#math-and-meta
1 messages · Page 307 of 1
54 refineries
let me reload it maybe
im not in the loop. but i see screws in the screenshot.. you sure your current belts can handle the desired throughput?
been bumping into this in the beginning a few times
I’m doing a different recipe, using the alternate heavy residual oil
Oh sorry I rounded it up
the problem was that the mk2 belt was moving at mk1 speed but all belts mk2 - a reload to previous save fixed for some reason
if you clock them all up to 133.3333%, you will get a nice 1:1:1:1 ratio
it also allows an even more compact dpf setup
Don’t have many power shard unfortunately
i just looted like 200 today 😂
packaged bio fuel.. jetpack.. get somewhere really high and then take out that tracking device
i was actually looting harddisks.. slugs was found on the way.. theres a few spots where theres 5-6 purple slugs at one place
that nuclear forrest has a slug/sphere/slope on almost every tree.. and for every tree that has none, there will be a tree having 5 slugs
is that all in the west? i think thats were i was today.... you can see in the online map theres two thick trunks of splattered purple slugs across the map
like i unlocked an achievement about being on the highest platform close by the many slugs i found today
spire coast is north
so west of nuclear forrest?
I almost died trying to collect a purple slug lol
rarely happened since i switched to biofuele
Are you slooping your shard production from slugs?
This entire chain produce 3200 fuel from 1200 oil right?
well.. now thats smart.. im not. but im also new to slopes.. i did ignored them in the beginning because i started playing at update 5. when there was slopes and spheres but without function,
I’ll need 160 power generators, idk how I’ll build all of them
Research production amplification- set up a constructor w a sloop and you’ll get double the shards from your slugs
I don’t think I even have the space, I built my refinery set up ontop of the lake, so I guess I build up a second platform for the power generators?
Especially valuable for purple slugs
but i think i havent even looted spire coast too much.. ah.. wait.. if it starts at the bay area thats central but not all the way north, then in fact i scratched it today
All my diluted fuel setups have the generators on a second floor
Yes 1 purple slug makes 10 power shards
Do I need pumps for this? Refineries are really tall and the second floor needs to clear them
i wasnt thinking about that
i think i should slope my biofuel production as well then as its also handcollected
allow yourself to just throw a new facility having only refineries next to your main one and then connect or integrate them later
I sloop stuff like heavy modular frames for now, and sometimes screws lol
with steel screws i dont need to sloop those 😂
Yes you will need pumps to go up a floor
Well the problem is I’m pretty much out of space, once I pave over the entire lake I’ll have some space for water extractors and the rest will be for refineries
im following a more or less strict rule to slope and overclock from the bottom to top.. hence start at power generation, then miners, etc....
A single mk2 pump should be enough to go up one floor assuming you build it close to the height of the refineries
Oh yea I forgot about mk2 pumps, they do 20m right?
sloops are best on the end, not start 😛
I’m slooping steel screws lol
depends on the facility, doesnt it
Mk2 pumps add 50m headlift
as i can slope a constructor for much cheaper
eh, rarely. Given that slooping last step practically sloops all the previous steps
Not permanently obviously, just when I need to hand feed stuff
thats generating more than mk5 belts can handle? 😂
thats why i stopped sloping until i can transport them
Let me check
as fasr as the ui tells its always just 2x
taking 1 slope for the constructor and 2 for assembler etc
also when you put only 1 slope it says 1.5 in assembler put next slope says 2x
thats not multiplication
yeah, but f.e. if you sloop manufcaturer with 4 sloops, it's equal to slooping all the machines that feed the manufacturer
Yep it saturated my mk4 belt with no OC
you double the end product either way
but the more "later" the sloop is, the more "coverage" it gets of what it sloops
ah.. you consider exclusive material flows only
understood
I’m waiting for a sloop duplication glitch I want to sloop everything
yeah, well slooping is practically only for making more materials
if you however have a big iron plate production, your sloped recipe will drag more iron plates from your storage than it would otherwise.. now when not all those iron plates are dedicated for the final product, your calculation doesnt add up at all
so in that specific case, yes put it at the end
Just edit your save to give yourself a crate full of sloops if you want to cheat. Or turn on advanced game settings
I would never feed machines from storage
storage is always final destination
well if I sloop a step, I obviously calculate the doubled requirements and build those requirements according to the slooped machine(s)
True
ima think through this again 😂
You are confusing slooping and overclocking
I meant the doubled output
ye we both did. i just realized
like greeny and me
greeny is 100% correct in everything he said
prolly right the.. you cant slope power generation, can you.. so my logic cant apply there
i mean you can slope power gernation material but not the generator
You can’t sloop generators but you can sloop fuel production
Again, why slooping the last machine in your production chain is the highest yield
ye ye.. just saying my bottom to top logica cant be applied then as slopes only increase power consumption.. in fact practicall8y saving materials down the tree, contrary to what i thought at first
For example, if I’m making ballistic warp drives, the last step is a manufacturer which produces 1 BWD/min
in fact that scratches n idea i had before
if you sloop that manufacturer, you essentially double your entire factory
if you sloop a smelter at the start, you only double that smelter
Combining sloops with overclocking is powerful too (but also power hungry)
not when underclocking
250% slooped PA says hello
Because sloops are so limited, you want to maximize how much they get used
ye im kinda following my prijciple by sloping all my power generation producers
In the previous example, a BWD manufacturer running at 250% makes 2.5/min, but slooped will make 5/min while still only requiring four sloops for one machine
but i think i rather put a few slope power generators
as that should require less slopes
for power GW
You can’t sloop power generators
i know
you mean overclocking?
but there is an alien power generator
which cost 10 slopes.. now im having currenlty like 20 or more slopes in my fuel setup
take those out build them alien power generators instead, should be better by now
can you build multiple alien power gens?
APAs are more powerful when you have a higher base power production as it is a percentage
yes.. hence 'by now'
Max is 10 APAs as there only 106 sloops on the map
And you need a few to unlock all the MAM research
dont they regen like slugs and spheres?
i put them slopes into fuel production first as them 10% wasnt doing that much
thats different now
Slugs, spheres, and sloops do not regenerate on the map
slugs generatre from doggo
tbh 1 APA should be enough especially if you automate alien matrix
i mtalking putting them slopes into fuel production vs doing that
its an explicit comparison that ignores every other option momentarily
But yes you can get more slugs from doggos but spheres and sloops are hard limited unless you cheat more in
speaking about stuff regenerating was there ever a time when enemies did not respawn
i swear i remember them not doing that on my last playthrough and it was a lot nicer
Building factories disables enemy spawn points
that exactly what happen in my current save, all enemies stop spawning even if said area doesnt have powered machines
when it should
one of my factories has some hatcher spawns right outside of it that are in the middle of a conveyor line and ive killed them like 4 times
Inconvenient
in my save, those hatchers are permanently gone somehow after i killed them
they no longer spawn
its not just hatchers, its all enemies
On the Planet called MASSAGE-2(A-B)b in the binary star system of Akycha there are many creatures (fauna), both benign and hostile, that will be seen by the Pioneer.
While some creatures will be seen regardless of time of day, others will only appear at night between dusk and dawn. Additionally some creatures will appear everywhere on the Map, s...
Read the section on “spawning”
i just disabled aggressive enemies... but also for me, once i build something where they spawn, theyre gone
i swear they do, is it possible that they regen only because of some mods i have?
have you built a foundation atop?
There was a bugged patch early in 1.0 that regenerated all of them, which was not intentional
no im on 1.1 and it still does
Other than that, no. Might be your mods idk
because i dont know any mod that regens them
It is not intended behavior for them to regenerate at all
when i build my fuel facility, some spitters were strolling my foundations as i hadnt killed them yet (theyre peaceful anyway).. but it looked really unfamiliar to see them walking on foundations
bruh, ok
Sloops in particular are so OP that they didn’t want them to be unlimited
Spheres are whatever, there’s more on the map than you practically need
updates often refresh items in the map
only updates and all the uploaders you need, no?
Slugs as well, since you can make synthetic power shards in phase 5
no ive collected like one sphere multiple times
updates refresh spheres and slugs ect.
i updated only once by now
i mean how sure are ou about that? 😂
but they absolutely do not regenerate under normal circumstances
There’s 298 spheres on the map, you need about 100 to max out all research. That leaves enough for nearly 200 uploaders
p sure
p as in pretty?
ye
your nickname should tell you what i think of 'pretty sure'
man idk i think its a mod
Again there was one patch in the 1.0 lifecycle that definitely did respawn everything but it was not deliberate
its german for mathematician, wym
is your save from 1.0, cuz some update did bring back all the collectibles in the map
das du als mathematiker verdammt nochmal nicht 'pretty' sure sondern 'sure' sein solltest 😂
It has not happened in 1.1
._.
yeah ig thats a reason good enough
ill call it a day
Anyways regarding spheres I have dozens in storage that I’ve collected idly while looking for other resources that I have no use for. My research has long been maxed out and I have plenty of uploaders for everything
Is inventory infinite in uploaders?
No. Max is 5 stacks when fully researched
Of each item? That’s not too bad tbh
5 stack max, but you can add more depot for more upload speed
i have 1200/min upload speed of concrete
more than enough
A depot uploader has the same footprint as a storage container so you put them on top of your container at the end of each production line and connect w a belt lift
Can someone help me out with a turbo blend fuel issue I have
I have 10 uploaders and it's still not enough
I’ve yet to use vertical splitters in 1.1, was thinking of trying to stack multiple uploaders on a single storage container and see if that works
it does
Noice
1200/min upload speed basically means infinite inventory lol
You’d be surprised
A blueprint of a 6x6 foundation floor burns through concrete incredibly quick
you need tons of floor space when building nuclear, in particular
Not really once you use a patter of something that uses concrete
I have a concrete bp that I had to place multiple at once and they cost each 2k concrete
Yea but you can set up for this beforehand, have some containers full of concrete nearby
Sure, but for dimensional inventory the point is that having multiple uploaders becomes necessary when laying down lots of foundations at once
Otherwise you have to build, wait, build, wait
how much Aluminum do i need for Phase 4 and for the future?
just going up the tiers? not much
your own personal projects? up to you
it's a sand box.
of course but i want to future proof a little
480/min pipes can’t slosh right?
8 lines merged into one, then split into 24 fuel generators
all pipes can (and probably will) slosh
the question you're probably asking is "can the slosh affect flow", to which answer is "depends, but at this rate probably not"
Oh alr that’s great news
Im not sure what you assume slosh is and what it will do to your factories
But it certainly is not something like "the evil monster that ruins stuff"
On SCIM or Satisfactory Tools, is there a way to calculate how much of an output you can make from a base resource? (Like determining if you get X amount of iron from your mines how many reinforced iron plates you can make?)
do note that it'll tell you how much the max is and that's it
Thank you! I’m still figuring out how to best use these calculators and didn’t notice that option honestly
if you want a properly optimzed plan, you need to paste the output rate back into items/min mode
items/min optimizes for raw resources, maximize doesn't unless it needs to
Hey is there an expert on making good blueprints out there with a tips and tricks video. Im pretty well versed with them, but if there are advanced tips they would be appreciated.
for example this one
ive collected this one 4 times already
i dont think so
Idk, your game is bugged then. This is definitely not intended behavior
lol
This shouldn’t cause any issues right? I have 2 overlocked to 233% (all others are 200%) into pipes that all should balance at 480/min
I added the second junction to balance everything out, or at least that’s how I think it will work and I hope I’m correct here lol
I guess I should put valves or downgrade the secondary pipes to mk1?
When you're talking about pipes, everything is unexpected
personally I always feed pipes vertically because that generally solves all problems
so I'd bring the pipes from the extractors up first and then down to connect them all
is it causing issues? if not i wouldnt worry too much
Haven’t tested it lol, I won’t have much time to test since i have like 15 minutes of backup power
Why connect it all into one big network? If you want 480/min just get 4 extractors.
You are not doing yourself any favors by turning what could be small, easy to troubleshoot pipe networks into a giant interconnected mess
yeah, keep pipe setups as simple as possible
my point is, you will prolly always find someone who seemingly has some improvements.. but they might as wel just oversee something else.. hence if i was use id only come back if there was any issues (now or in the future) that i cant solve/explain myself
I had a problem with my blenders because the pipe should be outputting 600 turbofuel p/m, but it was only outputting 550 and the last blender was somewhy overflowing
I did this and it worked perfectly
now no more overflow and it outputs 600 p/m
That’s exactly what I’m doing, no? I have 13 extractors into 480 lines, but two of them are overclocked slightly to compensate for a missing 1/3 of a water extractor. The connected lines are there for balancing the output
No, I've actually found that dragging fluids down a pipe actually works way better than just connecting it horizontally or from down up
Thats not the same
generally when I connect it from down up it always end up with problems
Because 480 lines split perfectly into 8 packegers, what solution do you propose for this?
you basically want to look at how many liquid the recipe uses for one build... like not per minute but the total amount for one print..add that up for each facility .... after that amount tops the amount that fits within the pipes connecting them facilities youd bring in a backup pipe
2 extractors at 200% merged into a mk 2.
Nothing more
And you do that like... 6 or so times. Depending on how many 480/min pipes you need
That’s the thing, I need 13.33 extractors for my recipe
I need 3200/min water
Then you handle the last one seperately
thats not an issue.. you just add backup pipes along the way
the goal with pipe is to maintain full saturation
Dont turn it into a giant pipe network
they can virtually carry any amount as long as thats hold up
What. no. They still have a flow limit
yes
"carry virtually any amount" is a very odd thing to say then
but you can add pipes after like 5 facilities
So I should just disconnect them, allocate a separate one. I’ll start doing that
like each consumer only worries about its immediately connected pipes
when they are full, the consumer can work
that cant top 600/m
You want your pipe networks to be as simple as possible because turning it into a giant mess just means you will not know where to troubleshoot if stuff doesnt work
but if you consider the entire pipe network with multiple pipes running parallel that number is not a hard limit
hard to explain, just watch the local consumption and add backup pipes regularly
Right , you mean the flow capacity of an entire network, not a single pipe segment
Thats still not a good excuse to turn everything into one giant interconnected network
i havent said doing so
my point was that in your manifold, check when your consumers empty the pipe,k at that point, add backup pipe
also for all the people who say pipes can't do 600 /min, in this single image I have 6 pipes running 600 /min 24/7 and if they don't my power would drop which it doesn't
OR separate at that point, which is what you mean @oblique hollow right?
600/min works, the people who cant get em running just have skill issue.
CSS said so themselves
If you could have smaller seperate networks when you could also do a bigger network, smaller seperate ones are preferable
Like yeah, check the numbers, see if you can come up with a plan, then see if you could maybe simplify that and break it down into smaller groups still
as a person being able to understand the math behind such things as pipe saturation and railway signals, i prefer to do it the right way, even if its more complicated... 😎
i did 👹
My way or die way
You have chosen death
🔪
wait a minute.. isnt tier 9 along with phase5?
yes
no it's phase 4
so while doing phase4 or after completing it?
well, it's between P4 and P5
alright boys we got some contradiction here
phase 5 is the one that finishes the game, phase 4 unlocks tier 9
so tier 9 is phase 4 in my point of view
because im currently8 doing phase4.. i have finished all milestones.. but i dont hve the fuckmas oscillator recipe yet
it's tier 9
Quantum magic is tier 9
that make no sense.. im currently doing phase 4.. you could call this phase 4 or 5.. after finishing phase 4 you can call the phase 5 or 6 but not 4..
Which is after you deliver your pastas, magnetic field generators, Assembly director systems and thermal propulsion rockets
it's after phase 4
ye I'm dum
I check the wiki to prove you wrong I proved myself wrong
👹
Back to my refinery shenanigans, I have an extra 10/min heavy oil at the end of the line, I should be able to connect it to the end of another line just fine right? It’s a 400\min so sloshing isn’t an issue right
Wasnt it you who i pinged regarding "what do you think slosh is and does"
think of your lungs.. when you breath in , all the little channels and pipes will be saturated evenly.. this is how pipes work
so just breath in
breathing noise
and play
🕊️
just dont think of the 10/m flowing away.. itll stil be part of the same pipe system
such as the contents of the pipe youre connecting
hence it might be necessary for example to use gravity to route things correctly
might... not neccessarily
If you are worried about high flow rates messing stuff up, remember one thing:
Its a junction that dictates if your flow will go to shit
Junctions do not like having to split high flow rates up unevenly across their connected output pipes
actually, I never had issues with splitting pipes unevenly
but I have encountered an issue with merging once
it rather matters how the split up segments are routed further
It is splitting 99% of the time
if one is lower than the other it will be preferred, making the other one potentially getting less saturated
Although merging can also of course be handled ungracefully and mess stuff up
Like... you do not need mk 2 pipes out of a 250% water extractor. Ever
"What if it fills up" then your network is not set up right
It wont fill up or cause stalling if the network is fine
in fact putting mk2 will allow already pumped water or that of other sources merge towards the direction of the extractor instead of away from it
All of my set up is one way only, so from heavy oil into refineries
so only one refinery?
Every pipe network is 2-way unless you put pumps and valves on everything
Its just that it usually prefers going a certain way
That does not mean you should now try to slap valves and pumps on everything of course
Every pipe network is 2-way unless you put pumps and valves on everything
and you can't valve junctions, so those are always unidirectional
which is funnily enough the main use case for a valve
No, 53 lol
so 53 split ups
Yea
you konow when things arent as relevant as people say when you realize you are doing them without thinking about it
(or arent as irrelevant, depending on the situation)
Yea
It feels like I’m overthinking everything, tbh. I should just build it and figure things out later
Try and fail
And then try and succeed
a 'valve' is the thing that regulates throughput, right? that cant determine direction.. only a pump can do or gravity obviously
!wikisearch valve
The Valve is a building that attaches to Pipelines. Its primary purpose is to limit the flow rate and prevent backflow.
The Valve has two uses:
Limiting how much fluid is allowed to pass through (from 0.0 to 600.0 m3/min, stored as a float with one decimal precision).
Limiting flow in one direction only...
The simplest, and very ancient, valve is simply a freely hinged flap which swings down to obstruct fluid (gas or liquid) flow in one direction, but is pushed up by the flow itself when the flow is moving in the opposite direction. This is called a check valve, as it prevents or "checks" the flow in one direction.
yes. what should that article about valves doing exactly what I said, tell me?
obstruct fluid (gas or liquid) flow in one direction
the primary function of valves not just ingame but in the world is to restrict flow so that it can only go one way
secondary is to control the rate of flow
Ball valves are technically bidirectional
What we have ingame is specifically a check valve with regulator / flow control
e.g.
I have a small problem now.. I didn’t leave enough space when placing 16 refineries
For the output ports… so I’ll need commit more spaghetti
Pro tip: place all your machines first before doing any logistics. Makes it much easier to adjust if you don’t have enough room. I usually leave two or three full foundations space between every group of machines
I’m not gonna relocate everything, to lazy tbh. I’ll just josh it
You can place junctions on the side of refineries for a reason yk
you can mass move things fairly easily with the Satisfactor Calculator Interactive Map AKA SCIM if you don't mind editing your save file.
Can’t edit <( i play on GeForce now
so you don't have access to the save file?
sorry, my knowledge of GeForce Now is limited to how to spell it
I do, but I’m 90% I can’t download the save file
Doesn't that just use cloud saves
It does, it uses the steam cloud servers for storage. I don’t think I can edit my steam cloud save though without a pc that had the game installed
This will look so much worse once I’m done
🍝
This will have no consequences whatsoever
tfw you finish debugging a new factory and it and everything it's connected to are all running flawlessly
and it's aluminum too. Getting the excess water out of the system was the best feeling
you could say the end result is
satisfactory
neither is the 'right' way, one way is just way easier
pure copper ingots and then make the copper for alclad sheets from the excess water and a handful of copper ore, thus keeping the excess water inside the system
I like dumping recycled water into a wet concrete refinery. If anything is gonna get messed up in my factory it’ll be aluminum.
simpler to just have some refineries run on fresh water (blue) and some run on waste (red)
Yeah that makes sense.
its unbreakable and doesnt need any extra resources
and you can treat the byproducts with the nuclear chain and dark matter residue in the same way
But don’t the recycled water refineries also generate alumina solution that will produce more recycled water?
Assuming those are alumina refineries
yup, but they just get fed back into the waste refineries
it takes a few minutes to spin up to 100%
as more and more waste gets made
So the waste refineries are not running at 100% constantly?
they will run at 100% after they spin up
So isn’t that the same as feeding recycled water back into your main refineries? Sorry if I’m not understanding the difference but I’m genuinely curious how having separate waste refineries is less prone to breaking.
the difference is that mixing waste and fresh together can be really delicate and fiddly and can break down at the slightest disturbance depending on which method you use.
this is unbreakable and simple
if there's ever a slight hitch in a mixed water system? and it's just direct feed? will probably collapse. need to be manually flushed and restarted.
keeping it split? you pause it for any reason, and it'll just keep going after
A mixed system is most stable when it fills up and stalls. You dont want that
A system where you keep it seperate is stable at just about any stage. Its just slower to get going. Thats a lot better.
If there's fresh water attached to your waste pipe and a refinery ever stalls without stalling the water extractor, that extractor will increase the level of water in the combined pipe (eventually, or even sometimes quickly, filling it into a deadlock). If your refineries are clocked for 100% uptime then the water levels will never drop, so even a tiny rise adds up.
Buildings stall due to several game bugs, so it's very easy to cause an upset situation and deadlock even with logical building.
If you have seperate water systems and only input fresh water to a refinery which starves of resources at the same time or earlier than your waste refineries, then any refinery stall will ALSO stall the water extractor because the fresh pipe, and only the fresh pipe, is full. Therefore the water levels in the waste pipe will not increase, but instead stay the same (or fall, if waste refineries stay active longer than the fresh one/s).
This reduction recovers in a stable fashion as some production cycles are missed while the water climbs back to equilibrium instead, then everything runs at 100% forever again.
There's no way with a properly designed split system for the water level in the waste pipe to rise above equilibrium level, because the water consumption of waste refineries is always greater or equal to the generation of waste water. Anything that makes the refineries turn off will reduce water consumption but also reduce water production by an equal or greater amount.
The difference is the tying of the water extractor's behavior to that of the refinery which stalls first. With a mixed pipe, the extractor will happily fill the pipe to deadlock. With a split system, it literally cannot run because it's not even connected to that pipe.
Ah so it’s about separating the water extractors from the recycled water loop. Makes sense.
Thank you for explaining.
is there a ratio of amount of pipes to pumps?
Pumps are only for adding head lift
Which is only for moving fluid up
as a followup question; how many water extractors per a single pipe?
I would recommend to not think in this way
think how much water a machine needs, make a good ratio, connect them in a single small module
(also, pipe tells you its capacity in UI and extractors their extraction rate)
simplest case: 2.5 to 1 for mk 1 pipes.
but thats only if you need full 300/min pipes somewhere.
Otherwise, its better to consider the ratio of extractors to machines that need water
im never gonna get why this game does this (for context im out in the top of the map, hundreds of meters away from land)
right here
How is the water not deep enough here but a half a meter away it is
water becomes fake at a certain distance
then why is the water further away from land real?
no one has ever made a border outlining real from fake. Best to not build floating ocean factories and just use the terrain
can always build it closer in. Also recommend multiple floors of reactors
Terrain sucks, gimme my offshore ocean platforms!
get a mod to flatten the map and play a 2d game
You realize I am just joking right?
satire is dead and I've run into a lot of people on here who hold those views in ernest
no that's fair xD you didn't know
the best times are those people who then complain about how many problems they ahve moving logistics up and down to their sky infrastructure
Heh, well ADA did recommend going vertical
building towers often works out much better, you aren't makign long giant pipes straight up. often just short ones that are much more manageble
like I've got a lot of experience with the logistic mechanics in the game and could probably make sky infrastructure w/o much issue. But often sky base folk are also fairly new
bad combo
Hmm
When you say long giant pipes straight up, do you mean like alongside the wall or between floors?
well when I'm talking about sky infrastructure I'm talking about people up in the air 200m+ with pipes and belts going ... mostly straight up? often it's messier though which probably has it's own issues
like it's doable, but if you're not practiced with these things you're going to run into a lot more issue than you would with your factories on the ground
Yeah for sure. I could see that.
I am getting the feel of building off the ground but I don't see myself doing a 200m+ skybase
That in itself sounds a little excessive and kind of defeats the purpose of the game and its terrain.
I mean it's very reasonable doing some thickness of foundation to work on. Very littel terrain is perfectly flat, but most of the map neesd very little flattening to build a good factory on
Yeah 100%
espcially if you do an extra floor or two
My first base is pretty close to the ground and clips into the terrain a bit but that's okay
working around the terrain is great design 🙂
My other two bases are a little higher than they need to be but I just wanted to make sure I had enough room. Maybe I overcompensated.
I have done some teardowns on this current save as well to make things more efficient
Oh and also trying my hand at nicer looking aesthetics
pretty normal as you learn
it can help with finicky things 🙂
Yeah for sure. It's also helpful to put buildings together in half the time it would take me otherwise.
Eventually I will get into putting factory buildings into blueprint designers and pump those out but for now I am mainly putting all those down by hand and connecting it all one at time. It takes more time but it's all about the aesthetics 
you could always just have 1 machien with all ti's connections how you like as a BP
True
that alone would save a fair bit of time
Yeah that's a good idea
can you use belt balaners if the total incoming amount of items in higher than the max thruput of your belts? Im trying to see if i can balance out 840 items per min in a 2:2 balancer
also how do i deal with the insanely long times that the pure recipes take?
split both belts into 2, merge one of each
what insane times?
@umbral barn Long craft times don’t matter. You can just manifold like normal and the machines will eventually sync up nicely after a period of stuttering.
24 seconds for copper
oh i was just worried
this is my first time using pure recipes
It’s unintuitive that it’s not an issue, true. But yea, it’s not a problem.
you make as many machines as you need
or use the alloy recipes that are far less annoying
you can (though at that point I'd just use each belt separately)
well thats an option but 750 and 90 are real weird in terms of what machines they're going into
I mean we have clock speed for a reason 🙂
This is true
10 BWD/min is finally stable. dumped the 1k I had accumulated in storage while working out the kinks
coupon printer go brrrrr
stabilized now at ~32 million points/min going forward
havent played in a long time and i found my first hardrive, its bolted frames (fastest frames recipe) or copper rotor (fastest rotor recipe) i checked the wiki and the rotor recipe is nearly double the default and hte other alt while the frames recipe is only +2 per minute. should i pick rotor or rescan?
You think 24 seconds is insane? O0
Your choice
You can get all recipes anyway
And rate of production is just one of many recipe parameters you should look at
oh theres enough hard drive to get all alt recipes now?
nice.
i think ill get the rotor. its the best one even it needs screwwws
best is pretty subjective, steel rotors takes a bit more resources but can simplify a factory
always was
huh. i remember a long time ago there wasnt.
nah, always was
nope, always was
"best" is hard to quantify, steel rotor is (in my personal opinion) too expensive to be useful (for me)
I just like it because it uses a lot of the same parts and doesn't need copper 😄
is Rocket Fuel worth doing over Turbofuel
yes, turbofuel is not great but it's a neccesary step on the way to rocket fuel which is excellent
ideally you can make a rocket fuel plant but just without the last steps to turn it into rocket fuel, burn it as turbo in p3, and then fill in the rest (nitric acid and some blenders for turbo to rocket) when you hit p4 for rocket fuel.
this is for my nuclear plant, i know how bad it is TwT
o really . Cus i remember asking before but cus its been a lot time i want to ask again so did it get buff cus last time a lot sayed Turbofuel .
turbofuel and rocketfuel both functionally just take other resources (coal, sulfur, nitrogen) and make more fuel
rocket uses nitrogen but it gives you like 3x the power per sulphur, coal, oil
TF and RF burn slower which means you can build a lot more generators
so make Turbofuel in p3 and move it over into rocket when im in p4
ye
there's an alt recipe called nitro rocket fuel which skips the turbofuel step and is dead simple to build, but requires phase 4 (blenders) and is less resource efficient
but nitro rocket fuel is a favorite amongst players specifically because of how simple it is to make
a very braindead recipe if you want easy big power
600 oil to 144GW with nitro alt
and it only took small amount of power to kickstart
iirc around 5GW ish
any reason these machines arent getting enough water? (the unpainted ones and the ones between them)
is that all one pipe
for the 2nd image
the one feeing the problem machines has a loopback pipe (the middle mk2 pipe is whats feeding it)
Add the small buffer at the for "problem machines" . Then other machines as well . Also let the pipe fill up all the way first then trun them all on and see if that fix it
no, don't add buffers to pipe networks, they pretty much never help
you sure . I saw ImKibitz vid and he need a buffer for his Alumina build
yes, very sure. And kibitz is a very bad example
how
he's entertainer, not a teacher. His builds are often problematic/inefficient/etc.
he doesn't care very much for optimisation or the finer details of mechanics
and when people say that "buffer fixed their build", it usually means there's another problem that the buffer just delayed/hide. Better to fix the actual problem
hey speaking about alumina
Yes i know thumbs down i want to make it thumbs up but dont know how
"just enough" instantly becomes "too much" if any refinery ever stalls (and they will due to game bugs if nothing else)
separate fresh and recycled refineries
remove that pipe entirely which the valve is on
the "just enough" refers to it giving just enough water to the fresh refineries
But it's not doing that, it's filling the waste pipe. Why is it plugged into that one?
the recycled water and the amount i pump in is exactly enough for the 4 refineries
"just enough" instantly becomes "too much" if any refinery ever stalls (and they will due to game bugs if nothing else)
which is why I recommended separating fresh and recycled
You can run some refineries on fresh water and some on recycled water. You don't have to run all refineries on both, and therefore the water extractor doesn't have to fill the waste pipe at all.
theres a valve there
that doesn't change Aeryn's point
You are not listening to what we tell you, man. Third time i write:
"just enough" instantly becomes "too much" if any refinery ever stalls (and they will due to game bugs if nothing else)
water consumption stops, but water extractor input to the pipe doesn't, which results in every pipe that is connected the water extractor filling 100% full. If the waste pipe is, that's a deadlock.
i fixed it
that doesn't fix it
I bottle and sink my recycled water from alumina production because I'm a heretic
how does that make you a heretic
is it cus your not using wet concrete instead
It's just not "ideal" solution according to the fluid mechanics book
No not that but hey that's actually a great idea
ahahah

it's mainly just kinda bad because it requires 3.33x as much water input and resources to delete the water, when rerouting your output water can fix both problems simultaneously
witch one wet concrete or recycled water
wet concrete, packaging etc.
With recycling, 90 water feeds 300 baux. Without it, you need 300.
o
this is the same separation thing you guys are talking about its just disguised
instead of 2.4 recycled refineries and 1.6 fresh ones i just have 2 recycled and 1 fresh, with the 3rd refinery having its water supply split
you'll still lose all production indefinitely if the fresh input fills the waste pipe via the "shared" connection
2 recycled and 1 fresh and the third refinery so still 4
The waste water should not be mixed with fresh and should be fed into its own refineries
the new valve is capped at only 40% of the 3rd refinerys production rate
Okay dude. You do you
listen
if it clogs ill come back with my tail tucked behind my legs
but i think im a genius for this
textbook example of the dunning kruger effect
fr
the problem is when refineries idle, because no matter what the valves are set to, there's extra water flowing to the system that isn't being processed due to refineries idling
and or trolling
how you have that font
you mean idle like if the scrap output gets too full
anything like that. there are some bugs in the game that could also cause temporary idling
put a star * directly before and after a message
*like so*
kibitz is fun to watch, but you dont learn things from his build
you know how much times his nuclear power goes into problem, his alu plant, etc
and im pretty sure he will forgot his plan to upgrade all belt to mk6 for his nuclear
yeah, entertainer. His builds are just big and he speaks well.
after I saw his pipes though and how he manages them I'm thinking he has a lot of stuttering
Ofc, after all he never came to learn from my nuclear save 
BTW, is there some simple way to "break up" the factory calculations of SF Modeler?
As the plan grows, it keeps trying to re-calculate it any time I do something (annoying) and at some point it started taking several minutes for each iteration (very annoying).
I hope there's an easy way to break things up so that it can resolve smaller production chains instead of a single big one... 
( A notification for @quick gorge who seems to be using it atm)
AARSUFjbdg a I was summoned now I have to read WORDS
It'd be a good moment to just delete my own message 
re-calculate it any time I do something
Completly it up so it doesn't get in calc loops
Urgh... Annoying solution...
I hoped there was something simpler 
Also because I keep wanting to modify things as I go; having to reconnect everything just to check the numbers easily gets annoying really fast (also, the calculation time is exploding on my end...)
It's simple enough
You just need to poke it the right way
It is a shitty solution but I've called this game jankisfactory before so just keeping that up :D
Once you have a solid path way between two things just put one of those down and it helps a lot with calc times when you're making big things
This plan is gonna take so long to make...
The only reason I'm not doing it directly in-game, at this point, is just because planners make the math a bit easier (less numbers to phisically type in to get the results)
Yeah, the issue is that most of my "things" have one or more input/output dependant from other "things". So even if I finished on "thing", I may need the connection to properly adjust other things or the other way around (eg: a plan importing Dark Matter Residue may need to produce some locally if I modify the plan originally providing the Residue)
Or, un other words: there's just too many dependencies to handle that easily 
Just use Satisfactory Tools lol. It doesn't lag and you don't have to manually place every node
That is part of the tools that I use, yes 
But it lacks several features that I now feel the need for, like being able to axtually place individual nodes and multiple nodes for the same recipe and so on
It's the closest thing to pen and paper
dont connect all the connection node for ingots, or just divide them
But then I have to manually calculate the ore inputs 
honestly idk when the calculation become so slow bcs i did a full plan of ficsonium back then and it does not delayed
I use modeler for more realistic planning, like making an outpost that just made of this
Turns into this
you could probably save yourself some processing power by not using splitters/mergers (except priority)
I enjoy having it visually laid out in the way it handles it.
It just does things the way my brain does the thing
This output hasn't been touched in weeks and I've build the functional part in game, I just have to put the pretty over it
Yes Ven this one is for you <3
I can't really pin down what exactly is slowing it down so much. It started once I connected "many" things I guess... Then the Plubber loops made things even worse.
I can share the plan if you wish 🤷♂️
The "somehow it works its magic" kind of screenshot 😆
I do want to hide all the belts so it looks more magical but might over shadow the SIS part
I think it would be more obvious if the machines were higher than the belts and just had sloped-up belts leading to them. The lifts kind of "break things up", in this regard, imo 
I haven't touched that build in a month 💀
I've been making the SAM reanimator
The plan is BASICALLY (for now):
Output:
- Ficsonium
- PFR
- Singularity cells
- Dark Matter Fluid or whatever it's called (byproduct)
Inputs: - Ores
- Dark Matter Crystals
So, due to Dark Matter and its crystals, I have to keep some connections to other production plans and they keep influencing one another 
(If this doesn't interest you J apologize, but I find it useful to just write this down right now 😅)
Just throwing out ideas :)
Will rework ma snowflake when I get back around to it
you can check the node with the most connection, most of the time they are the main problem since the connections also branched to another connections 
and i separate that node to its own graph
definitely recommended to use the outpost
I have been redoing things for actual build designs like the two I showed off so things are half planned and need to be relinked, woo rejigging
some of my plan in current save
I have outposts with these areas so I only use the ore within those areas, it takes it's sweet fucking time but I can toggle the layers off
realism planning
I don't want to just select all ore on the map and take it to one area, that isn't realistic at all. So I'm content
Seeings as it is half 9 in the morning, I'mma go sleep.
I will have a look at my snowflake SIS and see if being away from it for a month has helped
I do, but still need to connect them not to lose track of some dependencies as I modify the different outposts 😭
Eg: if I change some thing in the part making Dark Matter crystals, the Dark Matter Residue from Ficsonium have to be accounted for and vice-versa
I don't use or recommend Modeller to calculate stuff. If you know which recipies you want to use and how much of them, it can clean that up a lot.
yeah how do you use modeler? ive tried it for 5 minutes and i had no clue how to design some farms simple
I know what recipes to use, I'm just trying different tools to find one that allows me to make a complete flowchart of my plans... Without too much hassle 😅
Being able to double-check numbers is a bonus, but not having to manually type the output/input of each production step is extremely convenient
R-click to open menu > search end product you want > you can hold L-click the output to drag them and choose what recipe you wanted
modeler is manual, if you dont want to waste time, just use tools
Question regarding preferences for diluted packaged fuel: Do people prefer to do them in singular units (1 packager -> 1 refinery -> 1 packager), in smaller modula units (a handful of packagers and refineries each), or in one big system (everything connected)?
Unless you specifically want a more manual calculator, I suggest you don't even bother
you want to have separate loop
1:1:1 loops are objectively the best
merging canisters from multiple refineries adds complexity and requires several times more canisters unless you balance everyting, which adds even more complexity
there's no reason to merge the canisters
It feels cool 
i did that once, from 3200/min canister to 10k/min cuz you need to saturate the manifold 😭
and you can add the canisters into the blueprint which means you don't even need to fill the loops by hand
yeah, I did one connected loop exactly once and never agian
just like turbofuel
this was pain in the ass
people that do dpf are so brave, I could never. I just limp my way to blenders with normal fuel
meanwhile, whenver I see diluted fuel i wonder if it's a waste of a drive to pick it up because i already have diluted
with a decent blueprint it's not that bad
and yet I cave in and take it every time
I have tried all methods and in general I prefer the 1:1:1 setup as well. I just noticed multiple youtubers doing the big systems instead (although they have have their issues with it) so I was wondering if I was missing something.
It is similar to the design I used. Except I had the refinery on top. So the blueprint was 2 parts (top and bottom) and had 3 units per blueprint (was designed when the mk1 blueprint was the only option)
my bp allows for flexible expansion, and i can decide the spacing for pipes as well
https://cdn.discordapp.com/attachments/932761153703149659/1360897957578145792/image.png?ex=68284bfd&is=6826fa7d&hm=03b84ccfc8b0dc527ed7aab490b0fa243952f94f5ac5faa7e75db6225c6dbb9c&
I was considering the same but it's nice to just get it done and then don't have to worry about it later. With a decent blueprint the diluted packaged fuel isn't that bad even.
this bp is clocked to 133.3333% actually, allowing 1:1:1:1 ratio
I'd UC the HOR refinery to 75% so it doesn't stall once every 1000 hours
That actually looks quite neat
or just leave it at 100% so it stalls all the time
hmm that's a great idea tbh. Do a blueprint with the full crude oil -> fuel setup
Doing the 133.3% OC gives some really pretty numbers: 30 Crude oil -> 40 HOR -> 80 Fuel
well yeah i found that out, but is there realy no simpler way of designing a factory or a manufacturing site
now put it on a priority power switch and fly around it with a hoverpack, move back and forth between the other side of the map and reload your save 20 times
and btw your scrap is clogged
There's 482 scrap in your refinery, i.e. it can't run because it's full of scrap.
the reason its at 482 is because the scrap is getting sunk with an overflow smart splitter
therefore the stack reaches its max but doesnt clog
that's not how that works
at least if you're sinking overflow
if you're not using all the scrap, then it can back up
easier to sink than to not
split fresh and waste water and it'll never clog
no one said direct feeding can't work. It's just fiddly and unreliable
oh the reason there was so much scrap was that i accidentally didnt sink that refinery's output, the other refineries i did sink were at 0 scrap
so that specific one was actually misconfigured.
Makes sense, i see a small glimpse of the productivity meter and it shows 76%
yes
also im not sure if this would affect things but the setup only receives 97.5% bauxite that it needs
780 vs 800
yes that affects things
if you supply the bauxite to each refinery via overflow, then the last refinery will always be below 100% productivity
which, depending on how you did the water recycling, could be devastating
true
fair but to say he does not care for optimisation or the finer details of mechanics is imo is exaggerated
what in pain factory
you'll get much more informed reply by asking here, than by following a tutorial by most youtubers
ik and i have ask here but when its texted based learning its not the easy to understand for me
well there are youtubers who still believe there is mk2 pipe bug 🤷
o
because some youtubers/streamers said so
never? or not in stable?
(same with mk5 belt bug)
o
because I think there was one in U6 Exp
well there were small pipe bugs, but they weren't just for mk2 pipes, and they usually got fixed relatively quickly
and I'm talking specifically about what they call "mk2 bug", aka mk2 pipe not being able to do 600
I'm mostly asking about the floating point bug. Cause I'm pretty sure I encountered it with mk5 belts in U6E
idk if it affected pipes back then
no that did exist
fixed in update 7
it wasn't specifically tied to mk5 belts but the most pronounced with them
that's my point tho
a specifically mk5 bug never existed
gotta name it somehow
maybe "belt to belt segment bug" 😛
why dis not work
open a #1038092680493801533 thread please
ok did
How many fuel generators could work with Max Overclocked Pure Oil Node and 10 refineries
just 1 Pure Oil Node and is it fuel Turbofuel rocket fuel
and are you using deluded fuel recipe as well
Regular fuel but my math ain’t mathin so my 8 fuel gens end up turning off after like 20 min
what recipes are you using?
use satisfactory modeler to see the rought estimate of all thing
Lemme give it a try thanks
Or Satisfactory Tools. Or any calculator
modeler anti the best for the math part but its get the job done . that to ^
It's fine at the math part. Just doesn't "auto-pick" recipes for you. The only thing that is "tricky" sometimes is connecting loops. Additionally, the author has plans to also take into account clock rates and automatically round the machine number up and adjust the clock acccordingly.
ya that why i said its fine it get the job done its just need some of your input to get there . But that why i like it does not "auto-pick" recipes for us . Sometime it should like if there only one and like you said connecting loops . Like when i have my water back into it self is jenkee
The "trick" to that is adjusting the incoming for water. So, if you are pulling in 500, have 350 being pumped back in, you only need an extra 150.
For doing the plastic/rubber fuel loop, You need to place a 'splurger' to deal with the "excess" for the loop to work.
yep ik i just wish it does it for me and not make everything zero when i combined them with out doing that first
Even with that you need to do water pump first before add the "excess" water
Truthfully though, that is how you are 'supossed' to do in game as well
witch is a little annoting
fair
people who care about those things talk to each other and test stuff regularly.
fair
WHAT DOES THIS MEAN
do a full screenshot
what are you confused about
it means you turned it off
yes thanks guys smash like
W inventory fr
fr but he need more screw
wjats wrpng 💔
fr
i was building rlly long lines of <60 item/min conveyors
im near that
fax but dont take to long FICSIT has no time for " worker rights"
gna need to get all the new items automated
pain
to bad its sleepy time for me
10pm
o
im tired af. work day be long
same timezone
lol
there is no sleepy time for FICSIT workers
fr
well its nearly 11pm
ik thats why there isnt any usable bed in the game
wnhere u live
to bad im in real life
ahahah fr
austria
ohh i live in switzerland
goodnight
doxxed lol
tryn find me then
As far as pipes go, is this a better design for them than just feeding them from one end like a manifold?
I'd say no
nah just
I just feed everything normally and it works fine 🤷♂️
raise the pipe up and when you feeding them make the pipe go down from the main one
Ah, gotcha. I thought doing it like this would cause problems later, but I'll go with it
it would be best if you put the manifold a few metres up and then connect to the refineries with short, s-shaped pipes
Oh, wait. I think I get what you're saying?
like this
yes, that's mostly what I meant
this is better
Damn, setting up actually good oil production is gonna be hard lmao.
yep
i hope one day they make fluid better to understand
Is the entire point in making them flow downward at an angle just to ensure gravity helps feed it into the machine?
yes and priority as well
and some advice if the pipe is full first before the machine are all on it will help with sloshing
Alright, I think I got it. Might need to make a blueprint for this system lol
Good advice. I learned this back when dealing with water while making a coal plant. Thank you though!
thats look fine . imo would say make the pipe highter and shorter to the machine for easy belt work
np hope it all work first try
Ah, gotcha. I originally had it on a 4m foundation, but it seemed too high so I switched to 2m. I think I'll rebuild to do what you said. Thank you!
np and if you have trouble planning thing out use SF modeler and or SF Tools . Imo modeler for planning and Tool for math
fine as a loop, but you probably don't need a loop on a system that short
you want fewer injection points along a manifold - you're doubling that by having a junction for each machine instead of 1 junction feeding 2
how would that look like . And how am i doubling i have a 1 to 1 how is that bad?
make an end plan for half the amount you're aiming for, slop some sloops on the end
slooping end part is basically doubling entire production
i am doing that
sorry replied to wrong thing
45/min hmf
you'd have 1 junction in between 2 refineries
ah all good
you're doubling it because you ahve 1 junction per machine
whats hmf
so i would want 1 junction pre 2 machine
heavy modular frame
ah ok
it makes for a more stable situation yes, now, it's not impossible to do what you're doing, it's just inherently more stable to have fewer injection points.
just means you'll have less leeway in wibbly wobblyness in other ways
o i did not know that
a lot don't. don't stress
theres basically a bunch of basic pipe things which make it more or less stable and at some point of too much unstable you run into problems.
my policy is to basically make it as stable as possible
I am planning a small, modular factory. It produces:
Reinforced Iron Plates: 25/m
Modular Frames: 10/m
Rotors: 20/m
Smart Plating: 10/m
Versatile Framework: 10/m
Automated Wiring: 2,5/m
Is that enough or should I plan bigger?
Info: All, the factory needs, that isn't produced in it, comes from another factory.
I'd skip the space elevator parts entirely. They're only needed for the space elevator and nothing else. It's much faster and easier to just handfeed a single machine making them whenever you need them and only make however many you need
The rest seems fine for personal use
I did plan to automate them to put them into the awsome sink so, when i dont need them anymore, I get coupons. and so that I have the parts, when I need them for other parts in the future.
I usually find that sinking overflow from normal production is enough unless I want a golden nut but you do you
I'm just saying you don't need to automate spelevator parts in case you think you do
So, without producing the space elevator parts, I would produce:
Reinforced Iron Plates: 35/m
Modular Frames: 15/m
Rotors: 30/m
does anyone have a spreadsheet/full plan of the logistics of a max nuclear powerplant? i started planning for one, and while the uranium fuel rods and plutonium fuel rods don't cause any problems, the ficsonium is proving troublesome
when maximizing the amount of uranium & plutonium rods you get 224 plutonium waste /min, and it just seems impossible to treat that much given the S.A.M. restrictions in the game
with a setup like this you end up needing way more than the available 10200/min for the trigons alone
It's just barely possible if you use sloops
And possibly oscillators or shards to make DMR without SAM
how does your modeler have such smooth lines??
yeah, i figured that you'd need a big setup that's self sustaining on DMR to make enough, hence why im importing it into the setup from another source
Also, the max Plutonium waste from 2100 uranium is actually 305.(45)/min
settings -> style -> connection style -> 2d
Not that you actually get more power from that lol
im guessing thats with using the fertile uranium recipe
but hmm oki thank you for reminding me of sloops lol
Max power from 2100 uranium is 50.4/22.4/112 at 588 reactors powered and 1.47 TW and max Ficsonium is 22.8/30.4/152 at 1.425 TW
That said, it's significantly cheaper and easier to just convert bauxite to more uranium and not touch Ficsonium at all
yeah no i get that, im just trying to go for the "perfect" setup for the fun of it
that’s so real, i was gonna do the same but i started this big city project for the final space elevator stuff and now it takes up most of the worlds resources :p
I got pissed at how unreasonably expensive Ficsonium is so I made a mod to make it at least slightly more balanced with the rest of nuclear
yeah it is kind of stupid
I need help with turning the blur crator into a turbo powerplant. I done the possessing of all the oil into fuel using the diluted packaged fuel alt but now I'm struggling with the maths for how much coal and sulfer i need
Currently I'm making 14400 packaged fuel a min
satisfactory tools + spread sheets.
modeler is just a slog and takes longer
Or Satisfactory Optimizer. Has a lot of customizable optimization objectives while still doing all the math automatically. Unfortunately, it's json based
would this balance belts properly with enough time ?
belt tier? 3?
why not hook each belt into the amount of machines it can feed?
well fair, but next time I'd recommend building machines according to what you have on belts, not the other way around
it's much simpler, and you don't have to do any belt shenanigans 😉
but instead you need to do machine shenenigans
nah, not really
you just build the amount you are given by [your plan]
im getting ready to rebuild my "main" factory that i have staged under my space elevator. (i built the elevator on top)
im gonna have a lot of shenanigans to cleanup/fix to get the amount of materials i want.
assuming each belt is connected to machines that have equal consumption, it'll work. but if the belts are free to move, it won't
each machine eats exactly 270/min
wait no wrong number
@limber spear You'd get this
assuming machines consume 230
with a priority merger it should work I think
or smart splitters
i actually needed a 150 output so i just have a machine taking the raw 150 instead of equalizing all 3 belts
see, I said it's easier that way 😛
man, do I make a ton of fuel and convert the polymer, or do I make a ton of rubber and use the residue for recycled plastic and fuel?
neither
HOR -> Diluted (Packaged) Fuel -> Recyled Rubber/Recycled Plastic loop
and the remaining Resin from HOR into Residual Rubber
I dont got blenders yet
you don't need blenders
Diluted Packaged Fuel uses Refineries
well, I dont think I got that recipe then
and what would I use the polymer resin for in that one?
^
Polymner resin can be used for Fabric or rubber/plastic. Use a Refinery with water
It’s ok to connect the end of these 2 fuel line right?
Is this a bug or intended?
I dont get why programmables splitters horizontal cost computers and ai limiters but vertical ones cost sc and motors?
. . . ain't... that the old cost of the programmable?
yep
Interesting
These need heavy modular frames?
Way too expensive imo
yes
I don't think I've ever used one
They’re useful if you like to mix items in your trains
I want to use them.. Just looking for a good reason too
- smart splitters are enough for that
- that's a terrible idea
i used them in my storage facility
The only solution to sushi trains is trains that have 2 locomotives right?
I only misclicked the programmable
why would the number of locomotives be relevant?
sir you can filter the freight platforms
You need a locomotive on the front to go forward and one on the back to go backwards right
but still, thats a glitch right?
thats for push pull trains
yes. but why would a sushi train need to go backwards?
No I meant the solution to sushi trains
how does that help with sushi?
Actually never mind I understand trains all wrong lol
why would you?
if you don't have to connect fluid systems up, don't
I was having issues with fuel distribution but it was unrelated to balanced pipes and sloshing
(It was a mk1 pipe on an oil extractor)
as in your pipe just wasn't fast enough?
and I don't see why connecting fuel lines would fix mk1 pipes at the extractor
No it was the pipe delivering crude oil to my refineries
ok the comment I was replying to was you showing fuel gens asking if yo ushould connect them up. I don't know what that has to do with anything anymore
So what I thought my original issue was that my pipes weren’t getting enough fuel because of slosh somewhere in the system or it was unbalanced pipes, my first thought was to connect the ends together, so I asked here if it was ok to connect them together here. But then I saw that my fuel generators were gradually turning off so I traced the issue to the diluted fuel refineries, and I saw these weren’t getting enough heavy oil, so I went back to my heavy oil referinjes and I saw they weren’t getting enough crude oil, and all of that was happening because I connect my oil extractor to the refineries with a mk1 pipe which I placed earlier but forgot to upgrade to mk2
Ah, good good, you're getting the basic troubleshooting skills in.
you'd be surprised by how many people have a hard time with that
yep, pretty common, debug by tracing back until you find the problem 🙂
also pretty common, besides a low capacity belt/pipe is that I forgot to clock the miner/extractor correctly
with experience, you start to develop a quick checklist of things to verify when you see issues
and trouble shooting becomes much faster and easier
There are surprisingly few kinds of issues that you can have. Pinpointing where the issue is very easy. Identifying and fixing it, sometimes not so much, but being able to hone in on the location saves a lot of time
I have a few thousand broken belts from the 1.1 glitch
i either tested them right after placing or didn't test, and they all broke on reload

some of my lifts just straight up disconnected from the splitters
i need some help doing some math, how do you do ratios for a final recipy that uses multiple other recipies that use the same resource? like for blended turbo fuel?
Not sure what ratio are we talking about?
for blended turbo fuel
Yeah, but what "ratio" do you mean
dieluted fuel and petrolium coke
then the final blended turbo fuel all use heavy oil
so im unsure how many machines to make for each one to make it have 100% uptime
Just start at the end product and calculate backwards
im not really sure what the total end product will be
i just know home much heavy oil i can make
using overclocked and sommersloop
Start at end product, calculate backwards... that will give you the ratio
Pick a final goal, how much you want to make. Work backwards to see how much you need. You can then scale that in any way you want
How?!?
I tried deleting (almost) everything else aside from the Ficsonium chain, removing all external connections (in/out of the "outpost" node) and yet I can't get it to calculate ores 
Actually, it starts having serious issues even just with ingots...
Even before getting to ingots, the planner already takes ~10s to update every time
there’s a different calculation mode that is faster and doesn’t really change anything
i ran into that issue when i was using it for calculations for my endgame factory, it would take like 10 mins to load my calculations
Do tell, please 👀
hang on trying to pull up my laptop 😅 i’m at a friend’s place and don’t know the wifi password so i have to connect my phone
Ahah, no rush~
ok ok go to general settings and change calculation mode to “manual” instead of “full”, it still calculates all the numbers and i think only affects containers and splitters and mergers but i don’t use those anyways lol
idk why it’s so much slower bc for my uses it did all the exact same things
here's the info on it
Huh, weird that I missed that. Thanks!
quick question, is there a trick to get pumps to align-snap?
also, ive always wondered if i can safely remove the floor holes i have used to shape the siphon
@split sierra I did consistent pump height by placing the pumps before any pipes. Pump snapped to highest position of 8 m tall wall.
why the heck did you build a siphon?
pressure
i tried but even when micro nudging it doesnt alighn quite properly 😦
i'm not falling for the propaganda, i dont trust pumps over long distances
you already fell for the propaganda. You used a siphon because you dont get pressure
jokes aside i just thought it looked fitting since im dedicating that sides of the plant to fluid management
if its just visuals thats fine
you can do whatever you want with pipes if its for visuals. Well, a lot of things. not literally everything
functionality wise, this does absolutely nothing. Head lift doesnt get changed by going up and then down again only to go back up
since i'm using water at this height i just wanted to make sure Stevino wasnt lying
well the pump head lift indicator, minus some small error of like half a meter, should tell you
or just reading the value off of the pump
if its not at 55 you are good
like.... the pump already has to pump it up to there.
If it can get it up there, then you know the pump can handle it on its own
i know i know i just like my water pipes nice and streamlined at a central location
That's exactly what I needed, thanks!
technically done, lets see if it actually performs as expected when i test fire the fuel plant in about 20 hours
flooded it just to see how they all gradually open up to full
I made a 4-4 balancer as neat as I could. so far it seems to work correctly but I feel like im missing something
the priority mergers should be normal mergers, but other than that it looks like a standard 4:4