#math-and-meta
1 messages · Page 332 of 1
The iterations of fuel are not necessarily ‘better’ each step basically turns coal or Sulfur or whatever into more oil, as you can always just make more diluted fuel
okk, btw how good is electrode aluminium scrape?
is there any reccomended tier list?
and then theres another link for item efficiency
kk... thanks
I would really ignore those lists
They completely ignore some of the most fundamental reasons to pick one recipe over another
which are?
that is the flow / wanted byproducts etc etc of a factory?
Your very own preferences 
Location
Other recipe choices
Final output goals
Preferences in logistics
Nah less important
i found the 'no life' one pretty useful since i designed a mega power plant that used alot of resources, i didnt want to use like 60k concrete, i wanted all the numbers low
man but how would i know if what i'm getting form the alt recepies is good or not, by your thinking if would have to est the factory fisrt, then go like... if i had a particular recepie that did this... then this would be better....
i think the s and a tier ones are really popular regardless of these situations anyways
The main problem with tier lists though is it locks your brain into ‘this recipe bad, this recipe good’
And that depends on your situation
That sounds very much like "playing and learning the game", tbh 😅
yes it does.... but that also feels like a pain
Hunt for all the recipes, decide on a factory goal, play around with locations and recipes (for what is locally available) and go
yeah you can always find more harddrives, theres actually more than there are unlockables
fair enough
If that’s a pain choose recipes at random.
As ‘high tier recipes’ can be bad in situations
ohkk
So you might as well use anything if you don’t want to think about it
i always reccomend any recipe that negates screws
lmao fair
And see there’s another example
Screw recipes can be amazing when combined with steel screw
and steel rotor is useful since it makes it the exact same recipe as rotors, so motors become really easy to make
yeah screws are a pain, but i think i've mostly hunted all of the usable "steel recepies" available in phase3
and then i use whatever the satisfactory tools tells me is the best option
Coke steel and solid steel are the most commonly used ones. Compact is often awks
ive only ever used solid steel :P
Edit the recipes by hand to match your location, you’ll see a hell of a dif
it also makes numbers nicer, 45-60
in the tool?
Solid is great, but if you’re already making Petro products on site you can cut coal out which can be nice
Yeah. What you do is check an alt recipe then remove the base. See what the plan looks like
yeah this is a large factor, it could be hard for example to find oil caterium quartz and copper together so alternatives can make you need more of one material but negate others
Sftools will also not tell you the ‘best’ recipe. It doesn’t know your situation abd assumes all resources are local
i see, yeah that could be done depending on the location where i want things
although honestly, not having a resource available to me at a particular location, is just a better excuse for me to make another train station 
i personally use satisfactory modeler and design my factory how i want and will venture anywhere that has the resources all in a close area :P (until i get drones)
and even so i will still try to find most resources close by
If you love trains sure 🙂 but that’s an example of why tier lists are bad, how willing you are to bring in more resources. And you effectively won’t run out of any anyway
i understand
yeah, trains were a pain at first, but after working around for a while, i think they are the best to carry bulk resources around
Sure! Like most things in the there’s a learning curve 🙂 my first train line was garbage
yeah tier lists only consider, item efficiency and power consumption really
And even item efficiency is hard for items that take multiple tiers
Like computers
if those are a focus of yours then maybe consider them, but otherwise work with what you have
man i have deleted my first train line like out of existence, it was an embarring snake going through the worst imaginable path
i think the recipes actually consider the resources saved pretty well
i just found some blueprints online :P
O but how can you compare computer recipes that take very different components
but i cant stand how much space a train station takes compared to the size of the average factory i make
You could make circuit boards like 4 dif ways
i dunno but i made my own nuclear power plant with the alternative recipes of my choice and made one with the most efficient ones and i saved over 40k items/min
Nuclear chain in some ways is easier as almost anyone looking at those will be working for uranium efficiency and not care about the rest
Although you still get ass tons of power from the base
There’s a narrowing of preferences with the chain for most people
well, when i was making it myself i was hitting the item limit of the world on multiple resources
We’re you slooping things? As that shouldn’t be possible
Or trying to max ficsonium?
when i made it with the efficient recipes i was struggling to make dark matter residue and i either could make 480 power shards a min to make enough dark matter residue but couldnt sink the power shards, or ironically the best option was ai expansion servers which made me go a lil over the bauxite limit
i was using recipes trying to hopefully eliminate one or more resources from the entire production line
i can send the files for a comparison (the 'better' one was made in a rush and i havent organized it yet)
Ok you were actively pushing Sam there then
actually i can just ss the inputs
Is this a 50.4 uranium rod plan?
well actually sam got pushed anyways bc of the 4800 ficsonium needed for ficsonium rods
the plan is max power
So you’re converting stuff to uranium
1,470,000mw
nah that was another thing i didnt want to do
i wanted to min max the world uranium
Yeah things go out the window when you’re slooping and converting
But if you want max power you go rocket fuel
i did not convert a single think except ficsit ingots
and i used aluminum since its the most sam efficient
but ironically i was running out of bauxite near the end of the design
Link the tools plan? This seems odd
I won’t be able to really look at it for a couple hours but I’m curious
Oh modeller plans will be basically pointless sorry
No labels on anything
for both designs i ended up slooping the sam because i needed to but it was only like 23 sloops
wdym no labels
idek what would need to be labeled its pretty straight forward, and if its a label saying it makes one specific thing then just section it off or smth
Does anyone know why the top pump isnt recieving water?
I know i have a lot of pumps but ive kind of just been spamming them to get the water as high as it is now because before water wasnt even making it this far
my pipes after the pumps are also not filling with water
I tried removing some pumps and now it doesnt even reach the first pump
but i removed pumps from after it
this is ending me
Don't just aimlessly build pumps
After you place one, you get an automatic snapping indicator for where to build the next
If you want to run a pipe nicely vertically, build a wall and build the pipe alongside that wall
You can either use wall supports or pre-place the pumps and connect them directly
And it takes 64821.3 MW to mine all ores
Though if you were doing an actual project, you'd probably only need half that, since the vast majority of this is iron, copper and limestone
If pre-placing, build mk2 pumps every 13 walls (pump - 12 empty walls - pump)
How'd you get that number? This depends on how many freight cars per locomotive you have, and also freight platforms only draw power when actively un/loading, meaning you can buffer their draw with power storages
With 1:20 trains and PS I believe you could get it much below 50 GW
A skytrain would only be natural for something of this scale
@vapid gorge so like this? but then where do i connect the gens to
ooh or this
can i make both exit pipes after the hump equal height tho?
that's basically the same thing
sketch what you mean?
the right side would take priority as long as all the pipes there are lower than the u bend
fair 🙂
Anyone know what's the most profitable Tier 4 Item to Sink in ?
!wikisearch sink
Assembly Director System or Thermal Propulsion Rocket.
The AWESOME Sink is a special building that produces FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it and converting them into points based on their value or complexity. These points are used to print the aforementioned Coupons, with each successive Coupon requiring more...
also, just whatever you've got excess of as it's zero work
"Tier 4" not Phase 4
Was an average, not peak, so power storage is not relevant
I used 1:4 ratio of locomotives to freight cars though, i am not familiar with using less
the link should have alist of all item points
Only handcraftable.
yeah I guess but still damn
At this rate you can build a factory that makes more points than your manual efforts (even if a few more players assist you).
how does that even
Besides, with automated factory you can just go do other stuff. Like, hunt animals for capsules. Or explore the map, or build another factory.
why are refs in the middle of my manifold not getting enough
the tightly woven pipeghetti is now even tighter
ill let it run for a bit see if it breaks
Oh yeah, given it's such a megaproject skytrains would be the way to go, and those don't deal with inclines
i wouldn't really want to build some flat skytrain thing 1km in the air personally
okay game what
You're getting all solids, that's not any usual build
Ignore the in-game efficiency meter
how does that even work
It's ass
Welcome to pipes 🙃
Eh, I found it mostly accurate if the item flow rate has been stable for like 15-30 mins
If it's fluctuating, of course it's not gonna be accurate, it has a long-ass averaging time
but... my whole factory is built on aimless building 😭
but its fixed now. Maybe i should try make things neater more often....
thanks
okay it wokrs
@vapid gorge this works?
input by the pump
high enough that its above completely of the bottom pipe along the whole length
in theory, though I worry a bit about potential back flow on it. Give it a try
maybe a valve/pump after the hump then?
avoid valves in all cases
as for the pump, the pump would create the new max height the rest of the network would have to be below
why avoid valves?
all this for 10/min rotors 🥲
they behave weirdly when pipes aren't totally full and don't stop sloshing
and im talking either limitless valve or unpowered pump to keep it from eating the station reserves
yeah they don't stop fluid sloshing backwards through it
diagram showing how, while fluid won't cross backwards, they'll still knock fluid backwards through it
and not out
a pump would work, but like I said, it would not longer be the top of the hump being the height limiter
huh?
well for example the top of the hump means you could have the rest of the network be at least lower than that and it'll act as an overflow right?
yeah
well if you put a pump on the X here, that would be the new highest point , rather than the top of the hump.
I believe. I haven't actually tested it
yeah give it a go 🙂
I don't deal with overflow pipes, so just working on experience working with people's pipes , what I've heard and logic
I don't see anything obviously wrong here
I'm about to make a phase 4 quartz facility. I realize the normal advice is "make what you need" but I'm trying to plan a little because I'm making a pretty build and I want to size it correctly.
- I have a small facility somewhere already putting quartz and silica into dimensional storage
- The only known use for this facility is crystals going to a small crystal oscillator factory, but that will probably grow quite a bit at some point
- I am planning to cut silica completely out of AL manufacturing
So questions:
- What will be my big future quartz needs? More crystal or more silica?
- What scale should I be thinking for ppm on this stuff, given #1?
really depends on your chosen recipes. You could use zero silica and a handful of crystal and build everythign in the game
another example of just making the raw resources as needed
or you could use an absolute ASS ton of both and want to probably use the purified crystal, and silica solution stuff
I started to go down the ass ton rabbit hole which is why I stopped and asked here, haha
really, plan a hub , figure out how much silica or crystal you need, make it there. or have a dedicated factory to send it to
similar to trying to make all your ingots in one spot and shipping them out. Becomes a logistical nightmare
unless that is specifically a challenge you think would be fun
I was actually considering making enough factory to eat all the raw stuff into all quartz AND all silica, then turning things on and off as required, but then I was like... what am I doing here? What do I really need?
Eg. synthetic power shard will take a lot of wuartz I guess, but how many of those do I need? I guess it depends on whether I use ionized fuel maybe, but I'm not sure
yeah I mean I started this at all becasue I needed to ship in crystal to my oscillators, but then I have this wide open spot with a couple qwuartz nodes and now my train line goes there anyway, and one thing is currently leading to another
very few needed
like 2pm will build up FAST
then do the purified crystal thing + distilled silica
it produces more silica + crystal than either of hte cheap silica or pure crystal recipes
at least combined
I've been pretty nervous to use nitrogen, but I do have a lot nearby here
incidentally I'm pretty fucking sick of refineries at this point, lol
at least the process doesn't take huuuuge amounts. And nitrogen is easy. Just don't use fluid buffers. Avoid them even more than with liquids
oh really? say more about the buffers?
and use the non pure recipes if you want ot avoid them
tempered caterium , iron and copper alloy. Tons of potential
fluid buffers within pipe systems, will at best do nothing. At worst hide or cause problems
gasses are even worse for this, I think because they try to even out how full pipes are instead of flowing to the more empty section
the only issue with distilled silica is that there is fuck all limestone around here. Hm.
drone some in?
and if you haven't built anything you could pick a dif spot with quartz
no drones yet, but I found a spot near a train line, so
How big is too big for a manifold? can I work with an 20x manifold?
As long as the belt can support all the machines, it'll work fine
welcome to pasta-land
rookie numbers!
What 2+2
You can make it as big as you want lol
also recommended for low througput items like uranium / plutonium fuel cells?
when manifolding nuclear rods, cut off the water supply until the reactors fill. it'll speed up the filling a lot
you can put the extractors on a switched grid for example
okay, I will do so, thanks
Just unlocked fuel generators and got the alt recipe that directly makes heavy oil residue. Running some numbers, I came to these results of how much power I can make in the Blue Crater Lake. The question is what do I do with the polymer resin? It's more than I can fit on a single belt and I don't know how the refinery layout would even look like yet
Don't try to fit things on one belt. You can e.g. make smaller modules that don't go over limit. As for what to do with the resin - look at recipes in codex and see
If you don't wanna use it, just sink it.
There's an additional recipe you may want to consider that could stretch that oil usage even more
the diluted fuel ones right? does it matter if i get the normal or packaged one, or is it literally the same numbers but with added plastic
Literally the same, the plastic cost is only temporary as you recycle canisters
They're not exactly the same. Diluted packaged fuel requires 5 MJ of electricity more per unit of fuel produced
you have to use the packaged ones right now though if you just unlocked fuel gens
the other one requires a blender which is next tier
Can I use a belt as bottleneck on purpose to sort items. For example I have two 720 belts and I need 840 items in 1 machine and 600 in the other. Can I just put a splitter on one 720 belt and get 120 items with an mk2 belt or do i have to place 1 million splitter?
belts can be used as bottlenecks
but you also may consider jhust manifolding the whole thing
I need two type of items
you can also clock the machines to both need 720
you can still manifold the ingots into a line of machines making different things. In fact I have exactly this setup for steel
well in this case, group the ingot foundries so that there's 533 on one belt and 862 on another
extrac convinent so I can tune how many beams vs pipes I need at a given time
the only thing is that I have to reorient the output mergers if I switch the output for a machine. I could have sushi belted maybe, but that's not how I have it
Okay, I will try my luck
Grouping at the machines is a good way to go
But I unfortunately only have the mk5 belt
You might want to add a fully open valve on the return pipe so the intake wont flood the byproduct
nah, valve is practically pointless
and for alu it's better to split fresh and recycled refineries anyway
doesnt the intake water for the solution also split and clog the water from the scrap?
that could actually completely prevent the byproduct from coming back if the intake pressure is greater
interesting, so how would someone prevent byproduct recycling clogging?
^
f.e.
this is very interesting, ive never needed more than 1 refinery of aluminum scrap so ive never really ran into this
i mean im inputting perfectly enough water to be balanced tho
since the numbers are actually round
so the output water and 84 intake are just enough to run it
once you start getting into large productions such as nuclear, you'll need to scale aluminum by a lot, so its better to get into the practice of mass production early.
plus it helps to have a lot of aluminum stuff at the start of getting it
idk i made enough casing and sheets for all my needs from 1 refinery (prob overlcoked)
augh why do 8 smelters not fit in a bluepritn
i need 2x more
could i have saved space by using mk6 belts? absolutely
but i like the challenge of the mk5
so after checking how much fuel i'd get if I used the diluted fuel route of recipes, and i ended up with 136 generators at 100% clockspeed.
pros: 34,000 MW of power
cons: WHERE am i gonna put all of them
no thats 55 @250 lol (pls oc them)
i dont have that many shards to work with thank you very much
i dont mind building 136 of them, its the space constrains that worry me
there's hardly ever a space constraint, except for self-induced ones
so long as you don't mind making things look like a floating slab or building at the edge of the world anyways
150 shards is like 15 purple slugs
ey floating slabs are cool >:(
guess it's time for a weapons manufacturing sidequest
even then, just the 2D space of SF is like 100 times more than you'll ever need
How's my beltwork guys?
how the hell did uranium end up here
it wanted to check out the factory or something ig
hm question, why use thatapp over smth like satisfactory tools?
nice
can safely ignore, often happens when using maximise
i just find this easier to use, cant get the right amount of inputs on satisfactory tools for the life of me
wdym "can't get right amount of inputs"
i heard the mk2 pipes have some sort of bug does anyone here know what it is?
they do not have any specific bug
ok i think i misremebered something about how they behave
this kind of stuff
im probably just using it wrong tho
yeah and what's the problem there?
thats a lot of water lol
the main way i've tried using it in the past is by setting up a production line and then changing the amount of base resources available in this thing
there may be some parts of pipe system that some may call "buggy", but pipes don't really have any "bug" to begin with (afaik there are some with weird pump placements or something, idk)
what do you want it to do? or what are you trying to achieve?
i guess im trying to use it more like modeler than anything, i havent really used it for a while
where you work from the ground up instead of starting at the top and looking at the assembly line
modeller is more for logistical planning, it's not really a calculator
Tools are practically the opposite, they can calculate production lines
if you mean "I want to figure out how much of X I can make from Y resources", tools can do that for you
yes thats what i mean
set the resources you have in the place you've screenshotted above
then in "production" tab, select what you want to make and change "items/min" to "maximise"
(and recommended third step - once you figure out how much you can make, copy the number, change back to "items/min" and use the number you've copied)
that helps. thank you
Do you NEED to have fluid buffers at the top of fluid towers? Or can you get by just using towers to not worry about headlift
you don't need fluid towers either
just build pumps
(and as for buffers, they serve practically no purpose other than buffering train platforms, or some weird setups with off-grid buffers for fluid storage)
Can someone help me I have mk4 belts right now and I am getting 600 resources from bauxite from a fully over clocked mk2 miner Ik I can put 480 on a belt but what do I do about the other 120
Do I put a splinter near the miner
So 480 goes one belt and 120 the other
if you only have mk4 belts, you cannot get any more than 480 out of the miner
Alright
i just do it because
A it looks nice and
B i can localize pumps in 1 area and then never worry about headlift again
never worry about head lift again
if only. Pipe network design matters
some network designs require you to use pumps to reset the headlift / pressure because the pipes are unable to stay full
and only full pipes transmit head lift
so be careful how you build your network
i need 32 refiners can i put them all in 2 rows 16 in each? or is there a point where the fluid wont make it to the ones further down?
HAH. I just found a very sneaky throughput issue.
as long as each pipe is under 600, it's possible to make it work
i only have mk1 and mk2 pipes so yes each is under 600
is this why people recommend never filling machines from below?
or something similar?
mostly, yes
I don't think I've ever packaged oil
also because as we recently learned junction orientation can fuck with things a lot
so like.... keep your junctions facing horizontally. vertical junctions are to be treated with caution
caution has already been thrown to the wind. this is how I usually handle pipes these days
but it does actually work as one would expect it to work. the first pipe and machine in sequence fills up, then the next, and so on.
although, it is worth mentioning that I place my junctions first. I don't build them off of pipes.
@unique cypress If you remember about a week ago you tried to help me with my RF power plant, I found something else that turned out to be a problem.
I wonder if this will finally solve the problem...
I mean that looks fine I think?
the idea was to avoid dealing with as much pipe nonsense as possible, as well as the bonus that my usual diluted fuel setup takes exactly 270/m, so a full mk3 belt's worth
but I ended up causing myself an entirely separate problem with that conveyor connecting to the wrong merger. thankfully, an easy fix.
Exactly not...
The difference in volume between the 2 tubes is 2.6 and that's X times the number of times this happens...
I don't see how a higher volume of a pipe would cause issues
🤷♂️ Me neither... In the end, it's just more time to fill up, it turns out not exactly...
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If it's about pipes and I haven't heard it from McGalleon or EternalUnion, I don't trust it XD
the pipes are like this when you place the junction in the middle of an existing pipe. afaik, it should work fine
also, on the subject of pipe orientation, I tend to run my output pipes like this
Okay, both mk3 belts are running smoothly at capacity, the return belt is perfectly synchronized, I think I can safely call this issue fixed.
woah thats awsome
And now to stare at this for thirty minutes until it matches what I expect.
go make another factory in the meantime :3
the factory must grow
Well, this factory working is kind of a prerequisite to that.
you can place the machines at least
already at 101 shards, im not sure how i'll get the other 50 since everything seems to want to kill me
i hope you are slooping them?
you can sloop generators?
oh yeah they're slooped
👍
speaking of shards
the spire coast actually feels kind of... lonely, without all the slugs glowing in the background
I find that being better at killing them is very effective.
well too bad i only have nobelisks and a rebar pistol
I don't know, I'll update...
It's not just about what you have, it's also about how you use what you have.
For instance- stun rebar. Suddenly makes landing those nobelisk sticks a lot easier.
so in other words, i have a skill issue
Basically, i'm trying to say "git gud" but in a polite, constructive way.
I'm also mostly being facetious. I say mostly because I do actually have plenty of combat tips if you want to hear them, but to be clear, i'm just goofing around right now.
Perfect. Other than 15/m extra plastic but I am not waiting around for these to sync up to their actual average throughputs.

XD
And welcome to the downside of Pure Copper Ingot.
that's what I get for wanting to make 10 TW
It's kind of a shame that it's not exactly 256
okay. in my attempt to figure out how to type exponents, I discovered this. https://en.wikipedia.org/wiki/Zenzizenzizenzic
Zenzizenzizenzic is an obsolete form of mathematical notation representing the eighth power of a number (that is, the zenzizenzizenzic of x is x8), dating from a time when powers were written out in words rather than as superscript numbers. This term was suggested by Robert Recorde, a 16th-century Welsh physician, mathematician and writer of pop...
i mean of COURSE it was proposed by a welsh guy
i'm going to start using this in regular conversation and confusing people
300 curde oil per min on 5 refineries making fuel, should be enough to power 14 fuel gens?
how did you get 14 gens?
im thinking that it might
there's multiple ways of making fuel from oil with alt recipes, some more efficient than others
but for calculating how many generators you need you can look at how much it consumes. for fuel it would be 20/minute
so if you use the default recipe of converting 60 oil in to 40 fuel, you would be able to run 10 generators with 300 oil
depends how much turbofuel you make
better use better recipes for fuel instead
cause im on tier 5 and 6 atm and i need more power with the oil nodes i have
you got any spare hard drives to scan for alternate recipes?
not atm
i want to make a 15-20 fuel generator power plant
or make a 10-15 fuel power plant with turbofuel
heavy oil residue and diluted packaged fuel would power 40 gens from 300 oil
how many refineries and other production stuff needed for it?
might be worth exploring a bit to get some hard drives.
oil has some of the most powerful alt recipes.
if you don't want to tho, and you only have the previously mentioned 300 oil available, you can either make 200 fuel and power 10 generators with that, or you can power 22.222 generators with turbofuel, by just using the default recipes
turbo fuel isnt that costly with building refineries?
Are you building in a small space that you wouldn't be able to fit a lot of them?
nope
Then why worry about building a lot of buildings?
this is what the turbofuel, with base recipes would look like
in case i ran out of resources mid build
You can always just make more resources
that can power 22 fuel gens?
Your factory is stockpiling while we're talking here, should have plenty in no time
22.222 to be exact, yes
because each fuel generator only consumes 7.5 turbofuel
that is true yeah
ah ok dosent seem to be that bad
800 fuel per min gives how many fuel gens?
40
woh
diluted packaged fuel combined with heavy oil residue quadruples your fuel output, its a very strong combination
Alternates and rocket fuel go crazy, I built a 200 fuel generator power plant with 675 oil/min
not there yes
I know I know, but it's crazy how powerful oil based fuel can be
ill keep note and will update the progress, thank you all!
And yeah, diluted fuel + HOR alt is insane
isn't it triple? or are you looking at basic fuel production versus diluted, rather than crude oil : fuel?
it's 4x vs straight fuel
compared to base recipe of just turning oil in to fuel directly
base you get 200 fuel from 300 oil
diluted/hor you get 800 from 300
hmm. i suspect i'm conflating something specific to plastic/rubber. let me see what that is
plastic/rubber is 4.5x vs defaults
turbo fuel is only 'more efficient' in the sense that you use less oil though. You have to us a bunch of other things to pad it out
which is fine? but you can always make tons of diluted fuel very easily.
okay I think I understand where i'm getting mixed up
i'm looking at it from the perspective of starting with a fixed amount of crude oil, versus the relative amount of oil used
why is your res rubber off lol
what do you mean
converting resin to residual rubber gives you higher oil efficiency
oh, why do I have them separate?
that's purely to simplify the visualization, because there's no way to specify that I want 180/m rubber made with a specific recipe
Im' surprised the tool didn't automatically make it into resiidual rubber for the loop though. I thought it usually did that
?
yeah. and now all the numbers are wonky.
or this
wonky?
numbers like any other
are you a decimal bigot?
well it's moreso that i'm aiming for an equal number of equivalent recycling refineries
so I can pair them up
so clock them that way
it doesn't work unless they're identical.
evenly clock them
smart splitters and you don't have to care about ratios or anything
i'm not even sure what ya'll are trying to say at this point
but the image you just posted is how I used to do it. I just changed it to setting the resin total in the production planner because it made it easier to adjust the amount of input crude oil, without also converting to the equivalent rubber
so lets say you want 24 of each plastic and rubber refinery again right?
no. this is not how I approach it
i approach it as "i have 540/m crude oil, let's make all of that into plastic and rubber."
i do it the same way, i turn off redisual rubber, just makes visualization easier
and since i don't use the residual rubber in the main loop anyways, it doesn't matter at all
let me see if a screenshot will help
you don't need that much oil though to do exactly that
i don't need that much oil to use a specific amount of oil to make plastic and rubber? that is literally what you just said
what did you actually mean
I just make however much plastic/rubber I need?
idk why would I maximize from a specific oil input
because handling an entire node all at once means I don't have to go and start taking more from it later and dealing with pipe splitting and that sort of thing
i know i've got plenty of potential uses for plastic and rubber. so I treat it the same way as taking an entire ore node and processing it all into ingots in a centralized location with logistics access
I just use a different node whenever I make a new plubber factory. it's gonna be in another location anyway
I only max oil nodes when making fuel for power
okay then, you do you. but the original subject was the whole x3 vs x4 vs x4.5 thing
the way i approached plastic and rubber is to do a rough calculation of what im gonna need in total, for everything
and then find the nearest number thats higher than that, which can use up multiple full nodes
i know im gonna be making to much plastic and rubber, but its not like i need every single drop of oil in the world, so who cares
the reason I got mixed up is because when making plastic and rubber like this, you get x3 the output as you have crude oil input
ie, 540 crude = 1620 plastic/rubber, including the 180/m residual
but in terms of fuel produced, using 540/m crude to make fuel using the default results in a loss of a third of the input, for 360/m fuel, whereas diluted fuel is 1440/m- thus quadruple
while these throughput monitors aren't great at tracking the exact total when you start dealing with this sort of scale, they do work very well for how I treat plastic and rubber: as a resource I have a known amount of, and can "subtract" from for production as needed
if anyone has a problem with this, too damn bad
how much oil needed to make 800 turbo fuel per min and how many fuel gens that gives
cause i do want to use turbo fuel more or should i make the 40 fuel gen power plant before turbo fuel production
You could use production planner to quickly compare and contrast
800 turbofuel is 106.666 gens
the rest depends on recipes
woh...
seems likemi cant put it in the production planner
cause i was thinking of doing either 400, 600 or 800 turbofuel per min
you need to enable the appropriate recipes
nvm i fixed it
450 turbofuel per min seems good for me
idk how many fuel gens that gives
Divide by what 1 gen consumes
7.5/min in the case of turbofuel
450/7.5 is 60...
Plus, if you just round up, you'll have some gens turning on and off
oh....
Which is probably undesirable
unclock one?
That is one of the ways to deal with this, yes
60 if do 450, 66 if i do 500
either way its not too abd
bad*
plus i can use the polymer resin to make rubber and plastic if i get the alt recipe
Hello guys, any tips for doing nuclear pasta (alternate recipe)
There's no alt recipe for pasta...?
no but for before
like idk how to make an efficient plastic factory
or how to make a lot of concrete
is there a technique to booting up oil systems like this or do they just take a while to start up
I'd do something like this
https://www.satisfactorytools.com/1.0/production?share=s5QjK8Uyz8YlUvzHTVPD
Use the residual rubber to start it up
thats what im doing
takes so long
waiting for refineries to fill up and then i'll fix this spaghetti nightmare
it's multiple stages of manifolds, of course it is
you can use smart splitter(s) on the outputs to redirect everything but overflow back into the system to fill things up faster
you really want to fix that BEFORE you start up a fluid system
this is what im doing for the outputs, anything that doesnt fit into storage gets sinked
though filling up the recycled rubber/plastic refineries faster will expose the slowness of the HOR/fuel systems filling faster as well since it will put more demand on them quicker
a lot of it will be sent to trains eventually
Yeah, the way these belts are laid out makes me think they did not do that.
And recycling setups are best made with multiple, separate loops, each less than one belt of each item total
this is the first time i've made one like this so if it comes to it i could probably tear it down and rebuild it better in a day or so
the problem right now seems to be that i've belted the outputs for each "set" of refineries into each other so that there isnt really any growth in the system unless i let the refineries back up
I probably would've built 9 of these setups
https://www.satisfactorytools.com/1.0/production?share=ZwpQrIZ0qeeLF9abQAzq
if I was doing something like this
Merge all rubber produced on one belt, same with plastic on another, and then send it to their respective recycling refineries with an overflow splitter as output
And the residual rubber getting a priority merge onto the rubber belt so the resin doesn't deadlock everything
It's a bulletproof setup and it can work in any output ratio, not just 1.25:1
And it can dynamically adjust to demand, as long as there's enough refineries to meet it
(can switch from converting 100% of oil into rubber to 100% oil into plastic. You just need enough refineries to support both of those things separately)
and im assuming that you'd let everything you're not using go to overflow sinks, right
You don't need to, but you can
Though you wouldn't get that automatic adjustment, because that relies on one side's output being at least partially stalled
i've got the residual rubber splitter set up with overflow on the belt going straight ahead so that until the system fills up it should all be going into the refineries
did this and everything seems to be working much better, ty
now i just gotta let it run for a while
I'd love to see if your belting overall is pretty much the same as mine.
the is the rubber
3 belts of plastic go in, 6 belts of rubber come out and 3 are sent to storage while the other 3 are sent to the plastic area
same thing for plastic except its across 2 stories and doesnt fit into a picture as well
I built all the refineries in groups of three so I could merge/split easier, then a placed them in alternating blocks of plastic and rubber, 180° rotated each time so output could feed to inputs, and then anything that didnt feed into the machines next to itself fed to the main output belts. It filled up pretty fast for me.
and then heres all my fuel
Did you do that all on one level? 😳
pretty much yeah, you should see my aluminum build
i like the sprawling industrial hellscape aesthetic
But I also did it as a building, pumped the crude/water up, and let the residue/fuel work its way down. Muuuuch easier piping.
how many oil nodes are you using for this?
everything in the gold coast
Seems like all of them over there
i think 1 pure well, 2 pures, 2 impures/normal
zamn
Yeah, the well gives 900, and then 2 pures and 2 normals
i gotta explore more ngl im not even sure ive seen that area
Far west coast
and theres my nuclear build off in the distance
had to take a detour from that because i needed rubber and packaged turbofuel
makes sense ive been going east more lately
In the southeast there is an awesome crude spot too
the maps giant so im not even that far east
Very bottom corner of the map
blue crater lake, you'll probably have found it by now
3 pures, 2 normal, 1 impure
fat maybe
its this area
It also has good nitrogen and sulfur for a nuclear waste factory
those 2 spots are really the only good places to set up a large oil build
lemme load up the game so i can check rq
there are a few more wells/nodes across the map but they're only good for making parts for 1 or two factories
im gonna be taking at least half of the nitrogen i need from the top part of the map
before now i feel like ive just been brute forcing the phases with what i found within a km or two
im hesitant to use the stuff from blue crater rn because its currently mostly being used for a rocket fuel plant
yeah...
iirc theres another pure nitrogen well in the red desert but with the way i've set up my trains it would be really awkward to try and get to
There is a super pure nitrogen in the spire forest (not sure thats the proper name) near the west coast. And also a good one on the northwest corner near all that coal.
i've got the one in the north west
and getting to the one near me shouldn't be too annoying i think
could probably just pipe it all over to my power plant
Tbh, most of my nitrogen gets packaged and flown around.
havent had a good packaging setup since 1.0 lmao so i've been avoiding that
finally have some plastic to play around with tho
The only one I have piped up straight to a factory is the one in Blue Crater cuz im making nitric.
Oh, but gases need aluminum tanks to package
And i don't think any alt recipes exist to make them not out of aluminum
my current setup i think is just 130 raw turbofuel/min
I know you can make liquid canisters out of not plastic.
once i get that all packaged and moving around it should be good until i can get things running on plutonium
Is that just using the runoff compacted coal from your rocket fuel setup?
no its from a very bad rubber setup i made in my first aluminum build
needed something to do with byproducts so i belted over some sulphur and coal from the plateau next to the red forest
i used to have a much bigger one in the west coast but i tore that down for 1.0
When the truck station says maximum transfer rate of 9 stacks per minute, does it mean that is the most possible? Or does it calculate that based off of my trucks round trip time?
I think what the trip is doing because you can transfer a stack from station to truck in a secon or something.
But I also wouldn't depend on the transfer rates to tell you if it's working
Okay. I wanted to try and balance it's output with another resource, but I guess until I really figure out what that output is, I'll just manifold it and sink the excess.
well you know if you're moving all the stuff in the truck station by knowing how much you're feeding it, and if the producers arne't getting clogged
@vapid gorge this is what i meant with branched pipes. orange is fuel refinery, red turbo fuel and pipes are blue simple enough this is how my friend routed it and it wasnt working among other problems. i am just curious if this itself is an issue or if it was some other stuff going on cus id like to know for my own sake lol .
yeah this layout can pose problems, but it's not impossible to make work
why not have each orange thing feed 3 red things?
personally i wouldnt do it like this, its my friends first playthrough and so now im just trying to validate myself because i think i have a good understanding on liquid physics but this plant took me way longer to troubleshoot than id have liked lol
assuming it's all flat, putting pumps on the yellow Xs here could fix it
ok thank you ill keep that in mind if for some reason i ever end up in this situation again lol..
another solution would be to make it 1 manifold like this
but what greeny said is probably the one that will cause you the least problems
keeping pipe systmes much less than 600 and in smaller groups gives you a lot of leeyway
yea this is how i ended up rerouting it. i think it was all still failing cus 3 of the machines were just already full on fuel and idling and i didnt flush them enough when diagnosing lol
ty for help
no sweat 🙂 there's a few other things that affect how easily you can squeeze 600 flow for systems, but you can ask about that another time if yo ulike xD
Why not just this (see above)
Avoids the problem of funneling everything down one pipe
Its not needed to shove everything down one main line
I still see back flows happening at branches like that
yea that stuff makes me paranoid and it ends up making no difference in one long line becuase when i make these things myself i turn every refinery off and let each one fill separately
just add pump on each juction
that's probably too many pumps
true it’s unnecessary potential headache and easily avoidable
it is avoidable, can be easily fixed
you can do one way manifold
instead of branching them
yes i agree 100%, and with everyone’s input and again this was my friends first power plant not mine, so i just basically told them no more branching even if there are ways to make it work lol
there is something i do want to know tho is how far the decimal points truly goes before the game actually rounds or it doesn’t matter cus it seems like something crazy like 5.727827 will actually calculate even if it rounds in the machine but not sure if they’re so small that it doesn’t even matter vs 5.7279 or 5.728 or if i should just avoid stupid numbers like this all together
It does 4 decimal places
pipe splits and merges are fine, but they will create sloshing unless you split/merge equal amounts
e.g. a 300 flow goes into a junction with 2 pipes coming out? They get 150 each.
they stop at the 4th
so you'll want to round up your 4th decimal
fluids can and will self balance, but unless your splits and merges are equal, they will slosh while doing so (move back and forth on multiple paths, counting against flow rate multiple times). So it's best not to rely on this self balancing for unequal splits if your pipe is anywhere near the flow rate cap. At half of the cap it should be fine, even 3/4 most of the time.
depends on place
clock speed is limited at 4 decimal places
any other number is calculated with hardware precision
practically all numbers in UI (apart from clock speed) are rounded, so may not be 100% accurate, but the game uses the underlying non-rounded numbers
okay thank you all. so if i have 3 machines to make 1 of something and they do .3333 each will it ever have an imbalance or would that take like years and years of playtime to miss .0001? i know i can just do like .25 .25 and .5 but these things come up and i get curious🤣
(and a good mention - anything that says "X / min" is just a calculated value and game doesn't really care about that - game uses cycles and whole items)
you can do .3333, .3333 and .3334
aaaah no shit 😭 thanks, before i’d just spam 3s like .33333333 and hope for the best
well i guess knowing they do only 4 makes that easier than just hoping
but yeah, unless you are perfectionist, the .0001 won't really matter much. it's maybe once in a few hours/days where machine stops for a few seconds, so if you don't care about that, you don't have to do exact amounts
that's assuming you're talking about setting clock speed. If you're using the "output per minute" field, it gets more complicated, and I'd generally recommend not using it if you want exact results
(but again, if you don't care about the 0.0001-0.0002 differences, you can freely use the output field as well)
most of the time you wont notice that anyway
yeah, as I said, it's not really noticeable unless you pay attention a lot, but it's not 100% accurate, which may be bothersome to people, so I mention it 😉
i’m not that much of a perfectionist but yellow lights raise my blood pressure so anything to absolutely avoid them 🫠
even if it’s impractical
well in the case of small differences, there will be yellow lights, but just once in a few hours/days. Depends on you if you're ok with that or not 🙂
if you're not ok with it, then:
- clock speeds with repeating decimals are problematic (so if you need 5.333333333333... machines, you can't do exactly that, and have to pick a different number
- clock speeds should be inputted manually (not via the "output per minute" field)
- if you want to split a whole machine into e.g. thirds, round one up (e.g. 33.3333%, 33.3333%, 33.3334%)
that 2nd point makes a lot of sense i think i’ll start doing this now. i basically ONLY use the output field currently
reasoning for the 2nd point:
if you put something into that field, the game has to calculate the clock speed required for that production, and then round it to 4 decimals. You can end up with rounded-down or rounded-up variant (basic rounding rules), and you always want rounded up since otherwise the production could be slightly not enough
even worse - if the field contains a formula, there may be additional rounding or decimal errors during calculations of that formula 🙂
that's why I wouldn't trust it if I really want best precision possible and input it only manually based on actually needed numbers (but again, if you don't care about very small inaccuracies, you can ignore all of the above 😛 )
So? the flow per pipe segment is reduced so its not as much of a problem
well i could see this problem doubling when you are doing the math in the output/m to get a specific input number for some god forsaken reason and this is probably why one of my power plants fluctuates power every few hours 😭 it doesn’t bother unless its the power line fluctuating that is another thing that i hate. another reason i will never use geyser power
I’ve had things like that cause enough of a stutter to stutter the whole production system down
Well just add 2 pumps on the outside parts
If it shut down the whole system then it must have been a pretty bad design
Because the pressure usually doesnt fluctuate that much
It’s pretty common with branched manifolds. Pumps tend to fix it when it does pop up though
Idk what resources you got available
Then whatever makes the most ig.
pure ingots
steamed sheets
But like theres alts for almost every item on that list
could go plastic limiters? since you have too much oil anyway
and caterium boards and wire
could knock out copper completely with that
which is a bitch to refine with pure ingots
Then doesn’t really matter. You’re not going to run out of resources
touch more to do but doubles your production per input almost
The real power of alts is mostly about making the most out of what is local
and completly knock out some resources
like copper here
alts are "good" depending on situation
good based on what?
resource efficiency?
complexity?
space efficiency?
Those are mostly replacement resource recipes. They’ll just have to import more of something else
easier to belt in 300 cat instead of 210 cat and 150 copper
The person doesn’t really sound like they want to think
So it really doesn’t matter what recipes are used
Much of a muchness
There likely copper next to something else they are moving
what if they want to save caterium?
they need to go for fused quickwire
it really depends on what you want to do
They don’t seem to ‘want’ anything
you want to do less caterium? go fused quickwire but you need to bring more resources
you dont want to bring more resources?
like it or not you will be using more caterium
and looks like mu uran plant fixed itself
sadly burned thourh like 12 tickets worth of hazmat filters
cos dumbass me didnt make any meaningful amount of them
automate them 🙂
im making like 400 of them now
in a temporary™ factory
aka slooped manufacturer lol
Cant even tell what it is
5/min of all phase 5 elevator parts
Sounds fun
I suggest you don't use inputs in Tools. it has a tendency to waste them if it means it can save 0.001 iron ore
fixed that
should probably split this into multiple plans. It'd help you a lot
i need to balance 8 inputs between 15 machines, will this sort of setup work?
8 incoming lines
merge the 8th into the first 7
split the first 7 each into two
Before splitting, collect overflow from each to manifold it all together into a 15th line
smart splitter just under my cursor is set to let any pass in the middle, which gets split by the splitter just to the right of my cursor, and overflow to the left, which is what gets collected to form the 15th line, all 7 lines are set up like this, and merged together as a manifold on the far right side
thoughts?
there's no way you can clock it to 16 machines?
the rest of the system is already fully built and troubleshooting is done, and it seems functional, i would prefer to fix this here
are you trying to load balance?
something like that
i was thinking that i should be able to leverage the machines consumption rate as a bottleneck to support this system
are the 8 belts full?
yes, the assumption is that all these belts are always full
are the 15 machines clocked very high already?
they are each at 100%
ok and are you going to clock them all the same rate?
they are
is there a reason you can't just over clock them so it's 8 belts to 8 machines? removing machines is generally easy
thats what im doing
its a very large system with the rest of it already built and functional, rebuilding it would be far more work than balancing it here
so far cut off the whole oil and bauxite preprocessing
now working on the ore refining
alright.
create 1:15 splits for each belt, merge one of each together
just manifold
fr
just one more belt
i realize that is an option and is definitely the most reliable way, i was just really trying to avoid managing 120 sub lines
you can do an injection manifold then?
how many?!
8*15 belts
are you doing screws
if he has to do 8x 1:15 splits that's 120 belts
no, i am balancing coal offloading from a train
for what ecact purpose
efficient train system
Look buddy. you've totally painted yourself into a corner here because you've done these steps w/o planning for it.
asking because im gonna be running in 3k coal on 2 carts so
i did plan for it, but poorly 😄
one of the main problems with load balancing systems is you have to plan all the steps together or wind up with messes like this
so you either need a giant mess of a load balancer with 120 belts that merge to 15
or just do an injection manifold. Which will work
its not really a mess, im just trying to figure out if i have an alternative
since you seem to be adamant about not changing anything else
well, if i truly have no choice but to make the 120 lines, thats still a lot less work than rebuilding it all. but, the whole reason i am here is to see if i have another option
managing load balancing means breaking machine groups into sections that will work with what you're doing. having 8 to 15 machines is shooting yourself in the foot
im not sure i follow
I would have designed the rest of all the steps completely differently to accomodate that
you could have, for example, designed the step after the 15 machines to work with 16 machiens instead
the most powerful tool for load balancing is machine count/overclocking
definitely machine count. And clocking is just the most powerful logistic tool you have
i built the rest of it to follow this, almost to a T, the requirement for this stems from trying to keep everything else simpler
8 to 12 would also have been much more manageble
i have two trains that import coal, one does 1200, and this one does 1800
wait, are you combining multiple nodes of bauxite into one big processing system?
yes
what are you doing with the waste water?
aaaaaaaaaaaaaaaaaaaaaaaaaa
this
whyyyyyy
well at least you're not merging it back together
i wouldnt dream of it, it would be a nightmare
are all the freight cars, across both trains loaded with the same amount of coal?
all cars only leave when fully loaded or unloaded, so yes
well what you would have done is process each node individually and feed the waste back in. And it would have been easy
is the '15 machines' you mean 15 groups of 10 smelters?
no i mean as in, is one freight car attached to a impure node an another to a normal node for example
so you'd have 300 going in to the first and 600 in to the 2nd
i guess i could ship in only 1800 and take the rest locally
or are they all recieving the exact same number of items
its the refineries making scrap, for coal there are 2 sub groups, one train supplies 10, thats already built, i made the transitional balancer. this is the other train doing 1800, supplying the other 15
but i do have 25 groups of smelters, each hooked to a scrap maker
but thats not really relevant
If you're balancing a train, then you need an actual balancer, and not some imitation
yes? 10+15
but it would be more interesting to have a different contraption 😄
so the 10 are being sorted already in another way?
do you have a faster tier belt you can use?
than the ones bringing in coal?
mk5 is all i got
and each of them have 780 coal on them already?
well, i mean i guess it depends on how you look at it, the train in total supplies 1800 per minute, 8 platforms, so each belt there should be carrying 225
you don't have 8x 780 belts of coal? cause that's what yo uwere making it sound like
why exactly 5 platforms for jsut 1800
well, the coal isnt going to a void, there are machines on the other end providing a bottlebeck
are you putting a certain amount of coal per min on each platform or are you overflowing them onto them?
thats just how i happened to set this system up idk
if you're not willing to change the machine count i think you're just gonna have to deal with the consequences now.
this is the kind of stuff you need to think about while designing the factory, and sometimes you learn that the hard way.
you mean like on the supplying stations?
i think it comes from 3 pure nodes, 1 node each for 2 blocks of 4 as a manifold, and then a the third node is manifolded to all 8 platforms, but it shouldnt matter if the consumption is balanced on this end?
it would make it a lot LOT easier if you had 225 pm on each platform coming in
i did think about it. there is not a single linear way to build a factory
can you load balance the coal on to the 8 platforms?
wouldnt that mean i had to just build the balancing contraption on the loading end? whats the difference
i mean maybe
because if each platform was 225, instead of the FULL belts you told me
you'd have a lot easier time
I thought you had 8 full belts
im not sure why it matters how i load them though? its on this end that i need to divide them?
ok this is probably the easiest solution with your many restrictions
- load balance the coal platforms so they are each getting 225
- make 8x 1:5 LBs
- merge 1 of each of the 5 into 5 lines
- split each of the 5 lines into 3 for 15
this cuts out the 120 belt split
here is what i dont understand: if my supplying station provides 1800 per minute, why does it matter how its loaded, the time to load is the same regardless, and the train only leaves when full?
look it's very late and I could be missing a throughput problem if you don't load balance it at the loading
If you can scan the plan and have it work ? yeah try doing it without hte LB load
i would take off 120 from each freight platform via smart splitters on to a mk2 belt first
makes the number of belts required a lot lower, because you already have 8 120 belts, so the remaining coal only needs to split across 7 belts
mk2 might be a smart idea
the way it is now there isn't a stable amount coming off each platform
well then you have to redo the train
can't load balance if you don't have a guaranteed input
... you caaann... but you ahve to make sure there's no throughput bottle neck
which is annoying
having it be stable and even is generally a lot easier
how isnt it guaranteed? with the way i described my loading end
because some platforms will likely have different amounts coming through at different times
but i did say, train only leaves when full
time to full is not related to how i load it
manifold loads in the same amount of time
won't that cause problems since not all platforms will fill at the same time?
the lower throughput platforms will always force the higher throughput ones to wait
it shouldnt, if one is full, the troughput just carries into the next platform
nothing is lost, nodes will keep outputting at the same rate
Well you could try to do it w/o LBing the load side
but I'd bottle neck the platforms after the buffer with a mk3 belt, then mk5 and do the steps I told you
well, my understanding is, that if my trains are set up the way they are, only leave when fully loaded or unloaded, to the station receiving the goods, the other end is a black box
it does not care
I can't see your set up and it's very late. But doing the bottle neck and then the steps I suggested should work assuming what you're saying about it is accurate
my plan is based on your set up doing what you say it's doing
im assuming this is all done in 1 train station, right?
you got 600 spread across the first 4 cars
another 600 spread across 4-8
and the last 600 spread across all 8
this plan?
with a bottle neck of a mk3 belt before the load balancing on each one
is the belt necessary though? it sounds like it should be balanced with the contraption already
I'd do it as a safety measure and it basically costs you nothing
not sure what you mean, you are describing the source station, yes
and they are manifolded? or did you do 4 and 8 way splits
manifolded, but like i said, i am like 99% certain that it does not matter how i load them because the train will only leave when its full, it would matter if i had it doing one load or unload, but that isnt how its set up
if one platform is full, the next starts filling, time to full should be the same regardless of whether they are loaded at the same time, or in sequence
you should technically be fine then, but i'd just split them instead of manifold
doesnt take a lot of space to do those
and its a easy way to guarantee that each platform has exactly what it needs
i have the same loading set up for 7 stations providing iron, and it works great
if you feel like its enough, then i guess that works
for easily divisible numbers i have setups like this
splits and manifolds built on top of equal merges
that is how i consume iron
the initial pic i posted, my logic was simply that, since the coal has somewhere to go, it should
like the main lines would take what they need, and the rest would overflow
so now on the other end, you can take 120 off each line with mk2 belt
then merge 4 together twice and take another 3x 120 off, which gives you 14x1 20 lines
and then just combine the remaining for the last one
that's probably the easiest way to do it
this is similar to what i have made here, except instead of a belt limiting throughput, its a machine on the other end
#math-and-meta message
i'd use a split belt tho to take 120 off, if there's ever a small gap in the input, this can make up for it
This doesn't look like a balancer tbh. Maybe like a dozen separate ones
sure, its not very elegant, but functionally its a typical m*n type thing
as typical as they got for me anyway, i dont do a lot of balancing usually
ok, its not very typical, it looks a bit weird eheheh
it kind of operates on hopes and dreams
holy shit i need 6k water
perfect spot for 300 refineries
💔
oh ill have to transfer coal between 2 trains
4k of it
what are you building to use that much coal and water
should i be worried
390 turbo diamonds and 9.6k copper ingots
holy death sphere
Hey guys
I'm doing a continuous spelev run
and this time, I'm using tractors for inter factory logistics
spelev?
space elevator
ah
I gotta stop using that word, everyone can understand rips, but nobody understands spelev
Anyone here that can roughly say how many hypertube cannon stages I'd need to yeet myself from the blue crater to the rocky desert?
depends on your pc, but I'd say 12
Wdym depends on the PC? 
the more lag you have the bigger the boost
Oh, well it's currently still pretty smooth
i feel like its an issue with acronyms rather than an issue with tjat term
is spacelev better?
spelevator seems to be the more commonly used term
idk
i dont like that one because it combined the first and last letter of the words
ngl I call the space elevator the space elevator
I know I’m cringe
yeah idk why everyone has to shorten and abbreviate ABSOLUTELY evetything
he says, while shortening "I don't know"
how does that work even tho
the spacelev or the tractor logistics
elevator
Yo.
if you don't keep up, you lose access to buildings
Now you can't just do a basic setup and leave the factory running anymore
Now you have to automate it
yeah I do like this idea
I think the only reason they didn't implement it is that they set out with a core philsophy of doing things on your own time
no outside pressure
I may do a run like this some day
holy hell i need 12 cargo platforms
why is it showing me this?
also is there any way / method to produce turbofuel? i have approx 480ish crude oil, and wanted to make a mini plant for quick power for a nearby factory from it
this just means that based on the inputs and recipes you have selected, there's no way to make turbo fuel with it
i have selected the turbofuel recepie in the recepies section (turbofuel / turbo heavy fuel), but uhh can't seem to produce this (factories like converters / blenders etc are disabled since i'm at the beginning of phase 4)
but turbo fuel is just fuel and compacted coal
so it should be doable with say the current Crude -> HOR -> diluted packed fuel -> fuel -> turbofuel setup no??
i didn't disable any resources to this
or the alt, HOR + compact = turbofuel recepie works as well i think
sharing the link for this - https://www.satisfactorytools.com/1.0/production?share=Dl77k5bRmCdC5T9di0aA
i've toggled everything that could've been wrong
like ofc i can see the best method here , but i just wanted to make sure with the tool
you need compacted coal recipe too
Hey, I have a question regarding what recipe is more optimal for aluminum ingot production, the original recipe or the pure aluminum ingot?
oooohhh, i'm a dumbass
thanks, i didn't select that in the tool
I always suggest to turn on everything and then disable anything you don't want to use
hmm that could work, honestly
especially this particular calculator optimizes for lowest resource usage. if you don't enable a recipe you could get, you could be missing out on huge resource savings
will this balance 8:15?
the 1:5 at each of the top 3 inputs would be a real balancer with a loopback
assuming the total can fit on 5 belts and that all inputs and outputs are always equal, sure
but no, this is not an 8:15 balancer
working assumption is that all inputs are equal, and at the very end, everything is equally consumed
What do you even need an 8:15 for
unloading coal off 8 train cars to equally feed 15 machines
im really grasping at anything to avoid building a really complex balancer that my pea sized brain couldnt handle ehehehe
you could build a pseudo-balancer that relies on the outputs filling up
as long as none of the lines has a container/sink, it'd work
i would recommend putting 2 machines of coal on each car and having the 8th car have half the throughput
so you feed 14 machines from 7 cars then 1 machine from the last
then you can't use "depart when empty/fulll"
yeah im not sure how i would make that work with that setting
my loading side should be a black box with regards to what the receiving end is doing
ive genuinely never used those, what is the use case for them?
higher train efficiency
it guarantees maximum throughput, so you can often get away with fewer cars
and it creates less traffic
i see
my aim is to create the most efficient possible system
also, like if it can all fit on 5 belts anyway, you don't need a full 8:15, you need an 8:5 and then 5 1:3s
im not sure i follow entirely, i think this is what i am planning?
like merging the colored bits, into the first 5 belts
it's not a balancer
is the empty/full setting per train or per station? as in can you have a train that has to fill up at one station but doesn't have to empty at another?
@supple gazelle do i need any more signaling here?
block signals on station entries
the attachment is a balancer, idk can you explain to me what you mean like you would to a 5 year old lol
it's in the timetable, so it's individual to a one train's one stop
sweet thx
I don’t see any issues, if you added a block signal along the entrance path it might make trains dock a bit sooner tho
would a path right before the turn bend work?
that is a bottlenecked 1:5
if i took 3 of these from across the 3 lines where i attach them, merge those 3 that i take, and then merge those into the first 5 belts.. would it balance?`assuming that that at the very end of those 5 are consumers at equal rate
to make any balancer, the first baisc requirement is that every input is connected to every output
the second would be that all the inputs and outputs have equal priority and the third that the connections have full capacity and aren't bottlenecked
Since the trains slow down as they approach the station, it might also help to move the station’s backside block signal onto the bend, like so. After all this is #math-and-meta lol
why so?
They’ll get out of the entrance block sooner, allowing other trains to dock sooner. The difference is just a few seconds tbh
'signal loops into itself'
well, fair enough, but for my use case, i am not necessarily looking to build the textbook of what a balancer is if i can help it, i just need something that works - so, for my situation, would my contraption work? machines at the end of the line do provide a bottleneck, this isnt something that exists in isolation
if i get something functionally identical for my situation, that would be good enough for me
like I said earlier, if the inputs and outputs are always equal, and the total is 5 full belts or less, it'll work
great, i will give it a shot, on paper, they should be.. equal
but if the coal consumption ever becomes unequal for some reason, it'll mess up the balance in the wagons
the consuming system should be pretty stable
Well that’s an interesting one, is that a snapping point on the curve? Usually this is a junction bug, but diagnosing those is evil. As I said before, the exact signal placement here is kinda minutia anyway, I’d just put it back and ignore that for now
yeah im putting the signal on a segment not junction
There is a block signal at the front of the train station too, right?
yes
and the trains are connected to the netowrk
ya I’m stumped ima just blame the bug here
it's really annoying that you can't put blocks at junctions without it breaking
it's very often the most logical place to put them, if it were working
I'm basically a train noob, so I can't really help with the problem
so my current big project ™ is to make a fuel power plant utilizing every oil node in the Blue Crater. I can build the thing without issue, it's just that my inventory doesn't have that much space. Do I just make round trips from my current base until I have everything built?
depot?
unlock the dimensional depot, seriously
not big enough at the moment, like i need about 1.1k motors
it refills as you build
yes, plus using multiple depots for the same product multiplies the rate at which it refills
eg I have 3 or 4 going for concrete
so I can zoop down with swathes without stopping
I have 10 🤣
im assuming you're splitting the final output into multiple depots then?
yeah
multiple factories, but yeah you could split them
most items need just one tho
and tbh i didnt find that many orbs and i spent most of them on stack upgrades so i dont even have every item in the depot
for foundation, belt and refinery materials, I have several, tho
wdym refinery?
I love the pure recipes lol
oh
my builds can be 1/3 refineries
after completing turbofuel, I have come to dislike refineries, haha
so the materials for those get used up quickly
everytime I game out a factory and it's like "ok 60 refineries" I'm like... goddamnit
Is this okay for my first oil setup?
I'd only start reconsidering at 6000 lol
even 600 is like fine, whatever
sure it;s fine for a starter setup
you can use the resin from the other fuel for more plastic and rubber