done, 1200 oil into 120 Time Crystals/Minute
I uhh, may need to work on that Rocket Fuel power plant sooner than I thought
I went with the oil alt because I still had oil leftover in the western islands
I retired my original rubber/plastic plant and used that space along with the 2 normal nodes + the oil well for the 1200 oil
so I need a refinery clocked at 10%?
210/300 = % runs on waste
no, this is just a diagram about ratios.
it can serve for any volume of bauxite
for example, how much bauxite do you want to process right now?
1200
so (90/300)*1200= ?
got 2 pure veins of it atop the arch near islands
that's 0.3 * 1200 = 360?
sounds about right. so the rest runs on waste
from memory it might be simpler to split it into 2x 600 lines though
might be
still got a question though @vapid gorge
well you need a loop like the diagram
the waste water goes back to feed the solution machines
the diagram is very explicit
oh as in looping the manifold? no you generally don'
for example this was for 780 bauxite. Overclocked a fair bit and you basically never need a looped manifold for 2 machines
I mean this
yup yup and you don't
wrong screenshot sry, copy and paste acting up
I can just do a normal manifold?
so... when do I need a loopback pipe?
keep it to 600 bauxite chunks though
almost everywhere else
I'd assume when it's liquids and the pipe is completely full?
gases don't need them right?
gasses often do
fresh water and oil generally doesn't
I mean... I did build loopback pipes for fuel generators that run on rocket fuel
so... if it comes from a machine I loop
if it's fresh off an extractor it should be fine
how about freshly extracted nitrogen?
often not.
these are loose rules though
so... I should add them unless I know explicitly that they are unnecessary
for example if you were feeding HOR to like 3 machines? you could set it up so there's only 1 junction and you likely don't need al oop
if you don't want to have to think about it too much? sure. They never hurt
what about pipe balancers?
no such thing realisitically
if it's just a manifold? prob need a loop
is it possible to do this? sure. But it'll be delicate
so manifolds are still better in this case
so... unless it's this situation, i should loop
well that's good to know
for example this is apparently a load balanced pipe system
but yo uahve to set it up exactly like this essentially. Which isn't really something yo ucan work into most factories
cuz lengths?
same lengths , no height changes ect ect
also also, should I place valves onto manifold outputs?
something else that will help you? keep fluid manifolds into smaller sections than 600 unless you either really need to, or are confident in making neat and tidy systems
no
no valves or buffers
so fluids that flow into machines stay in the machine right?
also, I wanna know, why does pipe flow rates fluctuate that much
is it a code issue or is it actually realistic
realistic to the way they behave
basically it comes down to two main things
fluids are bidirectional.
liquids have gravity priority
from that you basically see all the other behaviours
backflow too?
yup
if you have a fluid manifold and a machine sucks the fluid out of the centre, that creates a gap right?
yeah
so the fluid ahead can see the gap and go 'that's more empty than ahead of me, I'll go backwards'
ah
manifold loops also only work to a certain degree. There are edge cases I've seen where they just can't stabalise a system enough
so fluids always flow from the place of higher pressure to the place of lower pressure
I guess you can call it pressure? they want to go to the most empty spot
and the higher the fluid level, the higher the pressure
or downwards
so that explains this?
I didn't understand the bit about "fluid has a desire to move"
not quite, this just shows how fluid can knock fluid behind a valve backwards
like, I don't get how in the third panel, the pipe is completely full, but on the last panel the fluid has a gap?
I suppose that part's like, taken by a different machine?
because some of the fluid is flowing into the next section
at least that's how I read it
if 1 loopback won't do, can 2 loopback pipes do the job?
unlikely.
the only time I've seen it though is when someone has had like 15 refineries on one side of a long manifold
if they'd had it so they had refineries on each side using teh same junctions it probably would have been fine
do you know why loopback works ? Because in one straight manifold fluid has a direct "left to right" flow whereas in the loopback the 2 flow from both end "collide" in the middle don't they ?
so that seems counter intuitive to me
it's essentially just another path given to overcome back flow
combine that with flooding a system and having the loop split into two lane it's usually enough to stabalise a manfold unless there's other weird things happening
Can we interpret it as splitting it in two "300m^3/s" pipes, so that the extra capacity in each allow it the balance the irregularity of pipes ?
probably part of it, but it's also the fluid coming in the othe way
and you do want to flood the system first
remember though, the shorter the manifold, the more inherently stable it is
so I should chop up manifolds if they get too long
well you'll always have an easier time with say 300 manifolds than 600
what about feeding from the middle of the manifold instead of one end, how does that goes ?
with 600 lines you have to be quite careful
with shorter lines you have more leeway
so it depends how how you want to spend your time
for example I'm pretty confident in my piping , am willing to put in the extra effort into my designs to make 600 pipes work pretty reliably.
even bottom feeding systems (which I don't recommend)
This spot feels like it was made for Ficsite Trigons
seems short on limestone
i.e. for all that iron, you'd need 2880/min limestone
considering you can use the sam to convert other resources as well, most any spot with sam is probably ok for trigons
that basic iron ingot recipe is almost really good... if it took 6 instead of 8 limestone per cycle it would be a lot less unseemly to use
Asphalt, i like the way it looks the most out of all the foundations
out of the loop, is it actually worth it to use SAM for conversions?
if u have spare, sure
that'd mean a whole spare node nearby, because I wouldn't produce more than what I'd knowingly intend to use
I mean I'd probably rather run a really long train line instead of doing conversions because that means more trains š
its just, singularity cell eats up a lot of sam
yeah depends on what you're planning later.
honestly I wouldn't but some people like effectively duping things
comparable, in the middle you are also likely to have spare capacity on each side of the split as the junction has at least 2 high throughout outputs there
Valves have only one use as far as I can tell, and that is to make fluids that once passed a section stay in that section. You can eliminate certain points where gravity would usually lead to backflow when the pipes contents deplete, but in an ideal system the supply pipes .. supply should never be exceeded by the demand pipe demand. Best practice is to make gravity for you, not against you tho. Feeding from top, extracting from bottom, and, basically anything that makes the fluid go where it should instead of giving it even the chance to do otherwise.
ah
so... a overflow gate (a literal one apparently because it exploits head lift) is perfectly contained
until the bottom backs up
Unless you somehow manage to have any producer on the other side of it, yea^^
and then it will flow through the other exit
hmm... bad mechanic idea: the siphon effect
overflow gates not stonks
Syphon effect still requires head-lift
as in, after an overflow gate's overflow is full
it sucks all the liquids out*
*asterisk being that the end position of the siphon is below (also the highest point is less than 10m ig)
if an overflow can be syphoned its not the lowest point so... you are building a buffer that allows for flow on demand?
xD
no, i meant that an overflow gate with siphon effect, upon having its top pipe filled, will just pull all the liquid out
If youre asking if this will work: no
I just meant hypothetically if there is a siphon effect
The game only has one kind of pressure: head lift.
It only pushes stuff up.
No vacuum and no suction
ah
well technically suction doesn't exist... it's more of head lift from the atmosphere but fair enough
the pipes are sealed off and contain no air
Yeah buildings just passively "wait" for fluids to enter
Nitrogen Gas, Rocket Fuel, Ionized Fuel, Excited Photonic Matter, and Dark Matter Residue are considered "gases" and lack head lift
Yes, (don't mean this in a mean way) I take it you don't approach a traffic light from the back either?
there lights on both sides
dont got to be rude bro can you just explain what i have to do to fix it
For trains itās much easier to learn by following a guide, implement what they show you. Thereās only a few ways to do trains properly.
thanks bro no ones helping me
do this layout
so trains can come and go in any stations instead get stuck by some train being docked
like this as well if want longer cars
you designed your tracks to be single track, are you planning to only have one train going? with few stations i doubt it, you would want to do two tracks so you can expand anywhere and add as much trains as it allows
see how i spilt off main tracks to stations at factory, from multipde stations to single station
ima just try to work it out my self
i just wanna go to bed got a 12 hour shift a work tomorrow iv been at this for like 6 hours
complains nobody helping then I tries to help and says "nah imma do it myself" alright sounds reasonable, as long you have fun then go for it
This should work as a priority input for aluminum right? The foundation shows it's well under the innate 10m headlift from the refinery, and left pipe would be the input from extractors
Not exactly; your reverse-u-bend thing needs to be at least 2 parts, otherwise it could flow more than you expect
The most foolproof way of doing it is to have totally-separate machines using fresh vs. recycled water, btw
eg: this from a small vanilla-recipe aluminum setup. Right two Alumina Solution refineries getting fresh water, left one using recycled. Underclock as necessary to make all the numbers line up
You can mix fresh+recycled and have a reliable system, but it can take a lot of tweaking and monitoring to feel comfortable with it; nowadays I just separate 'em out
Yeah I'm specifically trying to avoid changing clock speeds since the exsiting ratios already work so well from the bauxite to solution standpoint
My prediction is that you'll find debugging liquid issues far more problematic than changing clock speeds. :D
Though as I say, you can totally get mixed fresh+recycled working properly; I used to do it all the time
Anyway, for that reverse-U-bend "overflow" thing, as I say, you'd need to make sure it's in at least two parts, otherwise more liquid can flow over it than you expect
Yeah I could add another valve, and will def be underclocking the extractors
heavily recommended to NOT do valves
Could also look into a "VIP Junction" from the pipeline manual (https://satisfactory.wiki.gg/images/3/39/Pipeline_Manual.pdf)
But yeah I see it now, the underclock still does work
Yeah I was working with the manual already and trying to implement the conept in as small as a footprint as I could
But yeah if I underclock all 3 it comes out the same, works for me
remove the valve though š
If this is put in a black box, the stuff in and out would be the same, the box will be slightly bigger
Green is a
fan š
oh yeah I know very well that valves are asking for pain and yet i try them anyway
What's
"Nothing, we're not making HL3, stop asking"
Srsly tho is there any use for values? . . .
not a big fan, but epic is fine tbh, and I hope they will get better
yeah, as a noob trap
Well I;d imagine the intent is to prevent backflow without needing to have the space or power consumption of a pump
Especially seeing as how an unpowered pump resets headlift too
why do you want to prevent backflow? backflow can happen in any pipe segment
Well, assuming valves worked like we'd expect them to, minimize sloshing I'd think, but now I need to refer to the pdf again
yeah but that's not how they work š
yeah... if they did
see
Imagine if things just worked?
Wouldn't be this game now would it? :3
yeah I had that exact page in my head and had to scroll back to it
I've been over the whole guide probbaly a dozen times, but all months apart from each other and constantly have to keep relearning it lol
one of several reasons to not use valves
instead loop the pipe, then any sloshing is fine because both directions are correct
I mean, everything besides fluids, yeah lol
Okay... that and vehicle logistics
I love this game's jank
I keep trying to find excuses to have a fleet of sugar cubes
Just for the fact we call them sugar cubes
Something so adorable needs to be loved
i have 180 iron per min (6 impure mk1), what is the best thing i cna do for reinforced iron plate, modualr frame and rotors
i am finding it difficutl to fully utilise the 180 iron per minute
Don't bother trying to max out a node like that
im playing around on here but cnat fully get it to work, any advice
Instead, work backwards: how many RIPs do you want to make? How many Modular Frames? Make that much, and if you have some left over in your node, so be it
There are far more resources on the map than most people realize, especially for Iron
You have to really try hard, if you want to exhaust the map's resources, often to PC-melting extremes
Work backwards, that way you can find out how much x/min of a product needs
and then you can know how much you can scale it up
If like 5/min rotors needs 90m/min iron and you have 180, you COULD make that setup twice as big
Do this for every product and then you can just decide how much of something you want
the best i have is something like this, i am chaning the values for eahc of the items i wnat
I'd recommend doing a separate production chain for each item; don't try to combine 'em
(Also, I usually recommend https://www.satisfactorytools.com/1.0/production over satisfactory-calculator; IMO it's much nicer to work with for production planning)
(When I say to do them "separately," you could still have them being produced on the same site, and even using the same nodes! I just mean separate out the production lines so that they're independent. Will make your production graphs nicer, and make your factory buildouts easier, too)
Satis modeler is pretty good, doesn't automatically gen recipe changes but at some scale having "folders" of factories to denote outposts
what do you mean by "separate out the productions lines so that they're independent"
Like have a graph that makes your RIPs. Then a separate graph which makes Modular Frames, etc. And have each factory line totally independent from each other
Rather than mashing them all together
Can still produce everything on the same site (either right next to each other, or maybe on different floors of a factory, etc), but that way each product is its own production line. Will generally keep your factories much more straightforward
At this early stage of the game it's not that bad to have a few products all in the same graph, of course, but it'll get more and more complex, and your factories will be at higher risk of spaghettification. :)
At certain scales that is easier said than done
looks at my plan for 112 Ficsonium Fuel Rod
ok, thank you very much for your help
oh no, non-whitelisted link
Wait a minute, is Phase 5 just "Add Time Crystals and/or Ficsite Trigons to previous item"?
Phase 5's generally seen as easier than Phase 4, at least. :) You get some fun little feedback loops and stuff, and some neat machines, but CSS felt it was better to step back a little bit and let you enjoy the endgame. :)
factoriolab(.)github(.)io
This is just an example, like you can also set the rotors to "2 machines worth" the frames to "1 machine worth" and then maximize RIPs with what's left
Many options for planning factories
I've recently setup my first rail system. I have a 3 freight car train running with 3 mk.4 belts of bauxite coming into it (each going into an industrial container which feeds 2 belts into the platform). I've set up the train to only leave the station when it is fully loaded/unloaded. I'm finding I'm getting ~300 parts/minute out of it on each freight deck. I would have thought I could match up to a single mk4 belt.
I understand that train travel time will cut into efficiency, but I would have thought that with 1 belt into a buffer and 2 belts out of it that the train's travel time would wash out, from it's ability to load/unload twice as fast as the input/output. I didn't think additional cars would have to get involved to make full use of a single mk4 belt...I feel I must be missing something.
It will never be fully 2x as there is loading and un,loading which blocks loading speed
buffer doesnt 2x ur output as bottom is prioritized, only if below 2x speed and it can make up by pushing out loading time but it will never fully 2x
Depends on your travel time. If you know it we could make judgement on that.
But generally, a single car can at best support 1.5x of a belt if you use both connections and buffers
just add one more car and split your output into both buffers and it will make up for unloading and loading time
Right...my point here is that I"m getting 300ppm out of a 480 belt. I'm not even getting one belt's worth.
I should not need more than one car for one belt.
because its 2x of ur mk belt, if you use single then it will not 1x
Then your travel time might be cutting into that
I have one belt coming into the container and 2 belts out
If youtlr travel time is too long, you will get less.
Also, i hope your 300/min number doesnt come from the station's menu
Is that incoming belt maxed out?
Or were you implying I need to bring 2 belts into the container?
It does...where else would I be getting it?
no
Eg you are mining at 480/min?
one belt in two belt outnto station, so it makes up for unloading and loading times
That number is not reliable enough from what i remember
It takes some rounds
The other option you have is just watching the belt that comes out of the container
I'm mining a hell of a lot faster than that, but belts are only carrying out 480
If the mk 4 belt stays full, you get 480
I am setting up for mk5 belts, and only using mk4 belts for the moment cause I'm still building my aluminum plant
Ok, so I should be able to ignore what the platform tells me as long as my belts stay on
for train, use highest belt as you can
Yeah. never trust a single number, double check
even if its just 48pm, use mk5 so you can single belt into it and make up for cut throughput
only use buffer and increase cars if ur going into max of belt usage
your current mk belt*
My only issue with the double check is that I don't have inf time to know that the system has stabilized
IIRC it will take a few round trips for the station numbers to be somewhat accurate. Itās a moving average
If the belt coming out of the platform on the other side is full, then you are fine regardless of what the station numbers say
Yeah I waited like an hour before even checking it
None of us do, but you have the means to check if the container runs dry or if machines stall
It at best takes a few minutes to do a single check and thats better than no additional check
watch your input train station, if it filled up fully before train does the loop, its not optimized
I'm currently extrcting on the offload platform with a single belt per platform into a sink
Is that belt full when it unloads?
you want it to not be filled to full, so that will begin to cutting throughput
I'll have to double check that
of course. Right now that's far from the truth. The mk4 belts take waaay longer to fill the platform than the round trip.
then travel time shouldnt cut it
That's why I was a little confused about the throughput notmatching.
I'm guessing throughput does match but I put too much faith in what the platform number was telling me.
Whatās your schedule condition for the station? Iām remembering needing to use āfull/empty OR 10,000 sā. Are you also using a similar setting?
cuz how it works is how much it fills up before train does the loop, thats the throughput, as longits not full, the time to fill is same as how much pm it gives
full/empty AND wait 0.
I was wondering why my platforms weren't full when it dropped off! That makes sense.
I donāt remember the details, but there were mentions of a bug causing AND to not work properly. Iād double check that isnāt causing issues for you. (easy to check)
as long train cargo isnt overfilled each loop it should be good throughput
It seems to be running right after filling.
I haven't seen any belts stop I guess I was just stressing the number. I'll keep an eye on it and make sure the belts don't stop and trust it
trust the train cargo, observe cargo after pick up, if its full and station still has some, the throughput is cut
Reasonable. Train stuff can be tricky to test as can take a while to equilibrate the system letting you assess the steady state.
yeah since trains is essentially a manifold but in large scale
That was the hope!
I need some actual math done
I don't have enough limestone for this full conversion, so some of the iron will need to be made in smelters
I'd always wanted to use Basic Iron Ingot on my 1.0 playthrough but I never did find a situation where it made sense
It's nice on Iron efficiency but the limestone requirements always ended up being too much for me
I think it gets better the later on you get. It avoids the refinery spam of pure ingots, and copper becomes a precious commodity in Phase 4/5 so no alloy ingots
let's not even discuss what a waste sulfur would be on leached ingots
I'll have 1200 limestone from a mk3 miner on a pure node, that goes into 30 foundries for 1500 ingots, meaning the last 300 have to come from 10 smelters
or 12 foundries and 4 smelters with shards
I think its worth it to do leached caterium as they are sparse
true, but definitely not leached iron ingots
yeah theres too much iron in world
Yeah, leached recipes are somewhat niche; definitely depends on if you've got sulfur nearby to spare, and what your other plans for sulfur are. If you're not trying to max out power or whatever, you're likely to have plenty of spare sulfur anyway, even though it's a comparatively rare resource
that and iron and limestone are commonly found together, making another argument for basic ingots
On my 1.0 playthrough it turns out I was only using 20% of the world's sulfur, and that's with both a decent amount of Rocket Fuel and a full Nuclear setup that wasn't tiny (plus all ammo types, though I was only producing those in pretty small quantities)
So it's not like I'd've felt any Leached usage
they are also good for convertor in phase 5
What's your beef with pure? Just that refineries are large?
idk why thats problem, i like refineries
Yeah, some folks just don't like refinery spam, and the fact that you're adding in fluids/pipes to a process that doesn't really need it. Especially when there are other alts which are usually nearly as good. The one that usually pushes people over the edge is Pure Copper, which does require a hell of a lot of refineries
Similar to how some folks don't like Fuel Gen spam for stuff like rocket fuel. (Oddly, I'm 100% behind huge arrays of refineries for the Pure recipes, but don't really enjoy slapping down rows and rows of fuel gens. Go figure.)
my around 2kpm copper tower lol using pure copper, thinking to flush pipes and use leached since i have extra sulfur sitting around here
But I dont want to strain the main bus of that copper as its already mostly consumed so I will make new stop somewhere in world to bring in shitload of copper powder, cant believe i need 600 copper for 100 powder dang
I'm a certified refinery hater myself
I refuse to use pure ingot recipes because they require so many refineries and space
Funnily enough, I'm the opposite
I hate pure ingot recipes but don't mind spamming fuel gens, even non-sharded ones
Maybe it's just that fuel gens are usually out of the way, like oil processing which I also don't mind the refineries for
Need: 1200 m^3 of water into this blue pipe and 3 others like it on each vertical layer. total 8 Mk2 pipes minimum required per layer of machines, total mk2 pipes required for the whole stack of packagers: (32 machines * 16 layers) 128.
I'd like to break this problem down into a single 1/4 layer and nail down exactly how to manifold it to ensure as close as possible to the target throughput of 600m3 per pipe. Normally I would buffer and gravity feed but this design has to be compact.
didnt realize particle accelerator takes 20k power when overclocked and slooped lmao
"Welcome to Ficit's Presentation on Pioneer got Power Problems... Heh. That was a joke."
still got room to spare lol
The first time I did that, I saw the power consumption and immediately unoverclocked it lol
Is this a viable solution to my problem? 4 water packagers per 1 pipe, zig zag gravity buffer, no merges except the two water extractors being tandemed at the source.
Required: 600m3 of water per each of the 4 packagers grouped and attached with the zig zag pipe buffer. Will this work?
I doubt I have the knowhow to be an answer, I'm just curious...What's the purpose of the zig-zag? Is the water coming from the top and input to the packager is bottom?
The purpose of the zigzag is to be a buffer of sorts. It kills all the sloshing, hopefully, and by simply dropping water in the top, I can expect gravity to ensure there's no attempted backflow, thus maximizing my throughput.
At least that's my understanding of the expected outcome... and that's why I'm asking. I'm not 100% sure.
Interesting idea.
it should work. with 4 consumers, sloshing is pretty minimal, and gravity feeding tends to make liquid go in the correct direction. if it doesn't work as expected, you have enough space to make a downward flowing tree which would eliminate all possibility of slosh
i believe you could use much less pipe and accomplish the same effect
I think you should keep the amount of pipe, it looks pretty cool
Nice.
And yeah we're keeping the pipe. It's starting to develop a massive heat exchanger vibe.
Condensation coil š
It's wonderful!
I'm happy with it.
@wind spade ive been thinking, im pretty sure main base actually does use less machines then independency
because all the factories are used for the endgame items like PCC/super computers/turbomotors
where with independency you would have a modular frame and a HMF and a PCC factory, leading to 3 modular frame parts compared to only 1 for the main base
with the 1 of the main base being the same amount of machines than the PCC factory, so the modular frame and HMF factories modular frames are extra
this has the downside of only buffering modular frames while youre not making PCCs but by the time you get to PCC you already have a full buffer of modular frames so its fine
Where did you get this diagram? This looks like it's from the plumbing guide but I don't see it in the plumbing guide.
!wikisearch alumina+solution
Is there a reason you couldn't make one giant batch of sloppy alumina refineries with the recycled water coming in as the higher priority input in a VIP?
IE: Is it troublesome to get the VIP working well and you're better off just building the couple of extra refineries to segregate the fluids?
VIP isnt reliable imo
VIP is black magic. They can work but are not well understood. Keeping waste+fresh separate is foolproof
Or sinking all waste (wet concrete, packaged water, coal gens, etc) and supplying all fresh water
Thanks guys. I'll just spend the couple of extra refineries for the peace of mind
the one wit hthe ratios? it should be there
The proper plumbing guide has a very small section on recycling byproducts, but not that page.
Someone did link the other page in the wiki that has it though. It through me off cause it's the same artwork as the plumbing guide and I couldn't find it leafing through.
You're gonna want them for making nuclear pasta, trust me
I'm curious if anyone has put into practice the fact that you can make Ion fuel without any external turbo fuel via somersloops
and not even that much coal input for diamonds
alloy is better imo
Red forest bit of a challenge to build in seems only good for bauxite... anyone build anything there? or should I Train my bauxite out and build elsewhere?
why not process it on location?
Because the big red trees are so pretty š
Red forest is fine for aluminum production. Bauxite, water, coal, and thereās oil nearby for electrode scrap too
Build between the trees, over the lake
Hmmmmmm my railway throughput I think is underperforming. I'm seeing the output storage empty before the next delivery drops off.
Oh wait...I forgot I upgraded the belts to the sinks to mk5 while the loading is still all mk4...It's probably fine
doesn't really take much space to process it, and there's spots with fewer trees
and there's my 225/minute Ficsite Trigon factory
Am I wrong or is the heat fused frame alt recipe is worse in every way besides space and power?? Why do all the alt recipes tier list have it so high ?
- because alt recipe tier lists are all shit. Every single one
- because you misread it and it's effectively a bit of fuel for much less bauxite
the main choice for it is
is saving a bunch of bauxite for adding oil and a bit of complexity a good thing for you?
the reason people advocate partitioning the fresh and wastewater refineries is that if the factory ever backs up or pauses for another reason, the balance of water in the loop causes deadlock. if you partition, it'll self-heal.
i personally don't bother with partitioning and rely on the system never backing up, which i ensure with sinks placed where needed
one thing i'd advise against doing is using distilled silica to supply the base alum ingot recipe - distilled silica is itself another feedback loop and between that and the aluminum loop, you end up spending a lot of time resetting it all and bouncing btw two factories to get it 'just right'
just have a process for purified crystal and distilled silica and send off the needed silica
yeah, there's nothing particularly tricky about making it work, but as layers of complexity stack, chaotic effects occur
I mean it's just keeping the byproduct fluid in an independent unit with it's source.
i agree it is a 'just that simple' sort of thing on paper. from experience you end up with a lot of moving parts that all have to be 100%
it's not any different than the alumina waste split
i ended up having to redo the belting of the alum foundries' inputs to be balanced splits to get it to tolerate starts & stops
you shouldn't need that if you keep teh waste and fresh split
i got it working, of course, but i don't think i'll be keen on doing a build like that the same way again
I am using the diluted packaged recipe.
So technically I would need 432 steel canisters /min to make packaged water and it will output 432 canisters /min to unpackage the fuel.
Would I exactly need 432 canisters on my belt or more because of some reason?
No, that number is irrelevant for number of canisters.
Actual number of canisters in your loop would depend on ways how you build your loop
I connected the output canisters to the input manifold in the packaged water.
the packagers in the front go into the back ones
Yeah I would recommend making it in 1:1:1 modules
I hope you don't mean rebuild the whole thing.
Because then with some magic I would have to fit in around 8 belts or so
and then feed into one by one refineries
For me it worked to make a lot of canisters and manually fill water packagers until I didn't see any yellow lights on water packagers/ there never was an empty water packager
or will the whole thing overtime adjust?
I did make the whole belt with canisters, but then realized the output of my fuel unpackagers would not go out
1 reinfery, 2 packagers, loop the belt, put 20 canisters in it, save it as a blueprint, repeat as many times as you want
I don't get what you mean
I was able to get my whole power plant running at ~95% without making it separated like this, I just made 2 sets of 8 packagers(full 480 belt)
I didn't need to make it separated as much
Yeah but I don't want to rebuild the whole thing. No space-
space is practically infinite (and you can go vertical)
and I'm just recommending what I'd do
8 belts too much
the belt just goes between the machines
you can do a vertically stacked blueprint or something
should I just fill pacakgers with canisters
From your setup it should be good enough to make 800 canisters, put 100 into each water packagers, wait if you see yellow lights, if yes add 100 to each water packager.
btw some are unclocked
also I did it (mk4 belts) and then fuel outptus clogged
I have a stupid idea tho
Very stupid.
I think that you shouldn't have the "canister loop" completely full
I have 432 in there. (what my packagers need)
I think it is adjusting, one of the refineries filled with packaged water.
same with tf refinery
around 4 of tf ones.
You have a manifold setup you should put more than the 432 canisters in there
you're confusing "items per minute" with "actual items"
How so?
Also if you fill them with an outside belt you should put a priority merger to prioritize canisters from fuel unpackagers
you can have 5000 canisters in the setup, it would probably work just fine, that doesn't care about belt speed
How much canister /min you want me to put then?
I don't mean the clock speed of packagers, keep that as you have, just put more empty canisters into there.
you're not putting cannisters/min there
you're putting cannisters
The unpackagers then get filled with canisters, if I have a full belt.
which is why I recommend the separated setup
You don't need to put them there automatically, ideally you shouldn't, just put more items in there manualy.
can I just make a smart splitter and if it's overflown I sink the overflown ones?
You should put there canisters in batches of 432(for your setup), keep putting them in until you don't see a yellow light
So as soon as all lights get green I shut the canister constructor off?
I don't have a canister input belt m, I just loaded it manually
Pretty much
you loaded all packagers full and then it worked?
like 100 each?
But it is better to put them manually than you will get 100 into each one, and won't have the first full and last empty
Yeah
aight then imma remove every canister and manually add 100 to each packager
In the end I ended up putting ~400 into each, that is mainly because I have the water packagers on opposite side of my factory from the fuel ones
I will lyk if after I put 100 canisters into each Water Packager.
Try 100 it probably won't be enough, wait some time and fill them up again
But I am still using the manifold system btw
If you will see green lights on water packagers constantly stop adding canistes
Manifold is completely fine, I'm using the same
I will connect the bin to the manifold till all green
or I manually fill all packagers, after not all are green I keep puttin in4
Better to put the canisters in manually
aight, so put them in non green ones?
With belt in you would get lot of them in, that way you can have bit too much
Not in just not green ones, into all of them
You can put them in with the belt, but be careful to not overfill it
All are green, except last 2
Add some more canisters
go and check their menu then
can't I just make overflow into a sink?
You can, it's easier to not put too much in
a priority merger would actually be useful here..
If you have an input line with canisters than yes
if I'm trying to determine how fast a storage container will fill up, is it the max storage divided by the items/min?
Yes, that'll give you the time (in minutes) till at full capacity š
just remember different stack sizes will change the capacity and hence time to fill ofc!
thnaks for confirming! I kinda thought that was it but wasn't too sure
Does anyone know why my refinery is clogging, it makes 720 aluminium scrap per min, mk 5 belt with 780 per min extracts, but the scrap clogs up anyway
nevermind, there was a tiny mk 4 belt in front of a splitter
guys can someone provide me an advice i built alumin production that requier 540 water min i got 2 wtr extractors that produce 240 and aluminium scrap get me 300 water in output but fucking refinerys keep overflowing with water even when im flushing pipes, mb i dont know some pipe mechanic? It is my 2nd production and in 1 time didn`t have that problem at all
Try to make the output pipes for the scrap refineries go higher in elevation than the input pipes for the solution, and have a valve at that highest elevation
that way it basically forces the fluid byproduct to go first even if you have too much from your water pumps
To put it under a different perspective and more "proper" math (because I was bored):
-
"How fast storage container fills" = Time Until Full (TUF, minutes)
-
"Storage full" = storage has reached Max Capacity (MC, pure number), with exactly "stack-size" times "inventory slots" items inside
-
Input (items/min received)
-
Time Until Full (TUF) =
MC / Input =
Number of items/ (number of items/min) =
Number x (min/number) =
(Number x min) / number = minutes
Note: "x" indicates a multiplication
and it can be just 1 or 2 notches higher, it doesnt have to be insanely high
this is my preferred means of building aluminum. the freshwater input is metered to supplement the wastewater output. when building this way, the scrap output of the refineries can never back up otherwise the system blocks
pictured is sloppy+electro, but any combo of solution+scrap recipes should work if you clock the refineries to be 1:1 and are mindful of belt & pipe speeds
they will not help
this guy say it do
cheers, see ya in a few hours
š
too be fair don`t have every alt recipe unlucked that you listed
i can't win the argument about some random source on the internet saying something different from what i am saying when i'm essentially some random internet source as well
well that's specifically with the elevation change in mind, with no elevation difference you can still end up with too much water at the output of your scrap machines
because being at the same elevation means it wont have a reason to prioritize waste water over pump water
kk i tried valves it`s working now? but i need some time to reassure
a lot of misinformation about pipes exist and a lot of people stumble on stuff that makes a specific problem disappear and then generalize their fixes-it-by-coincidence solution to be the truth
pipe mechanics are not the most clear ones in this game
like its half time working without real reason and other times its dont
im also personally not a fan of just sinking the waste water by packaging or using it for other recipes so take what I say with that in mind; objectively speaking those alternate options are fine too
the inability to visualize any kind of sloshing in the pipe doesnt help
(also do you have some special character replacing your apostrophes?)
yeah, my reason for using the packager there is that the water is coming from a well and i can't make use of it all divided how it needs to be without a packaging loop
idk?? using this one `
yeah dont use that one
it can also use an extractor tuned to the exact amt of freshwater needed
' damm this one so far away from my fingers
then dont use any
wait hang on
is apostrophes are kinda important in your language?
you can just package the output water, and then have it priority merge onto a belt to then unpackage it on the input side
no
just a quick question:
do you deal with all the scrap being produced?
or do some refineries fill up with scrap
oh right, that's still only in experimental
the forward quote is used to provide contracted words like can't and to denote posession with 's like "McGalleon's statement was something he just said"
right, I did the other math in my head already. I just simplified my question
the backquote isn't used for anything really except as a failed attempt from the early days of computing to typeset differently the opening and closing quotation marks differently
in this prod i have 360+360+180= 900 prod and 10 foundries 90x10=900
so i guess no
can your belt even handle that much scrap?
differnet belts
in modern digital typography, the backquote is used for some special case computer code stuffs
please just check the refineries then, open their menu and check if a lot of scrap is inside them
yeah thats a problem
why that
that will cause the refinery to get clogged at some point
and then it wont use alumina
and then the water starts backing up
if you have a closed water loop, the scrap refineries must always run at 100% efficiency
always. If they dont, the system will break
Me most of the times I read critiques on bottom-feeding: 
Or a certain bug has made a return 
i dont know of any certain bug
Coughs in fluid loss
Let it RIP
How many modular frames yall making in the end game?
5/min max
Surely lots are needed for the conversion cubes and fused modular frames
lol
that is not counted for "making HMFs", because that's not making HMFs as a product
Yeah Iām making total of around 25 hmf but only few is fed into depot and sank
How many frames are needed for that
I am trying to plan ahead
Generally at least 1 hmf pm into depot is enough you donāt really need much of them and they stack up fast enough
Yeah, makes sense. But I wanna make pressure conversion cubes
25 has to be enough for everything in the game ever right?
Yep
Itās kinda overkill ngl, I like to overkill and sink for points
I have two independent factories
One doing 15 one doing almost 10
Different recipes
That needs 125 frames, so let's say you need like 5 HMF, that is another 25 modular frames
And in addition to that maybe like 5 just clean frames
155 frames is a lot
I will suggest heavy encased frames alt, itās easy to find spot with plenty iron and some limestone
8 frame to 3 hmf ratio as well
Better than 5:1
Yeah, I gotta do lots of math for this
I am trying to make a crazy iron factory in spawn to fit my needs for the rest of the game
Just go to different biome and make independent factory making just hmf
It will feel easier this way
Yeah, for HMF probably. But I might make the frames in one factory and transport them over and make the other materials there
Yeah, that is a great spot
And for fused I will also have to make an independent factory
Itās easy recipe
If you set up aluminum factory and nitrogen packaged somewhere
Feed via train with hmf, could fed into hmf factory
Yeah, I am gonna make an insane aluminum factory. So that is clear. And the rest is kinda simple
Just make enough and save bauxite for future uses
What other uses are there for bauxite though?
Fiscites
That is the new stuff right?
Phase 5
Will need to be made into aluminum anyway
Just donāt use up too much and save for later. Bauxite is limited
Yeah but all bauxite needs to made in aluminum, just not casing and sheets?
You could convert them for uranium or nitrogen
But handling all aluminum in single factory is high task
Yeah, I like hard tasks
Plus once you unlock higher belt your factory becomes obsolete, aluminum is something you need lots of, just make what you need then as you got mk6 belts thatās best time to go all out
I intend on making a 3000bauxite/minute consuming factory even though I can't pull that much from the nodes yet. It is possible to make a scalable factory that can grow as you upgrade belts.
Probably easier to build smaller and modular, though.
Itās hard to scale up the water recycling thing without redoing the pipes, itās easier to just make separate new factories imo
Just build in blocks š¤·
Not my style
You can repeat this ad infinitum
This can still turn into one big sloppy alumina building and one big scrap building, even scaling with blocks if you plan your inputs and outputs properly.
Good recipe as long you got coke coal production and adding in silica will 3:4 the scrap ratio
I'm grabbing coke from my crude oil setup so it works out.
This intersection is giving me guff again...I've copied the common guide pictured first and I'm getting conflicting signal warnings.
I have blocks at the inputs to the stations, paths on the outputs of the stations. blocks at the inputs to track outside of the intersections and paths heading into the intersections
It complains that the signal loops into itself
I feel like the left and right track through the intersection shouldn't be the same color but I'm still a bit fuzzy on that.
Do this, add path before stations and change those to blocks for exiting stations
One of my set up have this, but I have extra T junction on left side it works fine with path and block on that side
I don't get why I should have to change anything from the rubber stamp recommendation everyone gives, but I tried it anyways and it still doesn't work
Your right lane is bugged, replace it
The straight part that runs through?
The left side has flashing signs coming in too, for whatever that's worth
in the distance
I think half of left lane is bugged
Try remove and placing those tracks again and see, itās something bugged
But the set up should absolutely work
Iāll second the rebuild, replace signals. I get bugging signals fairly often building rail intersections.
Does it matter if the switch signals are facing the wrong way?
Yes it will impact, make sure you got proper into and exit for junctions with path and block
These guys
The little white arrows you can ignore. Theyāre just visual flair.
Oh no
It will not, just the junction block itself
Check your junction block
To make sure itās not same color as other tracks
Oh hell I just rebuilt the tracks running through and all of the signals and it just works. It's nice that it works but that's a little frustrating
Yea idk the technical reason tracks have that ābugā. But yea, fun stuff.
I don't have path signals on exit, unless you mean the paths on the entrance to the merged section after the stations
Oh I replaced that. That was a temporary fuck around trying to fix things
Alright
Great catch though
Iām your trains guy
Oh yeah I see that color trim now,.
Well I haven't built anything to consume it yet but I completed tracks into that insane cave in the NW to pick up quartz and sam. Mostly as a challenge for learning track laying. I'm hoping/assuming I'll be using those materials soon.
Thanks for the help gents!
Yeah fun tunnel to have tracks go through, I have it there picking up two pure quartz nodes as well
My silicas fluid factory is there
Was a little tight getting a station in there but we got it squeezed in lol
For sure
did you change this one to a path signal yet? i didnt quite make it out in the discussion above
I removed it all together and went back to the rubber stamp picture guide
well for future refernce: it would have worked if that one was path
It wouldn't have. It was bugging out
your only mistake here was that one of the signals leading INTO the path signal block was a block signal
all signals leading into a block must be of the same type
else you get the "conflicting signal type" message
They were all matching. I'd moved to try this suggested layout #math-and-meta message
Rebuilding the tracks fixed it all and I reverted to the picture guide version
one of the tracks indeed didnt split, i saw that now
Block on exiting station into junction works, it gives it priority over trains going into junction
thats new to me, that should actually result in a signal error
if other signals into that junction were path signals
See the graph I colored over, thatās my set up ircc
Iām at work rn canāt check, could be remembering wrong
im fairly certain theres at least one detail missing there
Lore check: Hogs are damaged by gas pillars, correct? do spiders and lizard doggos get damaged as well?
Also, is it normal for hog and spider to slug it out until one is dead?
spiders are predators
spitters and hogs are prey
spider don`t take dame from gas and radiation hogs take damage from gas but not from radiation
does gas immunity depend on type of spider? I think I saw some dying in gas pillars. And are they immune to man-made biological weapons?
nah every spider immune and ye to your gas grenades too
...was that covered in wildlife management 101?
their strongest spider is green one and can release cloud with even stronger gas then pillars do
and big ones are really disgusting
what about lizard doggos and beans? they vulnerable to gas too?
so you mean, if I wear doggo-suit, I will not be attacked by animals?
mildly chaotic aluminium factory stuff
I think this is one for cobalt
Anyone know what the glide speed is for the parachute. Wiki says it's the same as running with bladerunners, but when I'm out and about it definitely feels faster than running
from quickly testing the wiki is right
thank you
what mk belt are you using?
6
have you never used trains before this?
right, well tehre's formlae on the wiki for it, but you probably need to split it 600 to each platform
thats what i was doing but there was too much trains for the intersection i had
that really shouldn't ever be an issue unless you have many many dozens of trains
i had 7 i think
@dusky dust
intersection was just really really bad
that won't have been the issue
Oh, heh, thx. :D
Had just dropped in briefly anyway; zipping AFK again now. :P
trains were getting stuck in between blocks because they were too long
going to try rebuilding the intersection and then buffering everything
ok that's not a junction thats... something else
you probably want to rip most of that up
yeah š
have a main 2 way line
have your stations off to the side
if you only have 1 train stopping at a station you'll never have an issue here
i was having 2-3 trains per station
yeah rip all of that out
keep it 1 to 1
your platforms only have X amount of possible throughput, each extra train that stops there reduces the throughput
because trains loading and unloading stop belt movement for 27 seconds
so 1 train per station?
in general that's simplest
thats gonna be tigh
train platforms don't have that much throughput
i dont have any room to work with towards the right
have some on the right but im not sure if it will be enough
if you can only unload 1/2 of a mk6 belt on the outgoing platform don't expect more on the other end
thoughts on this?
I don't understand why you have 4 rails
You can max single mk belt into single station by using buffer, industrial storage, while it is prioritized bottom output but when train loads and blocks input the storage will begin to build up then thatās the top slot for, have both from storage into train with single mk belt into storage, top slot will make up the lost input rate of single mk belt
ISC's priority out put changes and it doesn't make a difference to this situation
also with mk6 belts you often can't do 1 belt per platform
set on the left is coming from swamp/blue crater lake, one on the right is from red forest (i have them separated because the crater lake track has trains for my fuel plant and the first time i did this there were problems)
make it one line
That depends on train time yeah if the station get filled to max before train returning the throughput rate get cut
as soon as the 2 lines come near
it's a very short return time you'd need to move 1x mk6 belt on a platform.
the problem is i do not want to have any more trains than i need to on the bottom track
Or add more trains as they actually do work
if that gets blocked off i lose power to the world
as soon as you build the station inputs fine you'll never have it blocked off
more lock out times to a station also reduce throughput :\
i only have the concrete slab to cliff wall to work with, and im not sure if i can fit the 6-7 train stations in
all of the stations are going to need to be 5 freight platforms + 2 for engines
But tho good question, why 4 rails
Just use signals and have proper main rail and branches set up
two floors
this is my second time building the factory, first time around i had all the trains on one track and something with the signals was causing them to stop in the middle of intersections
i've got all night i'll see what i can do
it was the in/out rails to the stations plus having multiple trains at a station
wasnt clogging there
Deadlocking?
yeah
Are you using path signals properly
i destroyed the old factory along with a couple intersections
i think everything will be good if i do the signals right but we'll see
if you're supposed to put one on the "in" track to every intersection, then yes
Just have blocks between 6-8 tiles and path in block out any junctions
Train stations can be junctions
What's the preferred endgame item to build a sink factory for to get that golden nut trophy? I know Ballistic Warp Drives have the highest sink value, but the AI Expansion Server is the most cost efficient according to the wiki.
if you're going on a mass scale maybe aluminum
im gonna be using leftovers for my aluminum factory and it should be making ~1.3mil points/min
1.3mil per min points means nothing if youre going for nut trophy
automate space part in large scale
they gives a lot of point
I really don't think there's a prefereed. Just sink what is produced
warp drives eat dark matter residue, ai expansion servers generates it so its probably best to do a mix of both
i havent looked into it too much though
anyone know if there are any tools around that optimize based on building amount?
i think i've fixed things
big thanks for everyone that helped
yeah your stations are facing the wrong way
thank u
Probably late to the party (just returning to tier 8), but are batteries kinda "useless" nowadays? No longer used in project parts (mag field gen), only used in one Supercomp alt that could be skipped, and otherwise they just fuel? With drones no longer running exclusively on batteries, why bother? Petroleum is plenty and easier to make, so running on that.
you still can use batteries for drone
notice the distinction between can and must. I already have drone carry fuel for trucks, might as well run off the same belt instead of supplying separate belt for batteries.
honestly its just a matter of choice
the game just simply gave an option for you to choose
packaging the better fuel types for drones takes aluminum which can be a consideration
dont batteries use alu?
yep
super state computers great though
yeah they do, i forget what the numbers on which is cheaper for it all
i'm just returning to the game now after a break. in my 1.0 playthrough, i managed to get through everything with using yellow fuel to power drones, lol
doesn't seem worth the effort to use other fuel types, as long as the petrol suffices
if you are going longer distances as is the benefit of drones, the better fuels do substantially increase throughput
Only using drones for very minuscule amounts (HMF) for now, so throughput is not an issue
most of what i was doing in that playthrough with drones was low volume stuff and fuel distibution for truck stops
iirc both batteries and rocket fuel has same top speed for drones
the thing is that if you're going all-in on a completionist sort of world, the drone fuels you use before nuclear will ultimately be supplanted with plut or fics rods
Have yet to unlock rocket fuel, but I expect it to be a blast
so it kind of is 'what do you use before you get to nuclear?' as a question
it isn't very good in the jetpack, but man, it makes a ton of power
Drones are literally 1 box before nuclear, so kinda moot point
yeah, i've found that that last mile takes a loooong time to build
will ~220k MW be enough for a factory using almost all of the tier 6 stuff or am i going to have to upgrade to nuclear
220GW, thats enough to finish the game, but also depend on how big you build
i see
yeah, probably a good range if you aren't going nuts
my rocket fuel plant should be making 220GW by itself but pipes are screwing things up so i dont think i can get any more power without making a big nuclear plant
someone claimed they beat game with like 40 gw so
probably guy who hand chunks into everything and half asses for all rocket parts lol
i mean, i did beat the game with only 40GW
this is where my 1.0 playthrough sort of ended with power:
oh man i finished phase 4 with 80gw max consumpation lol
i cheesed most of the last phase though
yeah phase 5 parts seems too easy compated to phase 4
bcs it is