#math-and-meta

1 messages · Page 300 of 1

willow harbor
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but that seemingly isnt the case

quaint condor
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That's fair. That's the part I genuinely love the most. I am loving the recent bridge posts in #screenshots and some on reddit, they are awesome.

willow harbor
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the other part

quaint condor
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The iron plate seem backed up?

willow harbor
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its 60 plates per min on a mk1 belt

quaint condor
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What's the assemblers say?

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Efficiency wise.

willow harbor
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well...

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it seems to have fixed itself

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It appears I was impatient

prisma kraken
willow harbor
quaint condor
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Or I was going to ask if that lift the screws are going into was a mk1

willow harbor
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YAY! This is the first 100% efficient setup I have ever made myself 😄

quaint condor
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But yeah, it can take a bit for machine numbers to average out.

prisma kraken
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sometimes full output buffers can cause machines to stutter

willow harbor
quaint condor
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Oooh, should check how that BP is still running ... it's been a few 😏

willow harbor
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I think what was happening is the machines were losing that efficiency on startup and just needed 15-20 minutes to recalc the average to 100%

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Thank you for helping me regardless

quaint condor
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Sweeet, I think I am confident enough with this design to see what happens with the rest of them.

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Though, it's going to be a bit annying with the 1.1 lift/floorhole bug or whatever

willow harbor
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Is there like a "common practice" way of load balancing conveyor belts? Here is my method of combining a 120 belt with a 60 belt for two 90 belts but it seems clunky.

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dont mean to spam im just new to the game

vapid gorge
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one of the reasons people do manifolds almost entirely.

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it can get wild trying to do it for multiple steps

willow harbor
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Ahh, makes sense. I foresee my chase for 100% efficiency in all things to die here soon lol

willow harbor
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assuming you have a belt with a high enough capacity right?

vapid gorge
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manifolds + clocking = trivially easy perfect systems

willow harbor
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That's how I was doing it in my first world, started another now that I kind of know what I am doing.

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Want to progress smoothly the whole way through so far after four hours I am where I was around hour 75 lol.

vapid gorge
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if you like load balancers go for it, but it's purely aesthetic.

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the sole mechanical benefit you could have with LBs is with radioactive materials to make an area somewhat less radioactive

however you'll still need a suit and filters anyway and it's a non issue automating them so personally I don't see much of a point

slate pagoda
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On the first one my numbers are wrong? Sorry for language barrier

prisma kraken
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from a brief look at your table, it seems like your power yields are very low for what can be built. depending on how you do nuclear, you can get well above 1tw of power from it

prisma kraken
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i don't understand, sorry

slate pagoda
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Both my tables show power iutouts "well above" 1tw

vapid gorge
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for example you can use SAM ore to create more uranium and you'll have more waste

slate pagoda
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Ye ofc

vapid gorge
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cool 🙂

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a variable is other factors that can alter a situation

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in case it wasn't making through the language barrier

prisma kraken
slate pagoda
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No i didnt know discounting could mean that soneone is doing math wrong. At least thats how I understood it in that context. Im just used to the nornal defenition of subtraction

prisma kraken
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i meant not taking into account things like slooping ficsonium production

slate pagoda
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Oh yeah, i wasnt that far in practice, like I said in the conversation of that thread, i was wrong about my premisses and I havent fully thought the thing through

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But thanks for the tip ill think about sloops when i get there👍

willow harbor
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Hi again! Why is my assembler going idle for a couple seconds after every completed assembly?

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It is causing things to back up 😦

frosty owl
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One of the inputs is not coming fast enough.
You can infer which even just from the picture you sent, but looking at the UI for a whole production cycle (while the issue shows) should make it obvious.
If not, do feel free to ask for more details, I'm just trying to push you in the right direction rather than spoonfeeding you ^^

willow harbor
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So I thought that could be an issue and to test it I filled both the screws and rods sides and it still paused for around 4 seconds after completing

crimson moat
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If it starts to pause at all, it will pause for those 4 secs. If you have materials loaded for multiple build cycles though (before the first cycle finishes), that pause shouldn't happen

frosty owl
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To be perfectly clear, there's 3 reasons a machine may go idle:

  1. Lack of input (one input inventory has less items than needed for the production cycle)
  2. Output inventory can't fit more items
  3. Hoverpack bug
willow harbor
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Well, its none of those three. So that means I fucked something up earlier in the machines

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Time to go hunting!

crimson moat
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That would still mean that it's #1

willow harbor
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thats a solid point lmao, im a little sleepy

frosty owl
quaint condor
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My first thought is to check screw production

frosty owl
opaque quartz
opaque quartz
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planning a new post-game project: ballistic warp drive factory for sink points. targeting 4/min which will be slooped to 8/min
having to make a dang spreadsheet for this, lol

plucky tusk
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Sounds fun

unique cypress
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you don't have to make a spreadsheet

slate pagoda
opaque quartz
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going to look at using some alts I haven't used before, such as turbo pressure motor and heat fused frames

slate pagoda
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Heat fused frames is something ill look into once I run out of aluminum, so lemme know how that goes

opaque quartz
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I'm planning on using the SW coast spot that has 3 pure iron, 1 pure copper, and 2 pure limestone, and using train/drone to bring in other raw resources

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haven't yet determined if this will be my chance to try out the quartz purification chain

slate pagoda
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You going for the silica recipie?

opaque quartz
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I like the silicon alts for HSC and circuit boards. Don’t know if I’ll use them here

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I have to work out what raw resources I could cut out completely. quartz is unavoidable anyways

unique cypress
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without conversion, you can only get rid of Caterium, Coal, SAM and Sulfur.

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and Uranium obviously lol

slate pagoda
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What do you guys think about the compacted steel recipie? Im not using any sulfur for fuel, just for uranium, and have that suplly covered. Hence I feel like using all the other sulfur loosely.

unique cypress
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it makes 10/min/foundry...

slate pagoda
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Ye

unique cypress
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it's painfully slow

wind spade
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you just build more machines 🤷

slate pagoda
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God that looks awfull, as in ingame but also as in picture wise. Im sorry guys😭😭

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At least that way ill always find my steel factory

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Guess ill build 306 more foundries

opaque quartz
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Since compacted coal is a byproduct in rocket and ionized fuel production you might as well use it for something useful instead of sinking it. my other use is fine black powder for munitions

vague ibex
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I just realized something. Satisfactory has a somewhat realistic model for fluid physics, so does that mean hard bends in a pipe reduce flow rate? Bends like this

crimson moat
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but bending like this, as far as i know, has no meaningful difference in flow

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i say meaningful because like, compared to a straight pipe, this one may be like 6m3 instead of 5m3 and that changes flow slightly, technically, but not in a way that really does anything good or bad

vague ibex
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Thanks

prisma kraken
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i'm somewhat amazed at how the simplified simulation does actually model some real life behavior, but it only goes so far

vapid gorge
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@faint lagoon if you just want 3 pipes of 60 fuel pm just make 3x packager > refinery > unpackager , and then don't merge them. Each unpackager can easily do 60pm and you can just overclock the refinery a bit to put out 60

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why do you need to split it in 3x 60 anyway?

faint lagoon
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so 12 loops feeds 32 refineries in total

vapid gorge
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top down view, red is packager , black refs

faint lagoon
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I'm just trying to space it out nicely so getting the hor and water into the loop isn't a massive headache.

vapid gorge
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Ok? Sorry your description of what you need and end result is very confusing

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like there's obviously a ton of info in your brain you know that would give context to all this

faint lagoon
amber igloo
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ive worked out this factory that i can make in earlygame, but id like to ask, how do i properly use splitters to make these specific amounts of iron going to different machines

deft lichen
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are you using the "maximize" option?

amber igloo
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yep

deft lichen
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those are pretty ugly numbers

wind spade
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don't 🙂

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just use items/min

deft lichen
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maximize doesn't really work well if you use it on more than 1 product

amber igloo
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noted

wind spade
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it works "well" - it doesn't break or anything

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but it makes same amount of each, which probably isn't what you want

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e.g. you probably don't need as many screws (or any), but you could get more RIPs and plates

wind spade
deft lichen
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much cleaner numbers to work with

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and yes, you never have to deal with equal/ratio splits

amber igloo
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that happened to be the exact numbers i just changed things to

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how lucky

wind spade
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but the advice I've given above always applies, even if you have nicer numbers, it's much easier to have it separate from the start, than to merge it and then think how to split it later

deft lichen
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as for screws, produce them directly and separately for each machine that uses them

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you need 1.5 screw constructors per 1 RIP assembler

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my approach would probably be to build 3 constructors, split one in half to merge with the other 2 and send that to 2 assemblers

wind spade
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you can also clock the constructors or assemblers to make it 1:1

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or use a different recipe(s) for different ratios

slate pagoda
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Dead chat😭 how about we discuss how bad ficsonium is again

open patrol
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Or how goated Encased Pipes are

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Encased pipe my beloved

slate pagoda
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Why do you love encased pipe?

slate pagoda
open patrol
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Encased Pipes is an alt to the Encased Industrial Beam main recipe. It greatly shaves down coal usage (by reducing steel needs) at the cost of slower production speeds per machine (which isnt horrible)

Also allows coal free Industrial Beam production via the Iron Pipe alt (simpler than using steel ingots for pipes but trades off a huge increase in base iron)

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take for example @slate pagoda

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this is the base recipe, utilizes 1200/min of coal, iron, and 1800/min of limestone for 100/min pipes

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the alt recipe encased pipe on the other hand

900/min iron+coal and 1500/min limestone for the same quantity of pipes

open patrol
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a beautiful sight to behold.

slate pagoda
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Oh you said encased pipes i thought you meant steel pipes

open patrol
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when none of my homies got me, i know that encased industrial pipes got me.

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i might be excessively glazing encased pipes

unique cypress
slate pagoda
unique cypress
open patrol
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encased frame and encased pipes. truly made for each other

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my last playthrough, i had me a pretty nice encased frame setup. too bad it was iron pipe alt, which in hindsight was kinda cringe.

slate pagoda
# wind spade depends on recipes

Show me your work pls so i can understand what your used recipies are🤙
I calculated 1.26tw with plutonium proritized over uranium, uranium yields 1.47tw.
2100 input ofc

open patrol
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i do unfortunately have the refinery influenza where i just spam refineries for almost all my ingot needs.

wind spade
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e.g. you can use resource inefficient plut recipes to reduce SAM cost of ficsonium

slate pagoda
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Hmmm

wind spade
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all depends on your goals

open patrol
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yuh

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and heck, some people eschew nuke of all flavors for simple gas guzzling rokit fuel power

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we love me some pollution, and oil too!.

slate pagoda
wind spade
slate pagoda
unique cypress
wind spade
unique cypress
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and why would I care about not sinking?

wind spade
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you? idk
some people? have their reasons

slate pagoda
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This thread isnt about wasteless grneration.
Its about the fact that the most complexity doesnt give you the most power.

wind spade
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well, nothing says it should

slate pagoda
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Shouldnt, in a game like satisfacotory, more work be rewarded?

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You alwqys do the extra work because the game rewards you for it, thats the whole point no?

wind spade
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well again, for some people the reward is "clean wasteless sink-less power"

unique cypress
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that's rocket fuel too lol

wind spade
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everything in this game is an option and you're free to use whatever

wind spade
slate pagoda
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Yes I know but its about the balancing not about sinking stuff

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Its wasteless either way but the easier wasteless way gives you more power

wind spade
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not sinkless

slate pagoda
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Ye you know what i mean wasteless whatever

unique cypress
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I'm of the opinion that if something is unlocked later, then it should be better at least in some way than everything else unlocked earlier that can achieve the same thing

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because if it's worse in every way, then why tf would it exist

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for power generation, ionized fuel and ficsonium are both worse than rocket fuel and uranium, which are unlocked 1 phase earlier

wind spade
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it can do something that no process before can 🤷

slate pagoda
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Hmmm

wind spade
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whether or not is that something you like is up to you

unique cypress
wind spade
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make wasteless sinkless power from uranium

slate pagoda
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So your point is that even though its complex af and that the power generation is ass, the complexity justifies wasteless power nit just power?

wind spade
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it's primary purpose isn't to be "better power source" so yea

unique cypress
late hedge
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can train sustain 1-1 ?

late hedge
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need to move plastic and rubber to my factory

wind spade
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I think there's much worse balance issues than ficsonium

late hedge
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can it maintain 120 produced and 120 consumed with no downtime? or will there be delays in the middle

wind spade
wind spade
slate pagoda
wind spade
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no, I think the recipe should be tweaked

slate pagoda
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Up or down? Do you believe its too broken?

wind spade
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down

slate pagoda
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Im happy so its balanced🤪🤙

unique cypress
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default HMF should probably be cheaper instead. there's a much bigger gap between def HMF and HEF than Flexible and HEF

slate pagoda
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Whats DF?

unique cypress
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diluted fuel

slate pagoda
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Oh ok

unique cypress
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it's tier 7 so i'd say it's fine if it's better than DPF from tier 5

wind spade
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99% of things in the game are not "better", but "alternative"

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idk why DF needs to stand out

slate pagoda
wind spade
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WP is just one metric. Obviously there are things that are "better" in terms of WP, but those in 99% of cases have tradeoffs that make it at least in some way more effort or more costly

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and yeah, if you only care about WP, you won't see those tradeoffs as relevant

slate pagoda
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At early to mid game I also chose recipies by what was available so i understand when mist people do the same. End game really just becomes a spresheet/WP optimization sim.

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Or cool builds, but im lazy lol

wind spade
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I feel that it's just one group of players that does that

slate pagoda
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Spectrum members where?🫡🫡🫡🫡

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@unique cypress is one too for sure

merry kernel
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DF isn't -strictly- better than DPF, note. It's simpler, though, and in most cases this will win out.

unique cypress
merry kernel
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For example, if you're going to sloop one of the two recipes, sloop DPF, since it consumes fewer sloops per fuel unit generated, and also you get free packaging.

slate pagoda
unique cypress
wind spade
slate pagoda
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Sick

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Except for anxiety thats not so cool

merry kernel
# wind spade in which property it isn't better?

The power consumption slightly favors the blender after packaging and unpackaging, but only if water is available where you're producing it without pumping; if you need to pump the water, depending on the scale of operations, packaging + conveyer lifts may be cheaper.

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At which point the balance shifts in favor of HPF

wind spade
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eh, I don't think that argument "I'll build it in a bad place so that I need a lot of pumps and DPF is better" is a valid one

merry kernel
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Also slooping favors HPF

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DPF*

unique cypress
wind spade
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sure 🤷

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slooping is a fair argument I guess

merry kernel
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I'd favor the blender just because they tile better, mind. Refineries are too tall.

late hedge
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why are these alts even a thing

wind spade
merry kernel
wind spade
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(for clarity: "best" means "most product out of oil, in combination with other alts")

merry kernel
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Also the fastest

wind spade
oblique hollow
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Maxed out nuclear with maxed out ficsonium is their issue

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They wanna be able to max it out with ficsonium because otherwise its pointless

wind spade
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like, I could build everything clocked at 250% with one recipe and everything clocked at 1% with second recipe, and say that second recipe is much more power efficient

oblique hollow
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I do think the main argument for ficsinkum IS wasteless plutonium. Sinkung the plutonium rods feels wasteful.

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Ficsonium "should" be the answer to that.

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How good it is at being this answer is the main problem many seem to have. "Its too costly to be a solution"

merry kernel
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It's not about intentionally building non-optimally, so much as lots of players build heavily vertically, and this can situationally change the optimal recipe.

wind spade
merry kernel
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If we exclude logistics from the equation, then we should exclude the power cost of packaging and unpackaging, though.

opaque quartz
wind spade
opaque quartz
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I'm building another recycled plubber setup right now, in fact

wind spade
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you're not required to build vertically, but you're required to provide packaged water in case you use DPF

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I'm not saying it's a point that should be ignored, but I don't feel like argument "the recipe isn't always worse in terms of power" should include logistics added by choice

oblique hollow
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Packaging in DPF is not a choice

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Its a requirement

wind spade
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yeah

oblique hollow
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Required machines and recipes are to be considered in the math

opaque quartz
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it's even right there in the name!

merry kernel
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Everything should be considered in the math

wind spade
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in 99% of cases, we're here talking about recipe paths

merry kernel
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The recipe doesn't exist until it is substantiated in a build

oblique hollow
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The heck is that supposed to mean

wind spade
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but the build is variable enough to be pointless to include in math-based conversations

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"recycled plastic and rubber suck because I chose to move everything by trains and they eat tons of power"

merry kernel
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It isn't pointless if you're actually building it, it's only pointless when discussing the pure abstractions

wind spade
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if you're comparing "I've built this thing" vs "this person built this thing", sure. But we don't usually do that here. We practically compare outputs of planner(s)

oblique hollow
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Its simple:
Not in Tier 7 yet? Pick DPF

In Tier 7? Continue using it or find a hard drive with DF

late hedge
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why is it even this complicated to produce 40 rubber 30 plastics

oblique hollow
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Thats what you get for using recylcing recipes

wind spade
oblique hollow
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Want simple ? Use default recipes

unique cypress
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and then you pay 4.5 times more oil

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but it's a choice you're certainly allowed to make

oblique hollow
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Duh. Go with simple and expensive or complicated and resource efficient

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Im not about to max out any node ever so i know that i wont go for max resource efficiency builds unless i feel like it

late hedge
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ok so with 40 plastic 40 rubber produced is it possible to combine them in one belt perfectly

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one after the other

slate pagoda
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Wdym? Iguess you can merge bouth outputs but why would you wanna do that?

late hedge
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to put into train

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yk what

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i'll just smart splitter and sink it

slate pagoda
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Ive made the experience that merging different resources is alwqys a bad idea because the splitter will block the resources if the one of them runs full. Just build two belts and two freight platforms

wind spade
wind spade
quaint condor
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Ooof, didn't realize the gif shows up here, would've been fine with the link lol.

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doesn't consiider himself advanced iin any way either, just wanted to poke a bit of fun

harsh mason
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whoops! Noticed one of my quartz supply trains wasn't being fully unloaded at the quartz processing plant. Traced the problem all the way through everything to discover I hadn't overclocked the nitrogen well, so the whole thing was running at about 40%

vapid gorge
frozen willow
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Just completed phase 4... tempted to like nuke everything and rebuild to enable success for phase 5...

carmine salmon
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Also use your existing base to build your new one. Only tare it down once you are producing items for buildings somewhere else.

frozen willow
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Thats a good idea. So with that strategy, should upgrade power first.

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End game seems to require nuclear?

vapid gorge
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You can manage on diluted fuel pretty easy, but nuclear is fun

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I wouldn’t bother tearing everything down though. Decide after you finished the tiers

prisma kraken
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i'll also note that ion fuel doesn't provide the same magnitude of gain as rocket fuel does, and as such, the power cost of making it doesn't really justify its use unless you are both utilizing the compacted coal byproduct for power and/or using it to make dark matter crystal

merry kernel
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Or if you're using somersloops

prisma kraken
# merry kernel Or if you're using somersloops

quick fact: you cannot sloop ion fuel production. it doubles the cycle yield from 16 m3/cycle to 32m3/cycle and the output buffer for the refinery is only 50m3. if you sloop it, the machine pauses until the buffer drops to 18

merry kernel
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I'm wildly aware. It makes calculations very annoying

prisma kraken
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in theory you could sloop dark ion fuel, but that recipe sucks ass

merry kernel
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You can still sloop it, it just doesn't run at full efficiency

prisma kraken
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yeah, but if you can't predict the uptime for a machine, it makes it rather difficult to generate stable power

merry kernel
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I just overproduce it, package a bunch for my drone network, and some gets sinked

prisma kraken
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i guess that works if you aren't counting on the stable prod rate

merry kernel
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Since it fuels my drone network as well I can't really rely on stable consumption rates anyways

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At least until I convert all that over to using plutonium rods, but that's future me's problem to deal with

prisma kraken
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yeah, how are you finding it as drone fuel compared to other types?

merry kernel
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I don't notice much of a difference from rocket fuel except the consumption rate is slower

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Rocket fuel I did notice a difference from regular fuel, but probably it would have been less noticeable if I hadn't skipped turbofuel as an intermediate fuel

prisma kraken
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i did some testing of long trips with it and didn't really see a compelling difference to use it

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my limited use of drones so far is just running off of yellow fuel

merry kernel
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Mostly I started using it because it meant I didn't have to ship sulfur to my fuel facilities

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I did need to transport quartz crystals, but those were being produced near my drone hub anyways, so that was quick

prisma kraken
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i ran a test with ion fuel from paradise island to dune desert to see the max/trip consumption which appears to cap out at 11/trip

merry kernel
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Yeah, unfortunately due to poor planning on my part I use my fuel delivery to deliver stuff back to the fuel depot from the drone hub, so until I fix that I think more gets sinked than consumed, lol

prisma kraken
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i'd like to do some more testing of it all with shorter distances and see whether it changes calculus on the number of ports needed for moving ores and ingots (which for batteries or comparable fuel is 3 ports for 600/min)

merry kernel
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The consumption rate is negligible

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The speed compared to batteries is ~18% faster, I don't know if that affects the docking time though

prisma kraken
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it took me a while to figure out the math on it all, mostly because the in-game stats are sometimes misleading and sometimes wrong. What i realized is the most important variable is the frequency with which a drone needs to make a trip

merry kernel
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It took me a while to realize the drones only transport 9 stacks per trip. I ignored drones entirely for a long time and only started playing with them in my 1.1/experimental save, so it's been a learning experience

prisma kraken
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what peaves me is that the fuel/trip number on the drone port is sometimes incorrect

merry kernel
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lol, that's great. Haven't observed that, but I wouldn't be able to the way I currently have it set up

prisma kraken
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i thought i was mathing bad at one point until i fed the port from a crate with a known number of items in it

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that's an area i need to experiment more with to see if there's any rhyme or reason to it

merry kernel
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I did notice the drones will pick up fuel from -both- ports, up to whatever the game thinks is the cost of a round trip, which threw me for a while.

prisma kraken
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yeah, never supply fuel at both sides

slate pagoda
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Wait why? Does that make it consume double the fuel?

merry kernel
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I don't think so, but it does make it hard to figure out your logistics properly

prisma kraken
slate pagoda
prisma kraken
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it has been reported, yes. many times over the past few years

frosty owl
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Yeah, moonchild. When was the last time you reported something, huh? -.^
||Taunting tone||

prisma kraken
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don't think i ever have. takes some time to set up a testbed for such things

frosty owl
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Wow. disappointed_snutt jacelul

viral maple
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For blueprints of a big recycled plastic/rubber setup, do you guys prefer to pair rubber/plastic on the small scale (e.g. alternating refineries) or run tons of plastic machines that feed into all the rubber machines?

frosty owl
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I tend to prefer blueprinting small but "complete" setups

slate pagoda
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I just spammed refineries and balance the items below and the fluid above

viral maple
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I started with the latter, but considering just changing my blueprint to 2+2 refineries that feed each other

prisma kraken
slate pagoda
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And underclockin the first bit of refineries really helps cause you ll the be able to gradually overclock each refinery to match the previous output

viral maple
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Thankfully the numbers align pretty well between the recipes!

slate pagoda
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Yeah

prisma kraken
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there's just more fun things to do than make the same oil build over & over

viral maple
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Nice!

prisma kraken
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those are making recycled plastic. the recycled rubber is very similar except you change 2 of the refineries making plastic over to making rubber and adjust the clock rates

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maybe it is 4 refineries, i forget, lol

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here's the numbers for plastic

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and for rubber

slate pagoda
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This would be incomplete i believe

viral maple
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I do the same path, and working on the refinery floor of my skyscraper. Currently have one side making rubber and the other plastic, but realized it's much more elegant to combine

#

So building a BP right now with the 4 Refineries feeding into each other and only do the overflow out on the primary bus 😄

#

Time to replace that floor

#

Does mean I have to manually start each set with some "seed plastic" tho

slate pagoda
# prisma kraken and for rubber

How much crude oil is feeding into this system? It should be 1/3 of the rubber output. Im jsut cobfused by the weird decimals

prisma kraken
#

most of the belting is done in a 4m subfloor

prisma kraken
slate pagoda
#

Okeee🥳🤙

prisma kraken
#

how i belt it all for simplicity is use one smart splitter on the dominant output to prefer going to the recycling and overflow out of the loop

#

one thing i'll note about my design for it is that it needs mk5 belts since the intermediat product exceeds 480/min. if you only have mk4 belts, you have to do things in a different way

#

how the bp is structured is that 300 oil comes into 4 hor refineries, and then each 2 of them outputs a separate line to each half of the bp. from that point on, the two sides are independent working with 150 oil->200 hor -> 400 fuel

#

as such, you could make a version of it that does half plastic and half rubber

#

i beleve there is also a configuration that you can use that will kick out 225 rubber + 225 plastic per side, but not something i've ever built

viral maple
#

Ok, I've got this now.
Only 2 refineries at the time coupled and then just overflow down to a central bus. No big lines of intermediates, but have to manually kick-start each

prisma kraken
#

if you feed the residual rubber byproduct into the recycled rubber's output line, the system will start itself

viral maple
#

They do feed each other, but directly. I wanted to keep it simple. e.g. Refinery 1's input is only connected to the output of Refinery 2

Obviously could connect them all if I wanted

prisma kraken
#

yeah, i've built the loop in a lot of different ways over the past few years, after a lot of iterations, i think i've converged on something that is about as simple as it'll get

#

the other thing that is a design constraint for me is that i wish to minimize machines, size, belting and how many smart splitters are used

viral maple
#

Yeah, my design requires one smart splitter for each machine. Doing a big manifold that feeds off the main output should be fewer parts.

prisma kraken
#

so i got to drawing up a couple of possible layouts for a train station and the needed roundabout for it and looking at it, design A seems to be superior to B

#

the red arrow points to a set of tracks that would cross and be very problematic to get signals to do the right thing

wind spade
#

You can just move the exit track in B more to the right and they will be identical

prisma kraken
#

not quite. i'm not sure exactly how to mathematically describe it, but the dependency chain if signals are installed on how many trains the system can support concurrently is a bit different

#

i'm still trying to understand that

#

perhaps they're identical, idk

#

i believe that A is less prone to deadlocking, but its late and i'm having a tough time reasoning why

wind spade
#

You can also rotate stations 90 degrees and have single shared entry/exit point

prisma kraken
#

yeah, i have that design in some places where i need to support more stations

wind spade
#

But deadlocks shouldn't happen unless there's multiple trains coming to a single station

#

And that means your network and throughput is shit anyway xD

prisma kraken
#

it can still happen if the stations share a piece of egress track where they can stop upon and you don't have the signalling quite right

wind spade
prisma kraken
#

it can and does happen. trust me, lol

#

usually because a train is longer than a signalled section of track

wind spade
#

Then that seems like wrong signalling

#

Welll there you go 🙂

prisma kraken
#

yeah, tough to always get that correct

#

one thing i will say without hesitation is that if you leave the game running long enough, any problem you could possibly have happen will eventually happen

wind spade
prisma kraken
#

that's like saying write bugfree software, lol

#

its really difficult to get such things right without some sort of mathematical formalism

wind spade
#

Well what I mean you can build a proper system, it just can break if a new bug is discovered/introduced

#

And usually you do not consider possible future bugs in your designs 😉

#

As then you couldn't build anything 😄

unique cypress
vapid gorge
#

that seems far more clunky, you have all that space in the middle

unique cypress
#

deadlocks won't happen as long as you don't send more than one train to as station, or add a long enough waiting bay

vapid gorge
#

and why not this at least???

#

this is very weird

unique cypress
unique cypress
slate pagoda
#

Sf tools♥️

unique cypress
#

can't wait for tools 2.0

slate pagoda
unique cypress
#

yep

#

though no release date sadly

#

well, other than "probably this year"

slate pagoda
#

Sick

unique cypress
#

a tools rewrite from scratch

slate pagoda
#

What for?

unique cypress
#

to make it better

slate pagoda
#

Whats it lacking?

unique cypress
#

a lot of things, frankly

#

at least imo

#

mod (custom recipe) support, custom resource weights, maybe different optimization functions, maximize mode is a lil broken, a toggle for all resource conversion recipes, recipe toggle options on node hover

slate pagoda
#

Plausible

unique cypress
#

that's what I'm missing

#

tbf no other calculator has all of these so tools is still the best

#

but it def could be better

#

SF logistics comes close, but it's unusably laggy

slate pagoda
#

Im gonna have to ask here cause i cant load Savegame map thingies...
Which part of the map has the most copper

fallow siren
#

mod support is huge

vapid gorge
#

it's pretty much everywhere.
just look at teh SCIM map w/o a loaded save

slate pagoda
unique cypress
#

and there's SF optimizer, but it's text based

#

calculation-wise it's the best

#

but absolutely sucks to use lol

vapid gorge
#

how is it 'best' in calculations? it either does the math right or doesn't

unique cypress
#

has the most customization options

slate pagoda
vapid gorge
#

really? there's very little copper comparitively

slate pagoda
#

Water tho, and ill belt the copper from the top right quadrant there so ill need all of it

#

Only the green nodes there ammount to 12k ore

deft lichen
fiery jackal
#

All right maybe someone here could help me I've tried doing my own research and it's not going well

So I'm setting up my whole Steel production line meaning steel pipes steel beams and encased industrial beams and I would like an even output of Beams and pipes with encased industrial beams being produced on the side

i have 360 ingots to work with

(this is probably already known but I'm gonna List It Anyway beams = 60 > 15, Pipes = 30 > 20, encased = 18 steel beams > 6)

The reason why I'm asking for assistance is because usually I end up with way too many pipes and not enough beams

oblique hollow
#

Why not start at the end product and work out how much they need?

#

You know the recipes.

#

You can start with "ok i'll make 30/min Beams and Pipes, how much steel do i need in total for that"

#

And then if thats not enough you can just scale it up

#

Or down if its too much

#

Same goes for the encased beams of course

fiery jackal
#

ok so if the end goal is even output of beams and pipes

With a goal of 12 encased beams per minute so quick math is 30 beams 120 ingots just for encased beams (with the additional 6 coming from another beam)

That leaves 240 for the rest of the production line - 60 for the required third beam machine which leaves 180 an even production of pipes and beams so 2 machines for beams and 2 for pipes leaving the final production line at

40 pipes per minute, 39 beams per minute, and 12 encased beams per minute

#

Which means the final number of machines would be 5 Constructors making beams 2 making pipes

prisma kraken
unique cypress
#

individual, I mean

prisma kraken
#

i mean, you can and that would allow you to have 2 trains per route. when the count goes to 3 it still can deadlock

unique cypress
#

have a longer waiting bay?

prisma kraken
#

yeah, how much space do you want to use for the train station though?

unique cypress
#

as much as it takes

prisma kraken
#

the problems are solvable with enough space, sure

unique cypress
#

a waiting bay for 2 trains takes about as much space as a station if you snake it along it

prisma kraken
#

(and also if you enforce more granular or less granular signalling of the station's shared rails)

#

in really large stations that have a lot of traffic, there's always some critical number of trains above which you'll deadlock

wind spade
#

Usually that number is also "you have no throughput" number

unique cypress
#

with a waiting bay long enough to fit all of them, no, you'll never deadlock

unique cypress
#

then you get all the throughput

prisma kraken
#

i encourage you to try that in a busy station and see how much of a mistake it to be

prisma kraken
unique cypress
#

I have built a 418 reactor nuke plant that's supplied exclusively by trains

#

and a 252 reactor plant that's supplied mostly with trains

#

I have plenty of busy stations

#

whenever I have multiple trains going to a station, I add a waiting bay long enough to fit all but 1 train

#

and they're all set to only depart when empty

prisma kraken
#

yep, and you built things well enough to avoid the problems. for your given use pattern your solution works, but if the usage pattern were to change, say by adding another train to a route, your solution may not end up being very robust.

unique cypress
#

if I added another train, I'd've needed to extend the waiting bay, yes

#

have done that once or twice

#

But I usually plan my routes, so this only happens when I make a mistake planning

deft lichen
#

I know this because I had it deadlock for that exact reason

unique cypress
#

deadlocks only happen when a train wanting to enter blocks a train wanting to leave and the train entering can only proceed if the leaving train leaves

prisma kraken
#

you can still end up with a deadlock. just put a train on every section of signalled track

deft lichen
#

That's not a flaw of the design but the capacity of the railway

unique cypress
prisma kraken
#

if you construct the rails & signalling so that a train can always move out of the shared station track, you shift that capacity problem to the rest of the railway

#

often that is good enough of a solution to avoid the problems

wind spade
wind spade
unique cypress
wind spade
unique cypress
#

adding more trains with that setting extends the maximum round trip time at which maximum platform throughput can be maintained. So if you have a long-ass route with multiple stops, and want high throughput, adding more trains will be beneficial. Up to a point, where the extra trains will only create a queue behind one of the stations

wind spade
#

which is where the thing I'm talking about would cause problems

unique cypress
#

I don't see how that'd cause issues. the extra trains would keep the unloading station topped up.

wind spade
#

would cause issues in loading stations

unique cypress
#

they just wouldn't have any trains in them

#

if the unloading station is full, what's the issue?

wind spade
#

no I mean if multiple train lines go to a single loading station

#

and then you get a queue of trains

#

that usually means that all lines get longer roundtrip time due to waiting in queue, so reduction of throughput

unique cypress
#

using the default setting wouldn't help, though

wind spade
#

I'm not saying it would

unique cypress
#

if you can't maintain throughput, the station is just too short

wind spade
#

my whole point was (while being under impression that we're talking about multiple different lines, since you were talking about deadlocks) that too many trains can lead to lower throughput

unique cypress
#

I don't think it'd lead to lower throughput. you'd just hit the ceiling at some point

wind spade
unique cypress
#

I guess that's true. If you divide the same throughput between more lines, you get less per line

prisma kraken
edgy leaf
unique cypress
quaint condor
#

Hmmm, how do I get 1 4999999/5000001 refineries ..... thinking_helmet

unique cypress
#

you do 2

quaint condor
# unique cypress you do 2

Lol, I know, I't's just funny that's the number modeler gave me. Maybe not enough 6's in my 166.66667% clock rate 😏

#

I am messing around and making some of my production blueprints as Outposts, so I can just drop them in.

unique cypress
#

you can just put in 500/3 in the clock speed

quaint condor
#

Nope, guess not. But yeah, I know I can do that in game

unique cypress
quaint condor
#

Breaks the math for mine. Maybe because I have the input from the refinery under the box piped back in

#

Oh, Ok

unique cypress
#

it's probably because you set something for exactly 166.66667%

quaint condor
#

It was because the other number was still set on those refineries. Put in a 2, and it's all hunky dory now

unique cypress
#

and the math doesn't work out now that it's 166.(6)

quaint condor
#

But cool, good to know I can do that here too, thanks.

unique cypress
#

unfortunately, I don't think entire formulas work. only fractions maybe 166 2/3 will

quaint condor
#

The 'other number' being the number of buildings.

unique cypress
#

but like 2/3*100 doesn't work

quaint condor
#

as in, trying for two thirds multiplied by one hundred?

unique cypress
#

but 66 2/3 does

quaint condor
#

What was the formula for when you know how much you want it to consume, but need to set the clock rate to match that? Somthing with taking the original amount, times the new amount, divided by 250% or something? (probably way off)

unique cypress
#

new divided by original times 100

#

or rather, new input, divided by previous input times previous clock speed

#

in case your don't use 100 clock speed as original

quaint condor
#

Er.. 🤯

#

Lol

#

OK, so for example, machine takes in 60 pet coke by default @100%.. And... nevermind, I asked this damn question before, just need to look back at my post history. My brain is mush today apparently.

#

OK, yeah, so that's what I did, but how am I getting 291.666...

unique cypress
#

look into the machine, take the current clock speed and divide it by its current input. then multiply by the input you want and you get the clock speed you need

quaint condor
#

So, If I wanted the machine to only take 175 pet coke,175/60 = 2.916666666666667*100 ....

unique cypress
#

100/60*175=291.(6)

quaint condor
#

Same number ..

#

Heh, but that doesn't work since I can't do over 250 ...

#

OH nevermind, I'm a dumbass.

#

goes back to his hole for a while.

quaint condor
#

If you have multiple containers filled with many random items, how does it prioritize the items it feeds?

merry kernel
#

How does what prioritize?

#

Belts going in fill top-left to bottom-right; belts going out consume from the bottom-right to the top-left. First in last out

quaint condor
#

So, I have about 9 ISC filled with all sorts of items, copper sheets, quartz, aluminum, and much much more (stuff from a 'lost' dismantle crate in 1.1). Anyhow, I have them all connected basically end to end, feeding all the items via a single belt to a whipped up storage sorter.... Now, I know the first couple containers were filled with encased beams, and aluminum wasn't until like 3 containers back, but when watching the items come across the belt, it was like a little encased, a whole bunch of aluminum stuff, then some randomness, more beams, etc.

quaint condor
opaque quartz
#

Containers are last-in first-out (LIFO) I’m pretty sure

quaint condor
prisma kraken
#

man, tonight has been a fix-my-sins sort of building session

#

on top of that, i messed up a train route and ended up with plates all over my hmf's factory's belts. that took forever to flush

quaint condor
quaint condor
prisma kraken
#

my hmf factory is really big. some of the belts coming in off of trains are extremely long

#

i was playing whack-a-mole with the lifts for about 2 hrs

#

all because i decided to move a train station a half meter forward, lol

quaint condor
#

I mean, I guess it's not funny, but sometimes you just have to laugh at stuff like that some times. I've done it enough for sure. My first go around with nuke was fun for sure. Kept wanting to change things, then mess up something else... oof. Though it would never end.

prisma kraken
#

yeah, happens

#

what actually happened is i forgot to set a filter on a train's pickup to only grab the mf's out of a station and not the plates

vapid gorge
#

@modern vault for example for sloppy electrode this is one way to clock things for a 600 or 780 line

modern vault
#

600 is good because I can double.. it to fill a MK6 belt

vapid gorge
#

you'd have to rearrange the numbers and add extra refineries for 1200

modern vault
#

so bottom row is solution and top scrap?

#

thanks I will have a play

#

Hmm I am not gettign the same numbers, sure that is sloppy/electrode combo?

vapid gorge
#

yup

modern vault
#

ah yep got it

vapid gorge
#

working example

modern vault
#

Thanks :))

#

a pity it is such an inefficient utilization

vapid gorge
#

just because you can't over clock to 250?

#

because the processes are 100% efficient

modern vault
#

well they are way down at 140,120 etc

#

yes I eman space wise, I know I can just use mroe floor space.. which I will do

vapid gorge
#

you could merge the ones that are 105 into 210 if you want? otherwise that's as compact as you can get processing 600 bauxite

modern vault
#

true, thanks

vapid gorge
#

and I think you can probably only add 2 refineries to process 1200 pm

modern vault
#

oh it already gives out 1200 I think

vapid gorge
#

1200 bauxite

modern vault
#

ah ok

#

I basically want to ba able to maximsie the clock speed and keep the concept the same, not fussed about input/output rates, I can load balance them

#

I just HATE load balancing water hehe

vapid gorge
quaint condor
modern vault
#

nice

quaint condor
modern vault
#

Yeah I think I will just scale that up, thanks

fallen isle
#

I have a manifold problem that i dont unterstand. I have 16 smelters. 12 runs at 100%, but the 4 that marked with an X runs at 60%. They dont get the iron out, and i dont understand why.

unique cypress
fallen isle
crimson moat
#

Okay, crazy questions time

#

Lets say i want to complete the entirety of project assembly 2-5x per hour because 1x is just too easy. What's the best way to power that insanity (300-1000gw) without unresolvable resource conflicts?

unique cypress
#

would need a few augmenters but should work

#

P5 4.8 times per hour

crimson moat
wind spade
#

ah, a normal day in Satisfactory

crimson moat
#

This would definitely break everything

#

i think i will make it modular

#

so like 5% of the factory can run fine by itself, and it's just tiled from there

#

and when it breaks, it breaks

#

although greeny IDK why it wants to make power shards here

wind spade
#

most likely optimising the dark matter shenanigans

#

tbh I don't really know from memory how the recipes work there, but this is often done in order to "sink" excess DMR or something

crimson moat
#

Ah i see

#

it's probably considered the most resource efficient way with leftover resources to make DMR or somethin

wind spade
#

classic black magic solver

crimson moat
#

You can make all Assembly parts (all phases) 5x/hr on rocket fuel without underclocking. Technically

#

that breaks down and becomes unsolveable between 5 and 6 times per hour

#

closer to 5

unique cypress
crimson moat
#

checking nuclear in a bit

unique cypress
#

you can probably tweak them to not use screws

crimson moat
unique cypress
#

there's plenty of iron left

crimson moat
#

I did too dw 😄

#

and yeah it seems basically impossible to run out of iron or limestone

unique cypress
#

I'd do steeled frame and steel rotor to save on constructors and assemblers

crimson moat
#

The point is kind of an excuse to build 10k machines and have them actually be doing something

#

so dont mind that

unique cypress
wind spade
#

yeah as I said, I have no idea how the chains work around there 😄

slate pagoda
unique cypress
#

yeah, same with Oscillators and AI Servers

#

but Shards are lowest WP without SAM

slate pagoda
#

But then how do you handle the power shard storage though?

unique cypress
#

ionized fuel and burn or sink

wind spade
#

Tools don't care about that

unique cypress
#

or matrices ig

slate pagoda
#

You can sink shards?

unique cypress
#

no

wind zinc
wind spade
wind spade
# wind spade

@ruby otter pick any that you want. There's no wrong choice, all recipes are useful in some scenarios.

if you don't know, flip a coin or keep them for later

finite wasp
#

guys how can this happen someone please explain. I do have Particalaccelerators, but this shouldn't effect the max power consumption

open carbon
#

Building here next playthrough.

slate pagoda
#

Recently used up all the ieon there for steel, its a nice place

open carbon
frosty owl
opaque quartz
#

Same thing when adding sloops

amber igloo
#

is there any neater way to split 30 into 9 and 21?

opaque quartz
#

Just use a single splitter

wind spade
amber igloo
amber igloo
wind spade
opaque quartz
#

If you are consuming exactly 9 and 21, it will balance out once the input machine buffers are full

amber igloo
#

omg

opaque quartz
#

!wikisearch manifold

brisk shoreBOT
#
Official Satisfactory Wiki

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

amber igloo
#

oh my god ofc im literally standing next to a manifold too

#

im so smart

#

thanks

fierce cypress
vapid gorge
gray flower
#

why dis is being a pain

#

front part

#

ending side

#

if i add a pump it freaks out

vapid gorge
# gray flower

didn't you say the flow issue was around the fuel generators?

gray flower
#

if i remember yes

#

half are not getting enuff stuff

vapid gorge
#

then overhead images of the fuel gen layout with the pipes. From higher up

#

without the pipe panel, that doesn't help

gray flower
#

does not reach to end on dis line

vapid gorge
gray flower
#

yes

vapid gorge
#

what does the end look like?

#

just stops?

gray flower
#

going back into them for now stops i had them on a angel

vapid gorge
#

pic?

gray flower
#

doing tthat one sec

#

one side

#

Other side

vapid gorge
#

get rid of all the buffers

vapid gorge
gray flower
#

no where now

#

u want me to get rid of ALL buffers? cobalt

vapid gorge
#

All

vapid gorge
gray flower
#

Not yet but i can do dat if u want me to

vapid gorge
#

ok I need an even higher image of the layout, this is a bit confusing

merry kernel
#

Buffers are situationally useful, but it's unclear what purpose, if any, they are serving here.

vapid gorge
merry kernel
#

Generally speaking, don't use a buffer unless you have a specific reason for placing it.

gray flower
#

i have a idiot platform in my way to get a air shot cobalt

merry kernel
vapid gorge
gray flower
#

the fluid buffers where to keep liquid and to test threwput

#

also dumb server restart is soonish for me 5min i hate it but it refreshes the game

merry kernel
#

I've yet to run into issues caused by them, but I'm also very deliberate in how and when I use them.

gray flower
#

i am doing big project i might have 960 at 600MW fuel gens with 3 power shards from 2250 crude oil line or area

merry kernel
#

(Most underrated use case, IMO: Coal generators. Makes it much less painful to deal with a blown fuse in the early-mid game.)

gray flower
#

before i had pumps eariler for gases

#

Now i am loosing MW UHHHHHHHHHHHHHH

merry kernel
#

If you just destroyed your buffers you'll have some air gaps in your pipes

#

It'll take a few minutes to recover

gray flower
#

problem 1 not the ending of fuel gens are getting enough stuff

vapid gorge
gray flower
#

do they cobalt

vapid gorge
#

it's best to not use them for liquids, but you need to avoid the mfor gasses

gray flower
#

oh i have buffers at my blenders area cobalt

vapid gorge
#

gut. them. all.

gray flower
#

fyi could that be causing issue

#

after restart in 5 sec

merry kernel
#

Yep. The issue with gases is that the absence of headlift mechanics means buffers can exacerbate backflow instead of mitigating it

vapid gorge
#

they also try to equalise rather than flow to more empty spots

gray flower
#

after restart of my world ill do that

vapid gorge
#

it's the main reason you don't shpi unpackaged gas in trains

merry kernel
#

Gravity, cleverly utilized, is your friend when dealing with liquids.

gray flower
#

also i have a 3450 oil into 9200 fuel power plant which also has buffers on the input of fluid gens

merry kernel
#

But all the nice gravity-based solutions can stop working or even backfire when gases are involved.

gray flower
#

this project took me 3-4 or 5 months to finish

#

Should i take out the pictures or is it fine

vapid gorge
#

just leave the images, you'll need more

gray flower
#

so gut all the fluid buffers from gases

merry kernel
#

That's the simplest solution, yeah.

vapid gorge
#

I'll be heading off but if you do those 2 things, and flood your system by under clocking a few generators on the manifold it'll likely fix it

gray flower
#

on the side like before i had going up from the pipe cobalt

plucky tusk
#

Just dont max out pipes

gray flower
#

only buffers left for turbofuel and i think i kinda maxed out the pipes for RF

vapid gorge
#

and get rid of any valves while you're at it

merry kernel
plucky tusk
#

I dont loop my pipes

merry kernel
#

I'll situationally loop pipes, mostly when I don't feel like solving the problem properly.

gray flower
#

before i forget i also did it to acid

#

having buffers

merry kernel
#

#screenshots message as an example of a "proper" fix, at least for liquids. (Yes, there are buffers. There's a reason.)

gray flower
#

i love dis game but wow the amount of things and stuff can go wrong in this game

plucky tusk
#

Yeah the loop design is nice if you overlook a problem in planning

merry kernel
#

Technically the purple buffers didn't end up being necessary, though, as I figured out a better way of connecting blueprints after designing the blueprints.

gray flower
#

on to the straghit of pipes or on the side of them going back up?

#

where to add the going back into there pipe i meant

merry kernel
#

Assuming you're asking how to loop them, you can go above or to the side, either way. You just want to connect at the start and end of your junctions

gray flower
#

i might put them on straghit pecies

#

oh ya gases don't have any headlift

#

and 2 idc if the pipes look ugly

#

and also my compact coal looks a mess

quick gorge
#

I'm trying to make my math aesthetic 💀
I have 9 belts all balanced to have 1133.333.... SAM/m
I'm wanting a circle where there are 9 injection points of equal distance between each other all
I have 23 Slooped (250 oc) constructors and 11 unslooped 250
Those numbers do not go neatly into a division of 9, I can lower the clock of the unslooped but I'd rather not waste the sloops going anything under 250

gray flower
#

holy nuts my compact coal is nuts now

gray flower
vapid gorge
#

use pumps where you need headlift 🙂

merry kernel
quick gorge
#

🤔

merry kernel
#

Phyrexian SAM

gray flower
#

alrighty waiting game now

#

i feel in satisfactory it takes a while for a problem to appear

#

or past me goof up

#

also @vapid gorge for my fuel power plant should i use buffers or not

#

and thank you to everyone who helped me @vapid gorge @merry kernel

quick gorge
gray flower
#

so same thing with my fuel powerplant in spirecoast

#

update all fuel gens are powered but only having me 430,000MW @vapid gorge @merry kernel

#

at best

vapid gorge
#

that's more than the 420gw you said you were aiming for?

gray flower
#

576,000GW 960 times 600MW

#

16x60 for math

quick gorge
gray flower
#

that pipe is still being a annoying person

quick gorge
#

The layout will be something like this spread 👀

slate pagoda
#

Guys hot take, every satisfactory recipie or factory discussion ends in an meta discussiontired_jace

oblique hollow
#

Lukewarm take, put it in the microwave for 30 seconds jace_smile

lavish geode
#

What is the advantage of overclocking non-resource gathering machines if you have the space and materials to build more machines?

unique cypress
#

save time by having fewer machines to place

opaque quartz
#

It can also simplify logistics when you only need 2.5x or less of a machine in a production chain. Saves you from having to deal with splitters and mergers

wind spade
prisma kraken
#

i.e. different nuclear chains often make enough for multiples of 5 reactors. clocking them to 250 reduces that to 2 reactors which allows you to even-split the output and not end up with a ton of radiation

#

also useful for things like quickwire and aluminum scrap that have a stack size of 500 which causes manifolds to take forever to build

#

as sort of a degenerate case, oft times clocking machines to different rates allows you to direct belt high volume items into another machine which comes in useful for things like quickwire and screws since their antecedents fit more items per belt

unique cypress
lavish geode
#

I see

merry kernel
# lavish geode What is the advantage of overclocking non-resource gathering machines if you hav...

Also, critically: I have a savegame (my 1.0 fresh start) where I severely underclocked every machine I built, and just built a -lot- of them. Performance, uh, took a massive hit, compared to other savegames where I left everything at 100%, and consumed equivalent amounts of resources. This implies that overclocking everything would allow you to do more in the game before performance becomes a limiting factor.

#

This has been my approach in my 1.1 experimental save, although I got distracted building a massive highway network, so I haven't gotten very far in terms of actually consuming resources.

#

So far no performance issues, however!

crimson moat
#

Goal: High power, minimal resource usage to get there

Any recipies that i should change in particular?

#

There is no way to lay this out without spaghetti lines all over. It is what it is 😄

#

787.5 GW net, 739.2 GW gross (no APA's)

unique cypress
#

I'm having trouble figuring out what you're doing with your plut rods

crimson moat
#

Me too

unique cypress
#

they're neither maximized (for burning) nor minimized (for sinking)

crimson moat
#

I've evaluated the plutonium rod recipe which gives more plutonium rods, and it does give more power, but it costs massively more resources because of the PCC's. For example it takes a quarter of the map's bauxite on top of this

unique cypress
#

I'd switch out copper rotor for steel rotor and coated plate for default plate

#

other than the plutonium, that's it

crimson moat
#

It's the thing that takes PCC's to give 50% more rods what you were thinking of, yeah?

unique cypress
#

I would't even burn plutonium in the first place

crimson moat
#

If you burn only uranium it makes 30x as much waste, and that means making 60,000 storage containers instead of 2000.

unique cypress
#

do 50.4 uranium, burn it, minimum plutonium (12.6) and sink it

#

630 GW and no waste

crimson moat
#

will check that out

slate pagoda
#

Oh nvm youre using the normal recipie

crimson moat
unique cypress
#

depending on the recipes, you can get 1/4, 8/27, 3/8, 4/9, 1/2, 3/4, 8/9, or 4/3 as many plutonium rods as you did uranium

#

or anythin in-between if you mix 2 different ones

crimson moat
#

first part may be a non issue, but i am not certain

slate pagoda
crimson moat
#

it's not a showstopper but it's worth a mention

unique cypress
#

should be less bauxite, tho, no?

crimson moat
#

neither of them use bauxite

unique cypress
#

and less work

#

cus you inputted alu ingots

crimson moat
#

ah

#

dumb mistake sorry 😄 that's old

wind spade
slate pagoda
crimson moat
#

126 less baux yes

#

it's definitely more resource efficient to burn the rods, but fuck waste

unique cypress
#

no, with pellets, it's 24

crimson moat
unique cypress
#

then just turn it off?

crimson moat
#

Yeah, the intent was to deal with aluminum seperately and just input it to cut it off the chart. I forgot to double check it later and adjust the ingot amount though, so it started doing aluminum beams.

crimson moat
#

I think i'm gonna use AGS on a new game for No Build Cost (building/customising costs nothing, dismantle does not return any) and Flight Mode, mainly for QOL reasons. I will still stay within what can be done in a normal game, those things just make it less annoying

opaque quartz
#

i've got my 8 BWD/min plan in a pretty good spot. made some tweaks to my recipe choices to simplify the input resources (switching FMF back to default recipe so I don't have to deal with bringing in fuel and making nitric acid). the thing I'm trying to decide now is if I want to introduce caterium to the mix, as i'm not using it currently but there's a pure node right next to where I'm planning to build. would allow me to use AI limiters and HSCs to reconfigure some of the other alts for RCUs and crystal oscillators. decisions decisions

edit: I made a copy of the spreadsheet and math'd it out and decided it's not worth it. I'm not making computers at all due to the RCU alt, so the usefulness of quickwire/caterium itself is pretty limited

thorn bane
crimson moat
thorn bane
#

default uses more waste so its cheaper to process
also wasting uranium is kinda eh

#

and if you do want more plutonium then its still better to just make more UFRs

crimson moat
#

That plan is for maximising power while having only plutonium waste leftover (because it comes in far lower quantities)

The other one that i have is for maximising uranium power, and it uses non-fissile recipe to dump the waste into sink rods as cheaply as possible

merry kernel
#

Fertile uses 82.5 uranium waste (equivalent, using a 1 uranium to 1.2 uranium waste conversion factor) to produce 1 plutonium fuel rod (using ideal recipes for uranium consumption); default uses 112.5 uranium waste

#

Default consumes more uranium waste than fertile

crimson moat
#

ye, which is desirable for max uranium power - but undesirable for max power when you can burn plutonium

#

because turning less waste into more plutonium gives more power

unique cypress
merry kernel
#

The extra uranium waste consumed is coming from nuclear power plants, whereas the uranium waste equivalent is coming from a mix of power plants and straight uranium; you end up running fewer power plants overall using fertile, assuming uranium is your bottleneck.

unique cypress
#

there's only 1 alt 1 default for each of them

#

instant cell and plut unit

crimson moat
#

i just have to search them and i dont know the names so it's a little awkward

thorn bane
#

afaik the uranum you use for fertile could just be used to make more UFRs and get more power

crimson moat
#

whereas other build for example uses 3% and 15%

#

for less power, but it gets a lot more power-per-resource

#

i think it was the PCC plutonium recipe that was bad for the resource to power ratio

merry kernel
#

A uranium power plant produces 50 waste per uranium fuel rod; each uranium fuel rod contains half the power of a plutonium fuel rod. Using the default recipe, you run three power plants (two uranium and one plutonium) for 112.5 uranium waste, or, 93.75 uranium, for 80 MW per uranium consumed. Using the fertile recipe, you have 82.5% of a uranium power plant and 100% of a plutonium plant for 82.5 uranium waste equivalent, or 68.75 uranium., for 66 MW per uranium consumed.

#

(Assuming all my math is correct)

#

This is making some assumptions about which recipes you're using, but I'm making the same assumptions for both cases, so the ratio should remain constant.

#

Which is to say, the default recipe produces 21% more power than the fertile recipe

#

(For a given uranium input)

#

You're also producing less plutonium waste overall, because more of your power is coming from uranium - 66% of it, compared to 29% of it.

#

(The ratio is actually slightly better than that, I did make a math mistake)

#

(Forgot to include the 25% of a uranium power plant providing that last 12.5 uranium waste)

#

Ooh, there's another mistake, I forgot to double the output of the plutonium. Sigh. I don't want to redo the math.

unique cypress
#

ok, I just checked optimizer, and the lowest WP power is:

alt uranium cells
alt uranium rods
alt non-fissile
default cells (and therefore pellets)
alt plutonium rods

crimson moat
#

by alt non-fissile you mean default non fissile?

unique cypress
#

the item is called non-fissile

#

so an alt for that, which is fertile

crimson moat
#

ok

unique cypress
thorn bane
unique cypress
#

with uranium being free (and everything else unchanged):

default uranium cell
alt uranium rod
alt non-fissile
default plutonium cell
default plutonium rod

#

or you could just use optimizer yourself and set your own resource weights and optimization goals

merry kernel
#

Ok, it's ~106 MW per uranium using default, and ~86 MW per uranium using fertile, assuming no other mistakes, which granted is a big assumption.

thorn bane
#

#913174180277649448 message
i remember thinking about it and the resource savings just didnt seem worth but idk its been a while (holy shit 4 years)

merry kernel
#

However, yeah, the non-fertile recipe consumes a lot more nitrogen, sulfur, and quartz.

#

So you're trading off more power and less waste product against greater resource consumption.

crimson moat
#

Option A (fertile):

23.625 plutonium rods
984 GW gross, 932 GW net
236 waste/min
21% bauxite
22% nitrogen```

Option B (max uranium, 12.6 plut):

50.4 uranium rods
12.6 plutonium rods
630 GW gross for uranium with no waste, or 945 GW gross with 126 plutonium waste/min

5% bauxite
27% nitrogen


Option C (max uranium, 18.9 plut):

50.4 uranium rods
18.9 plutonium rods
1102 GW gross, 1044 GW net
189 waste/min
17% bauxite
33% nitrogen

#

i have some dumb recipe in the plut on B/C i think

#

or is that correct

#

producing rocket fuel on this power scale takes 55% of the nitrogen, so it's viable but i dont think optimal

merry kernel
#

That points at another math error I made, lol. I was calculating as if uranium was consumed at 1/m at 100%, and plutonium at .5/m at 100%.

#

Sigh. I should use a spreadsheet.

crimson moat
#

Yeah they are very helpful 😄

merry kernel
#

I like my endless nested parenthesis in calculator, though

crimson moat
#

@unique cypress what is "optimizer"

unique cypress
#

satisfactory optimizer. on github

crimson moat
#

What needs the nitrogen that i really have to worry about? Not much, right?

unique cypress
#

nope

#

bauxite is a much bigger issue when you're building large things, especially T9

#

nitrogen is mostly used for power, both nuclear and rocket

crimson moat
#

Option B would seem the way to go

thorn bane
#

thermal propulsion units use nitrogen

crimson moat
#

i'm gonna use 1900 of it, tops, for those

#

and there is 12k

#

seems like there will be plenty

#

Thx for the help! Will be continuing to work on even the planning for this for quite a while 😄

worn glade
worn glade
slate pagoda
worn glade
thorn bane
#

fertile costs 21 uranium to make 10gw
default costs 19 uranium to make 10gw

worn glade
prisma kraken
#

that in turn can be fed into slooped ficsonium to get to 1.5 tw

south steppe
#

I'm tired from work and my math isn't mathing right now.
3600 quickwire from 40 assemblers is supposed to split into 60 assemblers.
Both sets of machines have extra machines for when it starts to overflow.
fused quickwire has 2 extra
quickwire stators have 10 extra

#

Pic has more info

#

Please help lol

worn glade
#

join 2 seperate to 3 maybe?

#

or make a sushi thing and just add and seperate as necessary

prisma kraken
#

how is 14x3x90 = 3600?

worn glade
#

so its 42 ass making quickwire going into 66 ass making stator. it aint mathing right there will be 3 extra ass making stators that wont get enough quickwire, which is a weird way to control for overflow and add bloat but you do you

prisma kraken
#

yeah, honestly your numbers look more like a circuit board or hsc build. quickwire is naturally multiples of 90 and qw stator likes groups of 6 or 8 assemblers. how you got the 7's in there is beyond me

unique cypress
#

i'd just do a balancer 🤷‍♂️

#

as long as everything is built in accordance with a calculator, it'll just work

prisma kraken
worn glade
#

which here id argue its too big

unique cypress
#

I built 1k+ machine factories with balancer managing items between manifolds

#

including a 20:20 balancer for quickwire

south steppe
worn glade
south steppe
#

I decided to just throw smart splitters on all 6 and let the extra go to the top row. Top row only needs 240 minimum.

gray flower
#

my pumps

#

@worn glade

worn glade
#

alright thats an abomination

#

pumps dont stack, if you place them right before one another only the final pump will be working

gray flower
#

how many should i have

unique cypress
#

1 every 45-50 m

worn glade
#

first remove all the pumps from one line except the one at bottom

gray flower
#

which

worn glade
#

then see where theres a blue chokepoint hologram on the pipe when placing the pump. thats the max headlift of the previous pump. try placing either exactly on that or slightly under it

gray flower
#

so top row?

worn glade
cinder silo
#

Yeah pumps are way too close together.

worn glade
gray flower
#

at 54.9m atm

#

2nd at 54.8m

worn glade
gray flower
#

i did 1 pump on 1 row at 54.9m

worn glade
#

alright neat

gray flower
#

2 pumps 1 was at 12.7m 2nd pump at 54.9m

worn glade
#

now grab a pump but dont place it on the pipe, follow the pipe up till you see a blue outline on the pipe

worn glade
south steppe
#

Now to combine rotors and stators for 240/min motors

worn glade
gray flower
#

where the pumps go at bottom or

worn glade
unique cypress
south steppe
# worn glade no oscillators?

Not yet. Rebuilding entire world with alternate recipes. Tore down like 90% of everything including my rail system.

gray flower
#

so top of the my oil wall i showed

worn glade
worn glade
gray flower
worn glade
worn glade
#

so do i but most people dont understand fluid mechanics

south steppe
#

I wasn't making near enough of a lot of base material and everything was not optimized. So now its about to be. After this, is rebuilding aluminum. Only have about 200k more aluminum sheets.

#

Getting low on stock

frail pasture
worn glade
unique cypress
#

i keep my pumps between 90 and 100%

gray flower
#

1 pump is at 23.1m near top second is at 49.,5m at best

unique cypress
#

going to 110% dooesn't always work

gray flower
#

I HATE THE Flow indactor that turns to defualt colour when readding pipes

frail pasture
south steppe
#

Yeah, I've spent the last 2o something hours building this. Then there was about 4o hours consolidating everything into a massive temp storage so I'd be able to rebuild.

gray flower
#

power atm at 430,000MW or 441,000MW at best

south steppe
#

Jeez, I'm only at 214,000MW

worn glade
frail pasture
#

We're leaving the current base/spaghetti complex up and running and piping materials into cloud storage. Going to start building up and then rerouting belts, drones, and building trains when we are ready to shut down the old one. Everything from the old one will either get moved over by train, or thrown into the cloud until it's depleted. Then we'll tear it all down.

worn glade
frail pasture
#

We only have a couple of short trains atm, everything else is being delivered by drones.

frail pasture
# worn glade seems wasteful

Stuff was too far away for me to want to build trains or belts. So I went with drones. We're overproducing turbofuel, so I just bottled it.

#

JUST got to nuclear power, and that drone is gonna run forever on just one.

cosmic stratus
#

for the purpose of refining alumina using the sloppy alumina recipe, i think i only need to pump in 80 water per refienry provided im using the byproducts of making scrap?

gray flower
#

mk2 pipe looks like its fine going up ill let it run to see

worn glade
worn glade
cosmic stratus
#

scrap doesnt use water

frail pasture
worn glade
cosmic stratus
#

yay

#

that should make it far easier

worn glade
# frail pasture The rod lasts forever. 0.04 per trip.

so a 2.5gw rod lasts for 25 trips. how long is that? cuz im sure trains will use less than that and can handle even bigger amounts. but if its just a single ingred and not much of it then yea its pretty good i guess

worn glade
cosmic stratus
#

im gonna be using that

#

cuz i don like silica

worn glade
#

youll be getting 360 scrap from 200 baux which is a 16.6% increase to then make 180 ingots from it which is a 16.6% decrease...huh thats actually equal and easier

cosmic stratus
#

yar

worn glade
#

i thought the rates would be worse

#

learning something new every day

cosmic stratus
#

more thanks to Kibitz

frail pasture
gray flower
#

UPDATE @worn glade atm at 424,000MW AT BEST 425,000MW