#math-and-meta
1 messages Β· Page 295 of 1
idk, the fics rods are less energy than plut rods, you could split what you make more evenly?
(not really wanting to try and argue that point)
ohh may I ask what you use for this?
A web tool to keep track of Satisfactory logistics (by train, drones, vehicles), setup inputs and outputs between factories and see where items are consumed.
Thank you very much, one more for the bookmark collection π
@thorny marsh bottom row is solution production, top row is scrap
blue is fresh, red is waste
all you need to do is clock it right
the refineries that run off waste water take a little while to spin up, but they'll get to 100%
guys
10 fuel refineries to 20 fuel gens?
+40/m per machine
-20/m per generator
(w/o OC)
math sounds right yes π
turn down the clocking of 1 or 2 machines until it's all full, then clock them back up
set them to like 50%
Can't really pause a generator iirc, clocking them down works fine
like the Standby switch
generators are the only machine that accept fluid whiel on stand by.
it's a good habit to just down clock things
as other fluid processes WONT accept fluid, like Ficsit said
for non-gens, if you are pausing 'em then make sure you pause a full one, because that
ye thats why im pausing the full one
mmm I am gonna have to do 100 singularity cells/min soon
guys is this math mathing?
I guess you can check with one of the tools out there
I recommend this one. Just turn off the SAM ore in inputs tab
the HOR
hor is great
petroleum coke and burn; or, residual fuel
ok fair
man i was worried i ran out of shards
37.5 rubber makes 37.5 HOR, that can be turned into 25 fuel
i have 93 shards in depot for some reason
that's 1.25 fuel generators
an extra 312.5MW of power for free
be on the hunt for the diluted (packaged) fuel alt recipe
37.5 rubber makes 37.5 HOR
what
Default recipe for rubber is 20 rubber and 20 HOR
from 30 crude
So its not really "37.5 rubber makes 37.5 HOR"
but more "37.5 Rubber is made alongside 37.5 HOR"
ye
opinions on this rocket fuel plant?
idk if this is a optimal layout because its the first rocket fuel plant iv built
well... some of it isn't on foundations and depending on the throughput you're putting on the pipe it branching like that might get flow stutters
tbh now i realize i shouldnt have tried to put any of it on the ground in the first place
havent had any flow stutters so far
hope they add more sam to the game
if im doing the math right you can only make 24 plutonium fuel rods into 120 ficsonium rods if you somersloop literally all of the reanimated sam with hacked sloops
thats only 18 uranium rods per minute with max efficiency in mind
and the bauxite.. oh god the bauxite
Yeah Ficsonium is expensive af for no reason.
I'm literally making a mod to make it take like 5x less SAM and slightly less of some other things
And even then it's still unreasonable
It never was meant to be reasonable
Congrats, you got the point π
What's the point then? We already had waste-free nuclear
And it's both easier and cheaper
now you have the option to do so while actually using the plutonium
And what do I get out of it?
Then wheres the issue? Use it.
Ficsonium stretches waste free nuclear power out if you already used everything.
Bauxite to uranium conversion uses less SAM and less bauxite than Ficsonium
Then use that
Then what's the point of Ficsonium?
Perhaps just a trap.
That doesn't sound like good game design to me
Good game design according to them is if you must make decisions
Ficsonium offers 25% more nuclear power and sustainable plutonium power.
But then theres also Augmenters
Ficsonium is only good at enabling waste-free plutonium.
Otherwise you can still of course use plutonium and store the waste
from just uranium rods and sinking the plutonium?
I am planning for a 1.09TW ish generator with Ficsonium inc, I do like the good old challenge though
And plutonium + ficsonium make up about 75% more nuclear power
If you take uranium power as the 100% baseline
Pu is 50% extra isn't it
only 50%? thought it'd be more tbh
Fics + Plut only really come into play if you ran out of Uranium
Or if you dont like waste
I know in my setup the uranium and plutonium produce the same power overall, but I think the plutonium does use some of the raw uranium
Which you didn't because conversion
is ficsonium really worth the complexity though?
worth me not having to worry about waste
Then max out that uranium.
That is the choice you get to make
I'm still convinced that as of 1.0, a large rocket/ionized fuel plant is faster and simpler to build than an equivalent nuclear setup
Ionized fuel is an even worse power source than ficsonium
Fuel power was always more space intensive on the generator side
base uranium is super easy
make it rocket fuel then
it's when you start mixing alts and waste processing, then it gets a bit more complicated
(I'm comparing rocket fuel + wasteless uranium)
Ionized and Ficsonium are both Tier 9 stuff that only really seems to make sense if you want more but can't get more
An order of magnitude more complicated than rocket fuel isn't "a bit"
well yeah, if you want wasteless, you have to add complexity. But you can do uranium with waste and get easy setup
To be fair, Ficsonium is the very last thing you unlock.
By that point you can totally just have done other stuff
it needs three items, one of which is once-processed-uranium, and the other two are things you're already making at that point in time
You will never need that much power, the only reason is because you want it.
The choice is not one you need to make. The choice is if you find the idea of terrawatts of power to be fun, go for it. So I'm content with ficsonium using SAM
yeah you can beat phase 5 with < 50 GW easily
resource cost doesn't matter nearly as much as complexity/building count
the average player does not have to worry about running out of map limits, so factoring resource cost is only reasonable if you want to avoid importing from far away
If you're using SAM for ficsonium or conversion you're like less than 1% of players
Tbh if you finish the game you are already 1% of players
According to steam achievements xd
(Or was it 5%. Cant remember)
Ficsonium is definitely not something that leads you into infinite growth.
Its at the very end. There is nothing afterwards that it could really assist with except for the freeplay stage. Which IS the for-fun stage
well it does look like you have low flow in the pipes which helps
it was for all the people who couldn't help themselves burning plutonium rods and then bitching about the waste
tbh im thinking that i can just sloop the blenders and toss 16 more generators in there
I mean sloops take a lot of power.
just use one of those power augmenters
if you're going to dupe something
4x more, which is quite a bit
tbh at that point the power loss is negligible
Augmenters are the real power scalers
sloops cost a lot of power, they effectively half the power cost of everything before them in the production chain right?
Well I think it's 400% whatever power the machine was doing? Which per item might be a saver overall depending on your chain
Yeah, it's 4x power on the machine with the sloop, but you could certainly think of it as roughly halving the power requirements for everything prior in the chain (compared to what it'd require if you made that much without sloops)
Would be a bit of handwaving due to underclocking and resource extraction and such but good enough for mental math
does anyone know of how drone fuel usage is actually calculated? i'm finding the stats the drone ports report extremely opaque
my guess is same as other fuels - [drone power usage] / [fuel energy] = [how long one piece of fuel lasts]
The fuel-per-minute number on the drone port is wrong, btw, at least for Batteries (I have not tested with other fuel types). In my experience it's always reported higher than reality
The two numbers I know are right are the round-trip time, and the fuel-per trip, though for round-trip time you need to make sure that a drone's made a full circuit or two after loading the save
The fuel-per-trip is technically a float, so the reported value on there might be ever so slightly off
SCIM calculates the fuel-per-min value properly, at least, so if you look at the ports in there you can get a very accurate per-minute fuel reading. (Though make sure that the game was saved after the drone has made a couple round trips)
yeah, it seems the math is just flat out wrong
My QA posts from when I was digging into it, fwiw:
ο»Ώ- https://questions.satisfactorygame.com/post/6780c209c10ae65555c7a5ad
in my experimenting, it looks like the drones do take the amount of fuel per trip listed, and the round trip time is probably right on (given averaging variance
i'm doing my testing with yellow fuel right now, and seems to agree with your observations
what's weird for me though is i've got some nitrogen being shipped in a pack/unpack loop, and it should be moving at exactly 200/min, and the port shows this:
IME that number does eventually settle to near reality but can take awhile. It looks like there's maybe an "overflow" of material to transfer on there? The drone'll be taking a full 9 stacks every time on that one
If you've always got a full 9 stacks to transfer even if you're only using 200/min, that could maybe be what's elevating the number
so, assuming that the 54 per trip is correct (seems from observation to be), and given that my actual transfer rate is 200/min. The drone needs 1 trip ever 4.5 minutes. 54 fuel / 4.5 minute = 12 fuel/min
Yeah, 900 tanks being transferred every 3:30 is, indeed, about 255/min
but that isn't reality
The input/output buffers in the screen are nearly full, though -- the drone'll be taking 9 stacks every single time
like the math is just so completely janked up
So that number seems right to me
Just seems like there's an excess of items on both input+output
yep, but the frequency of the trip occurring is less than 3:31 minutes
I've not personally seen the reported round-trip time be wrong, once the drone's completed a full round-trip after loading the game
that's what's missing from the picture is how often a trip happens
(the time reported once a drone lands for the first time after loading a game can be wrong, though)
There should be a new trip every 3:30. Unless you've also got a drone on the remote side pulling from that port, of course. I've never tested stuff in that scenario
incidentally, numbers shown are for a drone that's been doing its thing for several days of play time at this point
kinda necropost but i feel like not being able to use maximum plutonium because theres not enough resources in the game is a turnoff
and if i spawn in a bunch of extra resource nodes its just cheating
no there shouldn't. the drone sits in the port waiting to unload for about a minute:20 sec
They seem accurate to me given what the screenshot says (apart from the reported per-min fuel usage, which is presumably jank in the ways already described)
That's factored into the round-trip time
Loading/unloading times are part of that number; I've checked 'em with a stopwatch
there isn't space in the port for 900 to transfer every 3:30
Your screenshot's got nearly full input/output buffers
yep
There's enough material in both, on that screenshot, for the drone to take 9 stacks
Nothing looks awry to me on there; the numbers IMO make sense
(gotta run AFK for awhile, btw, not ghosting, just busy. :)
there's just a variable missing
it isn't that the numbers are incorrect, its just that we need either the trip frequency or drone idle time
(one can be derived from the other)
in any event, CSS should hire an actuary coder to actually clean up the games stats to make this stuff clearer
Oh oh, you mean that your drone's sitting at the port for awhile, unable to fully unload, because the output buffer's full?
yeah, it can't make more than a trip every 4.5 minutes
if i'm consuming 900 items at a rate of 200/min, that's a trip every 4.5 minutes
that isn't a trip every 3.5 minutes. there's roughly a minute of time where the drone is just waiting to unload
that's why the numbers are so fricking off
i'd hazard to guess that the numbers are tabulated assuming continuous flight time
they're still off if you factory that all in, the 17.x per min isn't reality
what i think may be going into the calculation is some remnant from the pre-1.0 battery tabulation where 4 batteries per trip was the minimum
Theres not enough in the game to use it. And the devs prefer if we have to make decisions rather than being able to max out everything with no thought to it
Nothing can use that much power. So its unreasonable to expect to be able to max it out anyway
You can use a ton of uranium and plutonium and ficsonium. But maxing it out was never needed and deciding that you want to has its consequences
the history of game UIs showing wrong things goes back to pre-EA era π it's kinda trademark at this point
If they wanted us to be able to just max out absolutely everything then they would have not made sloops or SAM or Nitrogen or Bauxite or Uranium limited at all
they did give players a way to max out everything, it's called 'modding'
Ah gotcha, yeah, I admit I hadn't tested out anything in that scenario. :P
Agreed that the stats UIs for a lot of stuff could use work, though. The fact that the per-minute fuel consumption is wrong is particularly annoying
just curious, what do you consider to be the pre-EA area, because I remember playing Summer Games by EA on my c-64 back in the mid 80s
(Though at least in my testing it was always over-reporting usage, so if you were using it to know how much fuel you needed to be producing, at worst you'd be over-producing fuel rather than under-producing)
I meant in context of Satisfactory
1 packed fluid container is 1m3 right
the history of
gameSatisfactory UIs showing wrong things goes back to pre-EA era π it's kinda trademark at this point
depends on the fluid
which one?
biofuel
yeah
oooh i see now on the wiki
it seems like liquids stay the same 1:1 but gasses get compressed a bit, makes sense
some gases π and yeah, that's why I asked π
I know I shouldn't ask, but... why
where the shhh emoji haha
idk, learning how to calculate fuel generator stuff i guess
no I mean... why do you have so much biofuel π
sloops and lots of adventures
a lot of killing monsters haha
killing and being murdered by monsters
that answers 'how?' but not 'why?'
why not? should i just sink all of it? its kinda unique why not horde it
effort?
I'd understand a depot with a container as a buffer, for the few times where you need specifically biofuel, but not 24+ containers π
Its not really unique? Enemies are plenty
maybe if you were using all the liquid biofuel to deep fat fry all the alien protein for a thanksgiving party or something
hell yeah
Who said you can't process all of the plut in the game? What resource is limiting you?
I don't think I'd say you -SHOULD- but I believe you can.
bauxite, sam, and uuuh maybe coal or something
this is assuming you sloop ALL reanimated sam, which you need to hack in sloops for
That doesn't make any sense to me. You can use aluminum in the process but I don't think you have to (I forget honestly) and I don't recall it being a lot.
OH we're into conversion shenanigans?
ficsite ingots are converted
if there was another way to make them it'd probably be fine
max plutonium (without using SAM) is completely doable
yeah of course you can make it but you'll have to delete waste using save editors
or... just store it
i meant processing the waste of maximum plutonium
thats not feasible once you make like 600 per minute
thats 3 stacks per minute, one big box is like 48 slots
it's completely feasible
Yeah I thought you were talking about making max plutonium rods at first.
one blueprint is like 20 ISCs+, you click the blueprint 10 times and have storage for days
I haven't even looked into the ficsonium options but it doesn't sound right to me that it's impossible
i just assumed that nobody touched plutonium without finishing ficsonium at the same time cause of the waste
trust me it is lol
have you played pre-1.0? π
keep in mind the amount of plut rods you can make off of U waste varies quite a bit based on your recipe selection for plut rods
we didn't have a way to process PWaste and people still did it
Plutonium waste really doesn't stack up that fast.
like 2018-2019, but i dont remember anything from that period..
maxed plutonium fuel rods aren't max power anyway, so people usually do "max power" rather than "max PFR"
yeah of course, but i wanna make max plutonium and i cant π
you... can π€·
You just have to store waste
just need a decently sized storage based on how long you want to play
i'd have to crunch the numbers on it, but the calculus changes in 1.0 quite a bit
You just wont get max plutonium that is endlessly sustainable
okay i forgot to add one detail AGAIN max plutonium AND ficsonium
I'm not doing max uranium or anything but in literally 2 blueprints of containers I calculated I put down 1152 hours of plut waste storage or some shit (for max plut from 300 uranium). Doesn't seem like a lot of containers to even store max plut
i hate storing waste
Which just means "max sustainable plutonium"
You get max ficsonium anyway.
That number just doesnt equal "max plutonium with 0 waste"
ok, then it indeed becomes impossible (unless you do just "max ficsonium", then it's completely fine)
yeah then you get like 120 but use up all the bauxite in the world like the link i sent
120 f rods
Its completely fair to be unsustainable because this is kinds just a "i wanna do it for fun" goal
im assuming hacked in sloops for sam
Its not a useful goal
Its purely for fun
So maxing out out as much as possible itself is the reward anyway
Same deal with max rocket fueo or whatever
Max out anything and you get left with nothing useful
Theres enough sloops for all sam in the world
The vast majority of your aluminum consumption is coming from converting aluminum ingots. I haven't used converters but can't you convert from something different?
You must overclock the constructors
are constructors 1x
Yes
oh shit true
That moment when you use more power than you're generating, but you're having fun.
batteries for life
maxed plutonium means that one ISC is enough for slightly above 40 minutes, so one BP with 20 ISCs in it will last for 13.333 hours of gameplay, which seems fine given the scale of the project
*power storages π
oh right arent they inertal storage
Storages are fun, but not going to save you from slooped up stuff that is running literally 100% of the time.
Its just 34 constructors
Not 34 max OC Encoders
I'm mainly being silly
encoderas are the ones that are random right
Then theres no point in crying over ficsonium either!
You are technically wasting it all anyway because you arent using it
Yes and they use a lot
yeah but big number go even bigger
Big number go brrr is a disease
Everything has limits.
Including your PC
A maxed out world makes any supercomputer crumple
Im not impressed by high power productions tbh
Only if it is paired with an equally high usage
after i did nuclear i find making "normal" factories kinda boring
Theres always max sinkpoint if you want another unreasonable goal
hi there, does anyone know how many water extractors fit in the blue crater by any chance ?
By my experience, more than you could possibly need for any oil production chains around there. What are you planning?
a 1188 rocket fuel generator powerplant for starters
is that number overclocked or no?
no
that'll reduce the number of generators but not the water needs
the plan is to get 4950 rocket fuel
you can definitely fit enough extractors for that, but I highly recommend overclocking the fuel generators
yeah, no arguments here
no point really to not over clock power generators (when you can)
I just build a 9444/m rocket fuel setup and if I didn't overclock the generators I might not be alive today
^^
generators are big and slow so it's about saving space (and your computer)
trying to integrate all resources from the blue crater itself, no the entire biome, so I'll need a lot more water for the end project
i always kinda forget how bit the crater lake actually is when i don't have it in front of me
with 250% water extractors there should more than enough for the entire biome actually
True, and water extractors go a long way in the rocket fuel production chain. I had to build a lot fewer than I thought I would need at the start of the project.
nice
there's always more to build ^^
did you haul sulfur from the entire map for 9444 rocket fuel ?
about half the sulfur on the map I would say
I'm going to make a second factory slightly bigger than this one in the south with the other half
how much of these 9444 go directly in generators ?
all of it
i'll put just a bit aside for some drone shenanigans
that would be nice, I can't use drones unfortunately
I'm trying to make as much power as possible and all drone fuels could put towards that goal
nobody knows what the max is but I'm sure trying my best to set a record
i like this kind of goal
with drones, at first I thought that I could power drones on plutonium fuel. I would have some extra I couldn't burn because I don't have enough fixonium production to consume all the waste that would make. Then it turns out I could use a less efficient recipe to consume all of the nuclear waste while making only as much plutonium as I could burn, and in doing so saving on quartz which is needed elsewhere
I'm just trying to get in the mindset for maximum power, that's literally a different game
I could show you what my factory plan looks like, but it's not pretty and has caused symptoms of insanity
haha
Well and if you want maximum power you don't care about having waste. Maximum means maximum not "eew gross I don't like containers"
True but I'm going for wasteless power (I just feel like it)
If you're literally maxing out every single power source that seems like a weird line to draw, but ok.
don't you get more power from the waste than what's needed to create that power anyway ?
It's not about net power, only capacity. I just find the challenge of managing waste more engaging and I want a base that could run forever, not just for as long as containers have more space
I'll let someone else get the record with waste, that's just not my cup of tea
noble goals
and it's definitely not that I care about polluting the environment. I'm going to to be burning 17,150 rocket fuel per minute
^^ actual photo of me in my power plant
Anyone got nuclear setup plans? Satisfactory calculator is not all that helpful when it comes down to it imo
have you tried other tools?
Modeler is a bust as well
I'm just wondering if anyone has a setup that they previously used
have you tried https://www.satisfactorytools.com/1.0/ ?
Yeah that's what I meant when I said satisfactory calculator
ah, how was it "not helpful"?
(also this one is usually called "Tools" or "SFTools", while there's another one which is called "calculator" or "SCIM")
Yeah that's the one where the map comes from
In all reality I'm not gonna do all the calculations for nuclear, I mean I want to build a plant but if it really comes down to it I'm prob not gonna make one. If someone has a spreadsheet or something similar tho I would gladly sit down and start on one
Tools can give you the numbers though
you give it a target number of uranium fuel rods and it gives you the entire plan.
Isnt that what you want?
Everything if I'm being honest
I can deal with waste and all that but working on everything is a major pain when ur solo
well no planner will tell you how to build your factory.
Tools will tell you how many resources you need and how many buildings.
I'm trying to get the most bang for your buck with my uranium
that Tools can do
Thats what the calculator's job is
sftools will tell you exactly that
it gives you the most for what you have available
Pshhh what would you know?!
the only thing left for you is to tell it
- what recipes you have
- how much ore you have
Sf tools will tell you to make copper alloy because you have extra iron man
It's not the greatest tool ever
So if you don't want it doing that because your iron isn't near your copper simply divide your project into smaller projects or disable the allow recipe. I don't see the issue.
There is a balance between simplicity and efficiency that you're not considering
how can a computer consider "simplicity", which is inherently a subjective parameter?
It's up to you to craft the results how you want it. If you don't like using the alloy recipe you can disable the recipe.
it gives you most weighted-resource efficient way, you control it by giving it access to recipes you want to use
Go look how simple base uranium fuel rods are and then compare that to the same factory with all alternate recipes instead
if you don't want to use all the recipes, why did you select them?
Its an example man
There is no "just give me simple" alt calculator.
if you want simple, go with rocket fuel, not nuclear
Alternate recipes are very very frequently more efficient at the expense of being more complex. That's just how it works. Don't like complex recipes just disable them
I mean... if you ask computer to do X, and then don't like the result, that's on you for asking it to do X
You can manually go through and disable every recipe that you find "complex" and it will give you the best you can do with thats left
is there any way to mix the recipes?
Usually the calc doesnt mix because it will find X is more efficient than Y by a few percent
in Tools? it will use multiple if it's resource efficient
(which usually happens when you deal with byproducts or when you're dealing with limited resources)
the only reason i use the modeler sometimes, is i can split the machines and i can mix the recipes even if it's less efficient
This is exactly what I did for my nuke plant, for literally this exact situation. I was processing iron really far from where I was processing copper. I disabled copper alloy recipe and I got a plan that worked exactly for what I needed. π€―
like i want to use pure copper over here, but regular copper over there
you can kinda force it by setting resource limits, but otherwise tools don't really know how you want to split
two tabs
The calcs can only do so much.
You gotta put in some work too
Yeah that sounds like a great use case for separating the plans
can the tabs feed other tabs?
Not directly but you can make tabs that do that by putting the outputs of one tab as inputs on another tab.
as every tab can manually receive resource inputs
of any kind
like "5/min computers"
and it will try to use those up
yeah, i get it. i use tools to get the general layout and then modeler to actually build the machine layout and belt splits etc
yeah that's a good use of both tools
this site is also good.
A web tool to keep track of Satisfactory logistics (by train, drones, vehicles), setup inputs and outputs between factories and see where items are consumed.
Tools aren't really designed for floor planning, Modeller isn't designed for calculating π
Trying to decide how I should setup my oil. Iβve only got the default recipes unlocked and a pure node. Iβm trying to maximize power, rubber, and plastic output from this one node (seems like a math problem I should be able to solve but I canβt think about it lol). Suggestions?
Get alts, you'll get 3-4.5 times more stuff than you could ever do with defaults
Any specific alt suggestions in particular?
Heavy Oil Residue, Diluted Fuel (Packaged or Blender, depends on your tier), Recycled Rubber, Recycled Plastic
With all of those, you can get 3 plastic/rubber from 1 oil, or 2.666 fuel and 0.333 plastic/rubber
and any ratio of the 3 in-between
Residual plastic/rubber helps too, but isn't crucial as it'll only be one machine used to kickstart the recycle loop.
- They're not alts
- Residual rubber is more efficient
- Yes, I forgot you need res. rubber for the full 3:1 ratio
So is the best setup then to just do Oil>Heavy Residue>diluted fuel>turbo/plas/rubber?
Unless you specifically want to save on oil (which ig in this case you do), there's not really a point to using turbofuel for power. It's only advantage over regular fuel is oil efficiency. If you care about that more than anything else, use it, if you don't, don't.
Unless you're in tier 8 already, then don't use either regular or turbo, use rocket fuel
Ok awesome. Thanks for the insight
I think I got this about as compact as i can reasonably make it (its a belt compressor)
How
priority mergers
wtf it doesnt actually connect the priority merger to the lift
ig they removed it in 1.1 or something
I've noticed that some of the blueprints I made with weird lift configurations have the lifts disconnected from splitters/mergers after pasting the blueprint. There are no i/o arrows in the designer, but after pasting the blueprint, there are and I need to connect them with belts and blueprint it again
These compact lift layouts don't seem to work the same in 1.1 a couple things work, but most of them don't. If you make the BP in 1.1 I think it's guaranteed to work in 1.1. if you made it in 1.0 and it's compressed it may or may not be busted
can someone check satisfactory tools numbers rq? i think smths off
seems right to me. What seems off to you?
10 refineries can intake 600 heavy a minute 5 does 300
im exporting 900 heavy into the system per minute
so it should be 15 not 30
OH NVM I WAS WRONG IT WAS RIGHT
I THOUIGHT THE REFINERIES WERE 1:1
NOT TWO TO ONE
for this sort of thing I highly recommend making it so you have it go packager -> refinery -> unpackager, and then loop the empties back to the start
1:1:1
yeah i did dw
@dusky dust i found a case where the 'fuel per trip' on drones is reported incorrectly. our assumption that that is correct appears to be incorrect
How would I go about doing this? I want to take the limestone from these two miners and balance them so that both lines hold the exact same ppm. I have a double overclocked pure node and a slightly overclocked impure node (with mk2 miners) to get the exact number of limestone I need. I only have Mk.4 conveyors so I can't just merge them.
set the miner to mine the same amount?
Can a mk2 miner on an impure node make it to 283?
no idea, check it out
you can also always just split both miner's output in 2 and merge 1 belt of each
also this is a much faster planner https://www.satisfactorytools.com/1.0/production
just turn off the SAM ore in input
you'll be able to come up with splits and merges without manually creating nodes very quickly
Ill try it out.
Would a smart splitter work? Send the 480 into the first set of constructors, which will process 283, then send the overflow to merge with the other limestone?
depends on your layout.
but simplest is split and merge
you could over flow one to the other with a ss too I suppose
lots of options π
@wind spade please forgive my ignorance/misunderstanding earlier regarding your EA comment, for some reason I mistakenly read that as Electronic Arts instead of what you probably intended to be Early Access. No idea why I jumped in that direction.
what you're trying to do is more trouble than it is worth - just clock both to max and make extra concrete, but to actually answer your original question, split both miner's output's in half, then merge half of each line together and you'll have the even split
Well, depends on how you clock them... π
split both miner into A1B1 and A2B2
merge A1 with A2 and B1 with B2 and you will get equal amount
since its just 2:2 balancing, its quite easy to do
all turbofuel recipes are alts
oh
i guess the same goes for rocket fuel
indeed
to be even more exact - the game doesn't have any clear definition of what is and isn't "alt", so community in general uses "alt is anything that needs HDD to research"
As of 1.0, I think the devs finally made this consistent. Anything that is a reward from scanning a hard drive is an alt, and everything else isn't
yeah, except the game doesn't have anything to distinguish between "alt" and "non-alt" recipe, so it's still practically a community-made distinction
Turbofuel in the game files is called "Alternate_Turbofuel", but in-game, it doesn't have the "Alternate:" prefix anymore
yeah, the only thing is the prefix, which has been inconsistent a lot
It has been inconsistent, yes. But I'm saying that it is not anymore.
I could be wrong, because I haven't checked compacted coal, but default turbofuel (the one you get from the sulfur tree) does not have the Alternate prefix anymore, at least in game
which... is inconsistent, because turbofuel and compacted coal need HDD, therefore they are alt
They need a hard drive, but they're not researched in the hard drive tab
Everything you get from the hard drive tab is an alt, everything else isn't
That's the logic now, I think
yeah, but again, the definition community uses is "everything that needs HDD to research is an alt"
(because there isn't anything in the game that defines what alt is)
for example in codex, "alt" is any recipe that wasn't first for given item
in some wild cases, you can even have your "default" recipe be an alt
wiki lists TF as an alt as well
Idk man , I'd say that having or not having the "Alternate" prefix in the name pretty clearly defines what is and isn't an alt.
At least according to the devs
Also, the codex is no longer divided into "default" and "alternate" recipes
and default turbofuel isn't an alt anymore
ah, they changed this
it is an alt under "needs HDD to research" definition
yeah, it's inconsistent π
bruh, css
@ CSS for complaints, they won't mind
In the wiki, an "alt" is an alternative way to make something. Rocket and Ionized fuel only have one recipe to make them, thus that one recipe is their "standard"
Maybe they did it to drive up engagement
Both have 2 ways?
The only reason the giraffe is in the game is so someone on reddit can make a post every Monday about it
Then only one of those two should be labeled as "standard" ^^
I don't agree with "standard" recipes being a thing
(The wiki reflects this atm)
since then you have a lot of gray areas
Like?
residual fuel
dissolved silica quartz purification
unpackage X
Power Shard (1/2/5)
Good point. Personally, I would throw them all into "alternate", except the recipes for Packagers (I think those are obvious enough)
personally I just do "alt" and "non-alt"
Power shard is also obvious (and unique) enough
though even the "alt" category is kinda ambiguous
I don't see the difference between that and "alt vs standard" 
fuck humans and their need to compartmentalize things
Well, "non-alt" is shorter...
"standard" to me implies one standard way to make it, which falls short if there's multiple "standard" recipes for one item (or when the only recipe to make that thing is an alt)
There are no alts.
There are only recipes.
there is more than one way to skin a cat kitten and/or puppy.
yeah, I'm also team "all recipes are recipes" π
Except bolted plate, bolted frame, cast screw and steel screw
those do not exist to me
can always group recipe that only available with hard drives as alt
Nah. I don't make real factories until I have all recipes for a give thing unlocked
Going to take an assuage from Factorio.
No one cares or can judge something if you call it your β Starter base β
but I need to build a starter base to allow me to build my starter base which will then make resources to build my starter base, which I need to build my starter base
which is kinda what we're doing right now
But some recipes are AlWaYs BeTtEr!
You must have huge facilities to make Rotors 
Rotors are cheap and easy to make regardless of the recipes you use
Unless you make screws from aluminum
And steel rotor is made from the exact same ingredients as default stator so it's even easier
So I just spam my iron wire and iron pipe blueprints and it's done
steel rotor is extra expensive, alu screws are actually pretty cheap
Steel rotor isn't particularly cheap but it's easy, and alu screws aren't easy but are pretty cheap.
But there's 90k iron available on the map so I don't care if I need 6 per rotor
And until 1.0, Bauxite was the first thing I always ran out of
And screws are extra painful with my playstyle because I always put all machines making the same thing in one place and merge (or balance) all their inputs and outputs
anyway, it would have been good to know before i made 200 batteries/min 
Oh?
with the magic of clocking, any* ratio is doable
terms and conditions apply
Well, no, you only have 4 decimal places to work with
Any infinitely repeating decimal will be slightly off
Yeah, as mentioned, since you can clock machines up to 250%, you can change a 2:1 into a 1:1 by clocking one part to 200% (or make it into 2x(1:1) by clocking one part at 50%, same concept, more machines and less shards used)
Just do a balancer and you can turn any ratio into any other ratio without having to think about it
terms and conditions apply
though you can generally scale around. need 3:1? Clock at 50% and 150%, rather than 33.334% and 100%
Mathematical perfection vs practical perfection is the difference.
Any rounding error due to only having 4 decimals will not impact any factory meaningfully in the next 20 - 100 years of playtime
And given how long the average save file lasts..... Its fair to assume it will probably never impact a save
Yeah, the error is only up to a few thousands of a percent and usually much less
How off was it, btw?
I had seen that the very first fuelling of a drone often takes more than it needs to for some inexplicable reason
Was it a case where there was fuel available on both sides? That's another case I'd not actually tested out at all
Need help with signaling. Making a T intersection when i place signals it says they loop into each other but i have no idea how.
ok you will need 6 signals each one facing the way the trains are coming from right before each switch
which type of signals
block or path?
path
you can just just block
ok.
and it wont loop into it's self?
it should not
ok let me see rq.
trains slow down approaching path signals, while going full speed at block signals so it's a bit of a muchness. But block is simpler
Only if you place them wrong
I placed all 6 path signals in the locations but it still say "Signal Loops into itself"
Post a screenshot with the colors
show what it looks like in signal mode
this shouldn't be the same block
how do i fix it?
or this one
Yeah, before and after a signal the rails should be different colours. Rebuild the connections between rails around any location where that doesn't happen
ok
An alternative explanation is rails too close but it doesn't look like it's the case here
maybe move the block signal further back?
Ok that was the problem aparently the rails were placed wrong it works now thanks.
the closest you can realistically put rails is if you have 2 foundations side by side, have the rails in the centres
yea ik.
this sometimes happens with no apparent reason, it's not that the signal needs to be moved, only rebuilding the track seems to fix it
I tried messing around with it a while back and couldn't reproduce it reliably
same as the 1 in 10000 chance to get stuck in tier 0 after skipping ADA dialogue
From my experience, rail connection happen when building them too quickly. Like a rail deciding to connect to another rail whose building animation is currently playing rather than the rail you actually connected it to
is that true? if i put 1/3 * 100 as my clock rate it stores 33.3333 hard stop? it doesn't store like a floating point number or soemthing?
I haven't actually verified it myself, but yes, that's what I heard several times, and haven't heard anyone disputing it
now you have
I guess I could check this quite easily... It would just take a long time
So you really have to carefully look at the results produced in Satisfactory Tools. It REALLY wants to use alt recipes if at all possible. I've noticed "misuse" of them now and then and hand removed them from the list to get a better recipe, but this was an amusingly stark difference. Top image is with all my alts enabled (about 4/5 of the total) and the bottom was with base recipes only. π
Really what sftools wants to do is minimize resource usage based on the relative "weights" of the resources in question (determined by the total availability of the resources by the map), and that just happens to end up favoring various alts
Diamonds in particular are pretty susceptible to that, since Turbo Diamonds are by many metrics the most resource-efficient, but that means adding in petrochem stuff, and the solver will generally try to use the most-oil-efficient loops for all that, which baloons the complexity up significantly
It's not usually nearly this bad, just thought this example was pretty funny. π
My own favorite thing with sftools is when a recipe involves Nitric Acid and the solver just optimizes the hell out of the miniscule amounts of Iron Plates that you need for those. :D
Yeah, for sure. :)
I was glad I found a chain that made use of Turbo Diamonds on my 1.0 save; mostly I didn't quite find it worth the complexity while building
(My fav probably remains Pink Diamonds, even though Quartz is pretty "expensive")
with all alts it's even better lol
it was listing 85 per trip and only taking 55 (yellow fuel)
That's a pretty big gap! I'd been meaning test different fuel types to see if that mattered; all of y tests were with batteries
yeah, i intend on doing some more tests with different fuel types, but am timeslicing with some other projects π
at long last
9 supercomputers /min automated
hey, it's trying its best π
a fraction of a refinery making pure iron ingots and bringing in plastic to make coated iron plates for the 25 iron plates a minute
I need to actually start planning my factories now
Peak
Interesting. I always picture my stuff completely backwards from this with raw materials at the bottom and higher complexity things going up. Fun to note different ways of thinking/picturing things.
I did it this way because my tablet lets me scroll down as much as I want, but there is a top of the page
So it only makes sense for the top to be inputs
Totally sensible!
I would do it the exact opposite way, and my tablet has the exact same limitations
Reminds me of my planning.
Currently building similar setup, going for 12 heavy encased frames, starting with 38 pure ingot refineries π
floating point can't perfectly represent 0.333333333 repeating either
i have not proven either way what the behavior is, but assuming poor precision on the cycle time is safer than the alternative
90 fuel generators makes 22500 megawatts of power right? Or am I going insane
90 * 250 =22,500
90x250 = 22500
or 2.5 x 36 x 250 as well if you are interested in overclocking
What is this? Like the application I mean
https://www.satisfactorytools.com/1.0/production Satisfactory Tools
a double in C would represent 1/3 as 0.3333333333333333148 it would take orders of magnitudes longer than than 33.3333% to actually miscount the expected out put of 1/3
and it takes less memory. and it's easier for the processor to do the math
no way they're storing it as a decimal value truncated to 4 places. source: my ass. But i think my ass is right
not sure why anybody thinks that the game is storing the per minute value the user enters at all vs the computed cycle time of the machine based on the per minute value the user entered, as that is the value that would need to be compared against by the production code.
well they both get to the same place, the question is, when you enter that value and it calculates the cycle time, is it using a base 10 decimal rounded to 4 digits to do it? my bet is no
Yes, clock rate is stored with 4 decimal digits of precision
If you enter per minute value, it calculates the clock speed and saves the clock speed (with 4 decimals of precision), the per minute value is not saved
That was for how many I needed for TPR from the awesome shop, Iβm not that demented.
its the fastest way to unlock all phase 4 milestone, i did that just so i can use mk3 miner a bit early
As efficient as sloppy alumina + electrode scrap
Needs less water tho
But yeah, it has a neat 1:1 cycle of byproduct water to sulfuric acid
id rather add an external pipe than be completely confused with the stuff i build
why would you be confused
@faint lagoon my packaged loop blueprint
Very nice and clean, I'll have to set up something similar, thanks π
bc pipes are bugged
i have twice the needed amount going in and and all the pipes are empty
probably said bad building. If you're looking for help, #1038092680493801533 with images of the setup and the offending parts may help
simple things to check would be
- does rebuilding the pipe segments help
- does it actually have enough head lift to reach that point from the previous pump
everything is connected and i had like 30 pumps
30 pumps at ground level don't help if your target's 100m above
30 badly placed pumps can do just as much as no pumps at all
It could also be that theres an open pipe connection somewhere that you cant see, so no fluid flows through
For that, images to help with troubleshooting would be needed
Daily pipe appreciation post
daily pipe hate post
gonna need to see the code repository
devs told this multiple times, it's on wiki and people here talk about it all the time, what more do you need?
so I can make a miner spit out the "wrong" number of items in just a couple of hours?
i guess i'll go test that
you're much more likely to suffer a hitch from frame drops or autosave
i'll just turn off autosave and see. just curious. the difference between we allow you to put in up to 4 decimal places vs the number we actually use to do the calculation is limited to that seems like a weird decision. especially if they let you put in formulas to do it
Good luck testing that. The difference between 246.6667 % and 246β % is just 1/30000 %. Even with a mk3 miner on a pure node, it's 1 item of difference every 100 hours
Hmm, no, I don't think the exact clock speed matters much, just the repeating decimals and the base speed
Maximum possible difference to achieve is 5e-5 % and then you have 1 item difference every 70 hours with a mk3 miner on a pure node
But to get an accurate measurement, you'd need to subtract the "correct" amount by having machines consume that, while the miner is rounded up and outputs more
Unless you have some way to get the exact in-game time
i made a huge mistake in my liquid biofuel factory
was burning it in fuel generators instead of biomass burners
you can burn packaged liquid biofuel in biomass burners? π
even if you can, you'd have to burn 1 cannister per min for every 1/min of liquid biofuel so that sounds awful
It doesn't matter what you burn liq biofuel in. It's 750 MJ/m^3 regardless
Either way it's a bad idea, and if you put it into biomass burners, you're also burning canisters for no reason
That's true
im just burning overflow im not ever gonna use that much for jetpack
But why would you burn liquid biofuel when you could just burn fuel for power
i am burning fuel
Then just keep the biofuel
why
its doin nothin in the storage
why would i use a game mechanic? bc i can
i havent burnt any yet since im still well below capacity
A full industrial container is only 16 hours of jetpack time
I keep mine topped up all the time until the 100 protein I put in runs out
yeah im sure were different how strange
anyone got a 2-3 belt balancer?
split A to A1, A2, B3
split B to B1, B2, B3
combine A1+B1
combine A2+B2
combine A3+B3
is there somewhere a forum with all the balancers?
no that i know of since most people find them redundant
some are on the wiki, but the question is why do you need balancers at all
balancers have few, niche use cases and you're better off using manifolds otherwise
yeah, i was treating it like 0.3333 instead of 33.3333% which is 0.333333 so i was getting 1 hour instead of 100 hours.
still, if use 39/128, the error is now effectively .0000005 instead of .0000003 and we're down to 69 hours
see you in 3 days
what exactly is a manifold?
!wikisearch manifold
Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once...
guys is this a correct aluminum calculation?
i don't want to use the tools, i'm asking if i'm thinking correctly abt it
π€·
looks good
looks like the numbers match up yep
They have a few uses, and they're great for that, but that's for n:m balancers, not 1:m ones
but i wouldnt really advise to just "add" 240 water to get 360 since its hard to control
its way more stable if you use the 120 water to run its own alumina solution refinery and not mix it all together
also id use a simple priority merger to control the 200+100=300 silica so it can never clog
fair
whats with your name btw
why no pipes
mk2 pipes dont do 600/min in long manifolds, its more like ~550/min
most often, you can avoid a n:m split too
the two use cases I'm thinking of are balancing miners into multiple freight platforms and supplying nuclear power plants
the thing with balancers is that most players can't figure them out themselves, so they need to ask here or look them up
whereas manifolds are entirely mechanical
never had issues myself
well balancers work with higher belt throughput
injection manifolds can get messy (but smart splitters + priority mergers make them super simple imo)
Yeah I use balancers to manage multiple belts of one item in one factory.
I can ignore most math and just paste a blueprint
I was about to say, an injection manifold is as complex as it gets, but it's still mechanical
injection manifolds with prio mergers are so fucking simple
just over paste them and youre good 100%
hm, how do they actually work with prio mergers?
Yeah, priority mergers simplify item management a lot
the issue before was that incorrect mergers would starve the primary feeding belt
now thats no longer an issue so theres no downside to having too many injection points
you must have a smart splitter before each merger
no if you inject early
like inject 300->780
so it never goes down too much
might even inject every 700->780 if you dont wanna do the math

I think I'd need to see a diagram to understand
otherwise, injection manifolds are 100 % reliable for any input if you build them correctly
Without priority mergers, they are not
yes they are
That's the reason why I got into balancers
or, well, prove to me that they aren't π I don't want to sound stubborn
they are if you math it out and inject at the corret point
You can't inject 420 if you still have more than 60 left on the belt
If each machine consumes more than 60, you can't just inject one machine farther
So you have to split and inject twice
split the 420 and inject in 2 points
so injections are 420, belt is mk4 and machines consume how much? say 80?
I need these numbers to do the math
idk injections are 450, belt is mk4, machine consumes 120
that'd match quickwire into plastic limiter I think
something like this
in reality you can sqeeze the prio merger between the manifold so you dont have to leave space
how are the priorities and smart splitters set up?
in this situation, I'd consider underclocking machines and ditching an injection manifold altogether, or reconsider how the input belts of 450 are put together
That's why I do balancers now.
I don't have to think about any of this.
I once balanced 4x360 into 4x360 because I just saw 4 belts in 4 belts out and balanced them
interesting, but what's the benefit of injecting early?
It just works no matter the item rates
you dont have to math it out
oh right π
and in this case, it makes sense as the input belts are completely full
so the alternative would be splitting the input belts
example 1 (ignore that its vertical xd)
this need 2000 alu ingots
and i just inject after every blender, cause its just easier
example two , injecting for ~4000 concrete
ye i know
autoconnect was a mistake
blueprints were 
xd
its incredibly fast to build
but kinda destroyed my gpu by all the extra belts :D
goodness gracious
I'll have to try something like this for crystal oscillators, notoriously requiring a horrendous amount of manufacturers
but this makes stuff like 4 concrete belts super easy to build
without having to figure out how to correctly split it
yeah, makes sense
ye that tower is crystal oscillators xD
the other one is modular engines since im making warp drives
4:6 balancer lol
those are big
compared to just a bunch of prio merger + smart spltiters
Beams and EIBs on one belt, everything gets its own belt or 2
also then id have to drag 6 belts instead of 4
this also scales really well since i obviously didnt start off with 4 full concrete belts
Doesn't seem that big to me
if youve played factorio its the exact same of output priority vs balancers, my approach is output priority
To me, it's not that obvious because my factories never change after I'm done with them
ye it might be different playstyles
i upgrade my main bus constantly and prefer easy to build solutions over mathed out ones
but its working really REALLY well :)
if many items can occupy the same space at the same time, balancers can be super compact. CONSUME
I mean with priority mergers, you could just build a 9:9 universal balancer and it would scale perfectly and without effort until 9 belts total
without having to change anything
balancer is O(n^2) belt compressing is O(n)
with non-universal balancers you kinda need to match it to the number of belts
but with a universal one you could leave some belts unconnected and not care
don't show me your big-o face. i was just making fun of the clipping
how is it a balancer if it's non-universal 
I assume a true balancer takes belts with any input and outputs belts with equal output
a lot of "balancers" floating on the internet are not 100% universal
balancers can be simplified into manifolds ur just overcomplicating it tbh
in an extreme example, you could have a 9:9 balancer and use it to balance 2:2 while leaving the other in/outputs sporadically disconnected
or am I misunderstanding?
correct
you could but 1) it'd need to be a TU and 2) it wouldn't necessarily be input and output balanced
it'd work in a factory but not for a train
if its as good balancer it is
true
this isn't lol
ah found it
#math-and-meta message
this balancer is only universal with the last two balancers
otherwise the situation i draw would reduce output
From the Factorio context, thereβs a lot of βconditionalsβ to balancers where usually you need xyz to be true for them to actually balance. My short hand version is that I guarantee either all input belts full or all output belts consume for them to just work (which is essentially the train context).
But overall itβs a lot to unpack the whole balancer mechanic stuff.
thats why true universal balancers are BIG
in factorio
in satisfactory, it would't be that much larger
in height, maybe, not much in footprint
go build a 9x9 blancer lol
the reason i like my design #math-and-meta message
is that i can retrofit it on 2 belts by just adding on splitters and mergers
no way you could do that with a balancer
and ye output compressor vs balancer is BY MATH larger since for large blancers you need x^2 balancers to handle each lane going to each
but with belt compressor you just go down 1 lane per, so its x
There you go. A TU 9:9
How long did that take me?
5 minutes?
Including launching the game
That includes making all 3 blueprint pieces making it up
nah u prolly had that built already
1 minute if I already had them
is that right?
i thought compressor was supposed to put it all on the fewest possible belts
It's really easy to build these if you know how
thats one use case
dont think thats universal
i guess if you have the blueprint but imo that is waaaay to many belts for something that can be done with 9 smart splitters and 9 prio mergers
what is that image supposed to do? like if the top input had a little, and the bottom input had a little doesn't it just move the top input down one
but nothing compresses?
yes it fully compresses the bottom belt so you can use it for a factory
its from something i wrote 3 years ago but havent updated for mk6 belts and prio mergers
https://docs.google.com/document/d/1_rXrJ8CWyjNExcayArby3HjRpDUXV5sd8QvFrdNZxBc/edit?pli=1&tab=t.0#heading=h.i4mh5jaa6ir1
High throughput belting using Belt Compressor Units or as i like to say manifolds of manifolds 1 What is a Belt Compressing Unit A Belt Compressing Unit (BCU) is made up of multiple Belt Compressors. (see also https://satisfactory.wiki.gg/wiki/Balancer#Belt_compressor) They take two inputs and f...
ye if the bottom 2 are almost empty then you need 2 of em since they only bring the belts down by 1 lane per
but what if you just changed the "diagonalness?"
"diagonalness"?
is that not a word. start with the top one on teh left. but i guess it wouldn't work completely either
oh you mean like "\" instead of "/"?
turbo electric 
turbo pressure or gtfo
turbo pressure ??!!!
ye you need particle enrichment for it which you need turbomotors for to unlock xD
WTH

what would be the most compact way to arrange this splitter?
eyyy is this IceMoonMagic/Satisfactory-Splitter-Calculator?
can make 120 by limiting via mk2 belts
so just split 400 -> 120/280 with a mk2 belt and a mk4 belt
also can just manifold by splitting and letting the 120/min side fill up
yes it is!
Why are you even using this calculator?
cuz i've gotten used to it
hmm, how should i allocate 5 train platforms between 240 plastic and 465 rubber?
It's the worst calculator I've ever used lol
By far
personally i use factoriolab (also good for other factory games)
doesnt bother me
it gets the job done
Yeah you cant expect a calculator to do everything for you
man i wish yafc would work for satisfactory
Idk SFTools does everything I need
modeler is nice for specific layouts
My brain does everything i need no third party shit
lel
it kinda does
so IDK what you are on about 
anyway, it does what i want it to
thats plenty for me
Kinda?
I tried using a calculator app thing but it took longer for me to plan stuff on it tbh
i mean youre always best at the stuff youre used to
just keep in mind that A LOT of people think that sftool is better than satisfactory calculator
If Satisfactory Logistics wasn't so laggy, it would probably be the best
I'm building a factory with resource nodes that aren't very close. Considering how long belts can get, at what distance would you say "I think using a tractor would be better"?
trains aren't an option yet
Once New Tools release (in like half a year), they'll almost definitely be the best
also I'm in the dune desert (4th biome?), so the land is good
Imo, a tractor is never better than belts
There's not a single situation in which I'd automate a tractor, truck, explorer or factory cart
They're more decoration than useful item transport
I see
Aesthetic autonome factory that just looks fancy but has no actual profit
There's a reason why the game sounds familliar with "Satisfaction"
But yeah, no serious usage sadly
calculator just spat this out, and im like,
"Hell no."
That's why I always say this calculator is very cool but functionally useless
Hard disagree there; I've had tractors as the backbone of my early-to-midgame logistics on a few saves now, and I've never had problems with 'em
Once you know how to work with them they're 100% reliable
And I continue to put in new tractor lines as appropriate even into the late game
(Well, I suppose I don't disagree that you wouldn't use tractors/trucks/explorers/carts. It's more a tractor is never better than belts and They're more decoration than useful item transport that I strongly disagree with. :)
I picked the wrong statement to reply to. :D
i would be able to just build the manifold if i got an answer to the question
"With 465/m of Rubber and 280/m of Plastic, how many out of 5 train depots should be allocated to each?"
what?
i have 5 train depots
and 465/m rubber + 280/m plastic
how many depots should hold rubber and how many should hold plastic
i'd love to use trucks but i dont like having vehicles without roads for them to use and roads are expensive and painfull to do right IMO
same with trains
i'd have to make a good set of blueprints for them
but why not just use drones or belts ?
Is a depot a station or a platform? There's no "depots" in game. I'm assuming platform, because having 5 whole stations for just this much is a lot
and belts will always do what i want them to
while drones take 4 clicks i total to set up π
platform
But idk how to answer your question exactly. Depending on your belts and distances, 1 platform each might be enough
this is what a train throughput graph looks like
Building roads is, IMO, the #1 mistake people make with vehicles in the game
@unique cypress axis labels
for mk6 belts and items stackable to 200
Vehicles work great on the map's "natural" roads, seemingly better than on foundations in many cases
zoom in
it's desmos so not well visible sadly
@unique cypress Readable axis labels (semi joke; light tone)
That does restrict your your choices a bit, of course, but natural roads are the way to go
doesnt item/min depend on the stack size ?
for trains
.
ok
ig I can just zoom in
yeah,
i just really liked the idea of a road network going around the map
Tldr: trains have higher throughput than drones but you need to build track. Both good.
and there's the *"lore" * of my save
I do like seeing people's complete road networks, for sure
idk man i just want to finish this factory's output manifold before moving on to my manufacturer-containing factory
Just definitely a choice, not a necessity. Especially early game where those kinds of bigger projects can seem pretty expensive
yeah
i'm kind of regretting the fact that i just used belts to collect stuff in the red forest : (
This topic is basically lightning debating how to do his longer distance logistics right?
the graph came up because of me i think
not really debating but we are talking about logistics and mostly trucks
Gotcha.
should'a used trucks TBH
I love seeing all my tractors running about delivering things for me. :)
but for having 3 axels, trucks have some AWFUL suspension
you sneaky watermelon
i'm on 1.0
I actually don't tend to use trucks much; trains end up being strong competition for them with the 1.0 changes. Tractors are my jam
I mainly used trains, drones in my 1.0 save. Did a little bit of trucks on natural roads to avoid janky belt stuff. Trains just felt more clean, robust than trucks.
One of these days I'll melt my PC with a cart-logistics-only run
cuz seeing paths like this makes me feel like the devs intend you to use trucks to collect red forest stuff
but the belts do the job so i aint touching it
WhatDarrenPlays seemed to have some issues with long pauses interacting poorly with save/load cycles for his trucks. That and the old pathing stuff pushed me towards just trains.
Yeah, there's a surprising amount of good vehicle paths in there. Though I feel that tractors tend to fit them better
And route recording is more fiddly than just clicking a few buttons for train schedules.
too true 
mans living in the past
[reminds me of my update 8 save]
Yeah, I definitely go heavy on trains once I unlock 'em. The more you invest in the train network the better it becomes
yeah, i bet trains would serve me very well too
though knowing me i would have spent 500 hours on a global network soo.....
I do wonder if the 1.1 updated blueprint snapping will actually work robustly eventually. Would help make trains much faster to build.
Even just auto-connect is already huge
auto-connect was a mistake
my gpu is fucking burning
dude my p4 to do list is so big hahah
RIP
i think my server crashed 5 times because of it
whats your max belt speed? I would just do one platform each for plastic and rubber at those volumes assuming you have at least mk4 belts (480/min)
It's just barely possible even with mk3s
With round trip times between 3.25 and 13.75 minutes
And if you split into 2 stations and 2 trains to set them to depart only when empty/full, it'd work even below 3.25
Does a normal iron node make 120 per second ?
no
How much?
!wikisearch miner
mk1 60 mk2 120 m3 240
Mk.1Mk.2Mk.3
A Miner is a type of resource extractor that automatically extracts solid resources when built or placed on top of a Resource Node. There are 4 types of miners available: Portable Miner, Miner Mk.1, Miner Mk.2 and Miner Mk.3.
Portable Miner (see below) is an equipment that has to be held...
How much does a normal node produce? Of iron
.
uhhh
A node doesn't produce anything by itself
the node produces based on purity (normal in this case) AND miner level
Doesnβt it have a maximum extraction rate? If not then there is no difference between impure and pure
Just read the wiki page man
the amount of ore you get from a node is depedent on the tier of miner, clock speed of the miner, and the purity of the node
^this
Yea Iβm asking about the purity of the node
yeah we got x just need y and z
on a Normal node its 60 for mk1, 120 for mk2, and 240 for mk3 iirc
ffs
So the miner has different extraction rates depending on what node it is on?


