#math-and-meta

1 messages Β· Page 334 of 1

visual yarrow
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It's pre-1.0 and requires uncapped Uobjects. Is that a problem?

oblique hollow
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Oh thats a big save

visual yarrow
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Yeaaaah.

oblique hollow
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I can try lol

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I might not be able to find it then though. Big world and all that

visual yarrow
#

I actually remember the exact place. Let me load it up in calc to make sure I have the right save.

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Also, for clarification's sake, this is just the most recent/prominent example of something like this happening. I've had similar things happen in the past.

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Alright, well, satisfactory calc is currently melting into slag.

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I don't know how helpful this image is, but it's about as much as I can actually get right now, heh.

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And it's specifically this spot in the spire coast. The foundation lined area was the "problem" area that I worked on. There's height changes and such after that point.

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Okay. I respect you too much to subject you to attempting to load this save.

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I'm also not noticing as many pumps as I remember, so I now don't quite trust my own memory of this specific build. Hrm.

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Okay, that's enough inducing madness by attempting to view that save in satisfactory calc. How about I just tell you if and when I experience a similar situation?

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All things considered, it was a solved problem. Only reason it became a thing is because I couldn't convince people that the issue I was having was solved in the way it was, and moreso that I couldn't stop trying to convince people. So as to not go back down that rabbit hole, I am going to leave it at that.

orchid brook
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I have 3 belts of 270 coal and each coal gen takes 15 on 100% OC as well as 45 water per min

If I wanna overcook the gens so I only use 50 water per gen how much coal am I gone use as well per gen

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I am outside rn so i wanna know so when I come home ik what to do straight away

unique cypress
frigid maple
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made a modular frame factory
4/min

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ill prb make it 8

wind zinc
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next big ish project..

knotty hornet
still blade
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I finally got around to starting to build the power plant, the heavy oil residue refineries are placed. Now i've got to deal with checks notes 2,720 packaged water per minute. That... sure will be fun to belt. At least it's a 1:1 ratio with refineries

wind spade
still blade
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why two packagers for one refinery? one for water and one to unpack the fuel?

wind spade
#

yeah

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it's 1:1:1 ratio

knotty hornet
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1 to pack water, refinery to dilute, 1 to unpack fuel

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Then the containers just loop through

still blade
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...wouldn't it be easier to pipe the water to a separate bottling area and belt the water from there?

wind spade
#

and point is to not centralise belts for the canisters, instead having a small loop with a few canisters

wind spade
still blade
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interesting

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ended up unable to fit two packagers with the refinery in a comfortable, tileable way in a bluprint, so im just doing the refinery + unpackaged fuel one and simply add the water packagers ahead of time

brisk smelt
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cursed extractor

visual yarrow
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is there any particular reason y'all aren't just using the blender diluted fuel recipe?

#

not unlocked?

still blade
# brisk smelt cursed extractor

i remember when blueprints first came out, there was a bug where you could put a water extractor in a blueprints and place them anywhere

still blade
#

and numbers wise its the same, just gotta add some packagers

brisk smelt
visual yarrow
brisk smelt
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well ofc abover tier 6 but yeah

still blade
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well 2.4k MW aint cutting it so im making 34k

brisk smelt
#

3600 rubber 3600 plastic πŸ™ SCIM to the rescue

visual yarrow
#

but my playstyle is also a bit nonstandard, since I tend to:

  • use less power than most people
  • loot more crash sites earlier than most people
  • use more blender recipes that are strictly inferior to alternates solely because I like the blender than most people
  • progress faster than most people because I play more than most people
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i think i've said before how my 1.0 release save, I completely skipped on coal, fuel, and nuclear until after I had beaten phase 5?

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i've skipped coal plenty of times before, fuel some times, but I wanted to see if I could do it this way. and I could.

spare kernel
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Math wise, is it smart to do 5x 25 Nuclear Power Plant rows when im creating 25 Uranium Fuel rods /min. Shall I do less Power plants in a row, for example 10x 12,5 or isnt this a factor?

visual yarrow
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actually, no, one more factor: 25 uranium fuel rods/m is I think 125 nuclear plants

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are you sure you want to do that

brisk smelt
spare kernel
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I already have everything

visual yarrow
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let me rephrase

spare kernel
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Its just about placing them now

unique cypress
visual yarrow
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have you considered overclocking

brisk smelt
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it's not have you considered... it's please for the love of god please please overclock npp....

spare kernel
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No, I havent unlocked automated shards yet

brisk smelt
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oh nvm then 😭

hoary rose
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hey, so i need some help whit a 5 to 9 load balancing , i can't work it out the "design"

visual yarrow
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you do not need that many power shards

unique cypress
spare kernel
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Yeah, I dont want to farm the slugs xD

unique cypress
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you'd only need 150 shards

visual yarrow
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you can jaunt around the spire coast for like twelve minutes and you'll be fine

spare kernel
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How many reactors would I need then?

unique cypress
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2.5x fewer

visual yarrow
#

that's the beauty of it

unique cypress
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so 50

visual yarrow
#

you can decide for yourself

brisk smelt
visual yarrow
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for instance?

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64 reactors, set to a clock speed of 195.3125%

brisk smelt
#

whats the point πŸ’€ water extractors are the more annoying part, not the reactors

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you still would need 2:1

visual yarrow
#

suddenly you have a power of two. that means you can do an 8x8 grid of reactors, easily split the fuel rods to minimize ambient radiation

spare kernel
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How many power shards would I need?

visual yarrow
#

of course if you don't care about ambient radiation then I guess it doesn't matter. but tbh I think it's worth going for nuclear plants that you can walk around in without consuming filters

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128, for 64 at 195.3125%

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the other thing I mentioned though, and this is more important, is the waste return belts.

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so 12500% clockspeed worth of uranium fuel rods would produce I believe... 1250 uranium waste/m?

unique cypress
visual yarrow
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so actually first of all, you do have waste reprocessing planned, right?

spare kernel
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Yes, its all already built

brisk smelt
visual yarrow
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gotcha.

brisk smelt
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but if you have 5 even inputs

visual yarrow
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well, you will need at least two belts given that the waste production is over 1,200/m

spare kernel
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Its just about the placing of the Power Plants, cuz I was worried that a manifold wouldnt do its job

unique cypress
visual yarrow
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it will take a pretty damn long time for a manifold to saturate all those nuclear plants. and they'll be very radioactive. that's something to consider

spare kernel
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So I built 25 in a row, thats pretty damn much

unique cypress
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put the water extractors on a switch and turn them off while the power plants fill with rods
it'll only take like 4 hours

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if you keep the water on, it'll take literal days

brisk smelt
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that method will get you a giant red blob on the calculator lmao

visual yarrow
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this is how I set up nuclear plants on an old save of mine. i designed them to be placed above their water extractors, which eliminates the need to deal with routing water from outside the brick of reactors

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yes it did use a pump, but it's a 200% clockspeed nuclear reactor so like. so the hell what

spare kernel
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Yeah, Problem is that I dont have an plan for the sulfuric acid, because it goes into reprocessing to non fissle

visual yarrow
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usually, encased uranium cells are produced by recycling the sulfuric acid into itself

haughty barn
brisk smelt
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i use this design personally

spare kernel
spare kernel
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whats scim xD

visual yarrow
unique cypress
haughty barn
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It’s hidden and I don’t care

brisk smelt
visual yarrow
brisk smelt
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i use all the time i've had enough with building haha

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the amount of buildings you need to milk the map is just ridiculous i can't do it by hand

spare kernel
visual yarrow
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i only use the map these days to show people how ridiculously overbuilt my railways are

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i don't even use it for sloops or harddrives anymore because i've practically memorized the locations, lol..

spare kernel
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How many hours you got xD

visual yarrow
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i did use to use it for the sole purpose of teleporting myself home when I really, really didn't want to bother

unique cypress
unique cypress
visual yarrow
brisk smelt
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just put yourself on a train to where you need to go, taske a break smh

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come back in 5 minutes

visual yarrow
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well thats the thing

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i have railways. i dont have trains or stations. (well, I have like two trains.

brisk smelt
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build one when you need to go somewhere then dism it

visual yarrow
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of course, in my current save, I have packaged ionized fuel so I just kinda. touhou in the direction I want to go.

spare kernel
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I just realised another problem with 5x 25, Im reaching the border welp

visual yarrow
unique cypress
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when youre near the border, check whether the water is actual water

spare kernel
visual yarrow
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and if i'm going to be manually heading back, I think it might actually be faster with slide jumping and ionized fuel

unique cypress
visual yarrow
#

but either way, teleporting myself home is something I did years ago. usually after using hypertube cannons (which I also don't use anymore)

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oh I forgot. one time a doggo of mine fell out of the map and I edited the save to rescue him. it may have.. taken a few attempts to find a safe z level

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it may also have been way more hilarious than it should have been when the z level was unsafe, given that I loaded the game facing the exact location I was bringing him to

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in other news, I have found a new hobby: trapping wild doggos on extremely uncomfortable elevator rides.

visual yarrow
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is it possible to get a lift-placed conveyor splitter than inputs horizontally and splits both up and down? I get the impression that no, there isn't, but if i'm mistaken, i'm curious as to the method of doing this

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also for clarification, any methods I would be interested in must not take 15+ minutes to achieve, require mods, or ritual sacrifices

visual yarrow
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on a completely different note... how do people feel about the project part alternate recipes, these days? historically, i've always considered them very underwhelming, but i've been trying to do new things I don't normally do on this save, and I was curious (if highly doubtful) if the general perception of them has improved

brisk urchin
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some are not

visual yarrow
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hmm. probably the same ones I remember, then

brisk urchin
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i never used any alts at project parts so eh

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idk

visual yarrow
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huh. there's actually only just the three. for some reason I thought there were more.

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...yeah, it's just really hard to justify swapping from assemblers for manufacturers

brisk smelt
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oh.... fuck me

visual yarrow
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cough silica cough

brisk smelt
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i don't think i can afford to use quartz

brisk urchin
brisk smelt
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im doing no SAM

visual yarrow
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what is the correlation between sam and quartz? other than coloration

brisk smelt
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all of the quartz is being used elsewhere

modern bramble
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does anyone know a good plan to turn a very intermittent 375 copper ingot belt into something more smooth?

lone igloo
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use quartz for diamonds later save them. and he dont wanna use sam for quartz later

visual yarrow
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i have to ask what you're using all that quartz for without aluminum

brisk smelt
#

and probably fisconium later... lol

brisk urchin
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means all 2100 uranium

visual yarrow
#

but... many of those things need aluminum

brisk smelt
#

2083.33 but yeah

unique cypress
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50.4 is all uranium

visual yarrow
#

or wait, maybe I shouldnt have assumed that pure aluminum was the result of all your bauxite

brisk smelt
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no im using all 12300

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might as well..

visual yarrow
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maybe consider distilled silica?

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or "distillica"

brisk urchin
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dam

brisk smelt
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didnt even know that recipe existed until now πŸ’€

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oh its a 1.0

unique cypress
brisk smelt
unique cypress
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also, if you use all bauxite on this, you won't be able to make ficsonium

visual yarrow
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can't do ficsonium without sam though

unique cypress
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and it does use default alu ingots if you run out of bauxite

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or if you force it

brisk smelt
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hmmm

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i think i can scrape enough dmr off byproducts though

unique cypress
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there's also ficsite

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you need a ton of SAM for that as well

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even more if you don't have alu left

visual yarrow
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i assumed all sam was being saved for ficsite

brisk smelt
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probably gonna do iron... limit is 70k on the map or something

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seems the one to make the most sense

unique cypress
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that's gonna cost double the SAM tho

visual yarrow
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there's 92100 iron

brisk smelt
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i disabled SAM usage anywhere else it'll be fine

visual yarrow
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...wait, 2100 uranium?

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im suddenly confused and I don't know why

brisk urchin
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3 inpure and 2 normal

brisk smelt
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? theres always been

visual yarrow
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OH, right

unique cypress
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nope. there used to be 1800

visual yarrow
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because that one node became impure when the fifth was added

modern bramble
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asking again (yes i know i asked like 5 minutes ago but i really really need this), does anyone know a good way to smooth out an irregular output? i have 10 refineries making copper ingots and the belt monitor graph looks like a heart attack

unique cypress
visual yarrow
brisk smelt
modern bramble
visual yarrow
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but I do have questions.

modern bramble
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thats why

unique cypress
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remove the monitor then

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won't see the spikes

modern bramble
visual yarrow
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number one, are your refineries all at the same clock speed

deft lichen
visual yarrow
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and if so, what is it

deft lichen
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ALL per min values are average values

modern bramble
visual yarrow
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the issue is that you can't adjust the interval it tracks

modern bramble
brisk smelt
deft lichen
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If you're making 0.2 fuel rods per min and moving them on a mk6 belt, there's a brief moment when you're making 1200/min and a long period when you're making 0/min

visual yarrow
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to get an accurate reading you want recipe times that align with the minute it tracks

brisk smelt
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for example on a mk6 belt you have 540, split into 2x mk3 and merge the 2 mk3's

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for non-multiples it's a giant headache

modern bramble
visual yarrow
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mmhmm, 375 is a bit of an awkward one for this

unique cypress
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use loopback

modern bramble
visual yarrow
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it's all about belt tempo. my favorite subject

unique cypress
modern bramble
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likely

visual yarrow
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okay, what if.. you split the output belts in a way that you had several belts with more consistent readings

unique cypress
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build a 480 -> 375+105 splitter, then loop back the 105 with a prio merger

spiral blade
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Y'all know if there's any way to severely reduce the SAM ore required for producing ficsonium? I've set up 360 plutonium reactors with a 100% efficiency supply expecting I could turn all the waste into ficsonium, but from my calculations I would need a whopping 30K SAM per minute to make it workπŸ’€

unique cypress
visual yarrow
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then ran them against a wall, and then put a sign with a giant + between each logistics display

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ugh for the fifteenth time:

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ficsonium is not supposed to let you fully utilize all plutonium

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it is designed to let you make small completely waste-free nuclear setups

unique cypress
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why not tho?

visual yarrow
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game balance

spiral blade
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Like

modern bramble
visual yarrow
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or, put it another way:

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it's supposed to be an alternative for a different playstyle

spiral blade
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They implemented it to get rid of ppl just sinking plutonium rods

modern bramble
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i clearly misunderstood

visual yarrow
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for people who don't want to make hundreds of nuclear plants

unique cypress
spiral blade
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And I'm exchange they showed us they didn't run the math of that physcotic recipe and ppl still sink plutonium rods

visual yarrow
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but in order for ficsonium to be balanced on the small scale it's intended for, it can't be viable on a large scale

spiral blade
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I'd rather download a mod that lets me sink plutonium waste

visual yarrow
unique cypress
spiral blade
#

Stupid problems requires stupid solutions

visual yarrow
#

it's very simple

unique cypress
visual yarrow
#

okay on a serious note: i'm only speculating based on how the game has historically been balanced

wind spade
unique cypress
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I have no clue what it's intended for, because the devs didn't say shit and I see no practical use for it

spiral blade
unique cypress
visual yarrow
#

it's still not as bad as alien power matrices.

spiral blade
unique cypress
unique cypress
visual yarrow
#

i am going to have to agree to disagree with you there

modern bramble
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kyo if you dont mind i dont fully understand what you meant earlier, could you elaborate a bit?

spiral blade
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ngl dude

unique cypress
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they're actually a huge net positive at large production

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max power uses 9 out of the 10 possible augmenters

spiral blade
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if you disagree that ficsonium production chain is broken, you are just outright wrong

visual yarrow
#

it works as it states it does

spiral blade
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mathmatically and in terms of game mechanics, there is no possitives

visual yarrow
#

it might be unbalanced. it might be suboptimal

spiral blade
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if it was just net neutral it would be no problem

visual yarrow
#

but it isn't broken. broken means nonfunctional. broken is doors that don't preserve their auto-open setting between save and load

spiral blade
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and thats what it was intended for

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but it's not just net neutral, it's limited by resources, thus limiting your plutonium production heavily

visual yarrow
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and that's the problem that i'm trying to explain: you're approaching it from a different mindset than it was designed for

unique cypress
unique cypress
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the devs didn't say shit about it

visual yarrow
spiral blade
#

dude is snuts alt

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trust

visual yarrow
#

like come on, this is basic logic

spiral blade
#

talking to a wall

unique cypress
visual yarrow
#

sorry, im being needlessly insulting

floral mica
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Ficsoniums fun

visual yarrow
unique cypress
#

Like I spent 3 weeks balancing 10 recipes. How much time are they willing to spend on balance? especially when the guy in charge of balance before 1.0, left before 1.0

spiral blade
#

wasting all SAM resources in the entire map < Storage container tower to store plutonium for a hundred years

visual yarrow
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and i've planned out small scale waste free nuclear setups

spiral blade
#

sure, small scale

visual yarrow
#

see because here's the reality that I just realized based on what you said

unique cypress
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it's still worse than sinking plutonium, regardless of scale

spiral blade
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yup

modern bramble
visual yarrow
#

they added ficsonium because of people like you complaining about not being able to burn plutonium without having to deal with the consequences

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you want to have your yellowcake and eat it too

unique cypress
spiral blade
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and they aren't changing it cause they see ppl who haven't done the math

modern bramble
unique cypress
#

I do not care about having waste storage

floral mica
visual yarrow
#

okay then. so just to make sure i'm on the same page

unique cypress
#

I wouldn't mind it much if storing waste was still better than making ficsonium. but it's literally worse than the other waste-free option. which makes no sense game-balance-wise

modern bramble
visual yarrow
#

your problem is that it's more efficient to use your resources to make more plutonium rods, instead of touching ficsonium at all

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is that correct?

modern bramble
#

oh whatever ill probably use idk a buffer ill come up with something

spiral blade
#

my problem is its physically impossible in the game to recycle the plutonium waste you produce

floral mica
visual yarrow
#

that is factually incorrect, unless you are literally saying that the recipe doesn't work at all.

floral mica
#

Too much space?

unique cypress
spiral blade
#

30k sam ore to recycle from 360 plutonium reactors, there is only 10k available in the entire map

unique cypress
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I'm also salty I can't realistically use all uranium on ficsonium, but that's a me issue

spiral blade
#

even if i was insane enough to make a factory to recycle it all, i would be 3x sam cap short

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and keep in mind

visual yarrow
spiral blade
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i'm only using 600 uranium pr.min

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way off the cap

visual yarrow
#

it was designed for people who want to make things like this

still blade
#

ah yes, a 46 refinery manifold, that sure wont cause any logistical problems

floral mica
#

I think ficsonium makes a bit more sense for casual players who aren't making 360 plutonium plants

brisk smelt
#

what the hell could u possibly even be making...

visual yarrow
#

only 46?

floral mica
#

I haven't tried ficsonium and I'm terrified now but maybe that's just it

still blade
spiral blade
#

don't bother, just sink your plutonium

unique cypress
spiral blade
#

don't bother, he doesn't listen

visual yarrow
unique cypress
#

that it's better to make more uranium and sink plutonium than to make ficsonium

visual yarrow
#

you say better, but in what way?

unique cypress
#

cheaper, easier, same result

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unlocked earlier too

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if the cheaper and easier way was unlocked later, that would totally make sense

visual yarrow
#

so here's what I don't understand about what you're saying

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and let me preface this by explaining that I always approach nuclear by starting with a set amount of uranium I plan to use

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how does not using ficsonium let you get more uranium/plutonium?

deft lichen
#

I remain unconvinced ficsonium has no place in the nuclear chain

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It was perfectly fine without it

visual yarrow
#

was that an intentional double negative

spiral blade
deft lichen
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Well of course

unique cypress
#

why would you think that setting only a uranium limit is a fair comparison

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it's a resource like any other

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you can just get more

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from conversion, even, when 2100 isn't enough

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and it's still cheaper than ficsonium

spiral blade
#

yea there's plenty of uranium lmao

visual yarrow
#

based on what

unique cypress
#

I could say I can get infnitely more power per SAM from uranium than ficsonium

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because uranium doesn't use any SAM

spiral blade
#

based on the fact that you can run 432 reactors off of 600 uranium alone

unique cypress
#

so it's infinitely better, then?

spiral blade
#

like

unique cypress
#

that's with sloops tho

visual yarrow
#

okay... what if, bear with me for a moment...

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what if some of us find the idea of a lower-quantity but more complex production line more fun than making 432 reactors

spiral blade
#

in my case, i had a bigger issue finding enough large water buildspace for all the pumps than i had getting enough uranium

visual yarrow
#

i have always disliked building power generation because it invariably becomes building more generators than I care to

spiral blade
#

are you also running all the worst recipes in your factory?

visual yarrow
#

ah, so now we're just insulting my playstyle instead of meaningfully answering my point

spiral blade
#

what???

unique cypress
#

the fact that you don't care about it being objectively worse doesn't make it not objectively worse

spiral blade
#

litterally talking to a wall

visual yarrow
unique cypress
#

it just makes it subjectively better for you

spiral blade
#

i'm out, i'm done trying to explain this

visual yarrow
#

you are saying that it is objectively better to build as many nuclear reactors as physically possible, in every possible case?

narrow dock
#

how hard is it to make aluminum water feed back into itself? Can I just use priority pipe junctions or will that eventually back up?

spiral blade
#

good luck in ficsonium utopia

unique cypress
spiral blade
#

but hey, thanks for making a mod to change the T9 slop

unique cypress
#

I'm not even talking about resource limits, or the maximum possible

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PER MW BOTH OPTIONS REQUIRE THE SAME NUMBER OF REACTORS

visual yarrow
#

please just answer the question

unique cypress
#

IN FACT, FICSONIUM NEEDS MORE BECAUSE YOU'RE USING MORE POWER MAKING IT

visual yarrow
#

I asked it for a specific reason.

spiral blade
#

fr is he ragebaiting at this point

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Hi mom, he got me

visual yarrow
#

i'm really not.

unique cypress
#

I thought that me starting to write in all caps would make it clear that the answer was no

visual yarrow
#

and yet you did not actually say that the answer was no until just now. so, moving on. what is, from your point of view, the "point" you are optimizing for?

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what is the goal?

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is it to produce as much power as possible? is it to use a specific amount of resource? is it not something that's clearly defined?

unique cypress
#

I keep saying that per MW, sinking plutonium is cheaper and easier than ficsonium

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so the goal clearly is making power, however much you want

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1 GW, 1 TW, doesn't matter

visual yarrow
#

wait, wait

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are you saying that to produce an equivalent amount of power that making ficsonium would provide, it would be cheaper and easier to sink plutonium and make more uranium rods?

unique cypress
#

YES

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does "cheaper and easier per MW" not make that obvious?

visual yarrow
#

okay. that's the thing I was missing. that is the complete opposite of how I approach the nuclear power process. sorry that it took so long for that to click

visual ocean
#

Why are my batteries charging when I have no power grid disruption?

deft lichen
visual yarrow
unique cypress
hoary oar
#

blue is charging, orange is discharging

visual yarrow
visual ocean
#

I haven't. I've been building a train track

unique cypress
#

like the fact that it's at an hour (the minimum charging time) suggests that it has just been connected to power

visual ocean
#

I have power issues, but it's those fluctuations you see. I need to fix other things first though

hoary oar
#

did you maybe disconnect something at some point, added batteries to that, and just now reconnected it?
because 59m 49s charging time looks very much like you just connected a battery 11 seconds ago

wind spade
#

*power storage πŸ™‚

visual ocean
woven stirrup
#

if i have a manifold but i don't need the full miner output (underclock), does it still run at 100%?

wind spade
#

yes

hoary oar
visual yarrow
#

so here's my take, with the clarifications established in mind. I see all potential costs as opportunity costs. so while making more uranium rods can produce the same amount of MW as processing ficsonium, I find the opportunity costs of those two options as being entirely subjective

woven stirrup
visual yarrow
#

and the way that I weigh various costs differs significantly than from most people

visual ocean
#

But they have 100/100 stored charge xD

hoary oar
#

well unless you had power issues, it's gotta be a recently connected power storage
there's literally no other way to get that

#

maybe you built one somewhere and completly forgot about it, idk

visual yarrow
#

so when I look at the full nuclear chain, what I see is a collection of tasks and things to build. the fact that I can get more uranium from another node becomes a less valuable option when I, for example, put a lot of effort into the whole process of turning one node into fuel rods.

#

it becomes just repeating something i've already done once. and realistically? by the time nuclear has been set up, I am never going to need more power.

#

but what ficsonium is, is more challenging. it needs more effort. but it also needs effort applied in different ways.

#

maybe the reward isn't worth it to some people. for me, the actual power has no meaning. i'm likely not going to ever need it in the first place.

#

but in a hypothetical situation where I know exactly how much power I need, I would rather do the full nuclear chain

#

and the thing is, it IS underpowered. and you know what? they can't just change recipe numbers every month to balance things

visual ocean
#

I was messing with a megaprint earlier tho for a nice clean hub which had loads of power storages. However I deleted it because it was full of issues, even tho it was a good design.
Maybe it's bugging out..

visual yarrow
#

that's why it took so long to have any sort of production gameplay-related content between update 4 and 1.0

#

i am now noticing that I think the people I was talking to have left

#

eh.

deft lichen
visual yarrow
#

i tried, I guess.

deft lichen
#

Power storages don't solve the core issue of not having enough power

visual yarrow
deft lichen
#

unless you use them to smooth the graph

deft lichen
hoary oar
#

if anything goes wrong with a power plant i'd rather have power storages, they're not useless, what?

visual yarrow
#

Actually, there is an argument to be made that power storages can be used to help advance phases in bursts, using overclocked and slooped machines.

visual ocean
visual yarrow
#

i'm going to assume that was a wrong reply

unique cypress
deft lichen
deft lichen
visual yarrow
#

Also, you can force fluctuating power consumption by undersupplying machines, technically.

#

Not sure how the math would work out.

deft lichen
#

I'm not saying that they're useless, I'm saying people just build too many of them for little benefit

visual yarrow
#

They're just really addictive to build, honestly.

hoary oar
visual yarrow
#

And they're good for fitting into those little spots you can't find anything else to put in.

deft lichen
#

If "something goes wrong" then it's been wrong the entire time like ticking time bomb

deft lichen
#

Factories are either guaranteed to work or not

visual yarrow
#

NOPE. Wrong. 100% wrong.

visual ocean
visual yarrow
#

I have had factories (pipes) fail for literally no apparent reason.

#

And have fixed them by doing essentially nothing.

unique cypress
#

and I've had pipes fix themselves for no reason too

hoary oar
#

yeah, but not everyone has 15k hours in the game and knows every single detail on how something can go wrong
and sometimes shit just happens, like right now in 1.1 there is a bug with drones that very rarely just makes them stop working. if that happens to something important to your power plant.. what. should have planned for that?

visual yarrow
#

There is always also simple player error. Accidentally undersupplying your power when you try routing some of the resource fueling it to an expansion.

visual ocean
visual yarrow
#

Or, earlier today, I expanded my rail network, and for whatever reason, one of my trains stopped seeing a junction as a valid turn and started using a new route that involved looping around the map twice.

hoary oar
visual ocean
visual yarrow
#

So, I may be mistaken, but rail junctions are limited to three connections on a split, no?

unique cypress
#

well, 4 connections. 1 in 3 out

deft lichen
#

@visual yarrow hmmm hmmm, I see your point but I don't think it disproves mine, those are all cases of it being wrong

hoary oar
#

you can place more, by locking it in place, but im not sure if they actually work

visual yarrow
#

Yeah, that's what I meant. Wasn't sure how to put it.

deft lichen
#

At least I couldn't get it to work in 1.1

hoary oar
#

oh, yeah havent tried in 1.1 i think

visual ocean
visual yarrow
#

Basically, I added a third rail branching from an existing two-rail split.

#

It, for some reason, invalidated one of the existing routes and treated it as if it was not there, even when I manually drove.

hoary oar
visual yarrow
#

I ended up just having the turn start at a different point in the track.

deft lichen
#

They're NOT poinless, but they're not useful enough to warrant building 1000s of them

visual yarrow
#

Also, not everyone fully sinks everything. Sometimes people just let factories back up and stop. Power storages can let you overbuild a bit since factories will only run when you use some of the resource they make.

hoary oar
#

i can see not needing thousands
but 100 seems like a low number, that's not gonna keep stuff running long enough for most people to get it fixed

visual yarrow
visual ocean
#

I would need around 200 for a power outage to be meaninless

deft lichen
#

Plus imo priority power switches can be used extensively to prevent a potentially catastrophic global blackout (as in difficult to recover from)

visual yarrow
#

I'm going to make a comparison to another game I like, and a certain habit of the playerbase I despise

hoary oar
#

i would agree
and its good practice to use them
but you can definitely argue that priority switches is something newer players are less likely to use than power storages

visual yarrow
#

Oxygen not included- people LOVE the concept of "SPOMs"- self powering oxygen machines. I do not, because the way most people design them results in a closed circuit that's isolated from the rest of the power grid.

hoary oar
#

i mean i can take my own 1st playthrough as an example
i didnt use them until the 1st time something went catastrophically wrong

deft lichen
visual yarrow
#

Conversely, I think it's a lot better to directly connect your oxygen production to your power grid, and use the ingame logic gates to prioritize your oxygen supply, while also letting excess power that's generated from the hydrogen the electrolysis produces help the rest of the grid.

#

It accomplishes the same end result, but instead of having an isolated black box that is a single point of failure for everything, you have an interconnected system with contingencies and fallbacks.

#

I kind of forgot where I was going with this. The Rodriguez sucks.

hoary oar
#

also personal pet peeve, power switches and even light switches pause machines for a split second when you switch from one side of the grid to the other with the hoverpack, so i had to stop using them, cause i don't like my factories not working at a perfect 100%

deft lichen
deft lichen
visual yarrow
#

To be clear, there is a difference between completely isolated and conditionally isolated. Just want to establish that.

deft lichen
visual yarrow
flint oyster
#

Since i updated to 1.1 i can't select hi res screenshot anymore.... does anybody know how to do it?

deft lichen
visual yarrow
#

Okay, that explains why I have never run into that. I am pretty obsessive compulsive about keeping that all connected.

hoary oar
#
Moo

Phase 4 is finally here. The start of the end game. The factories and logistics are going to get more complex. It's my favorite part of the game. Even though I'm still a ways off from Peak Efficiency, the addition of Mk.5 belts and Mk.3 Miners this Phase will make a huge difference. I will be able to fully utilize Impure and Normal nodes which i...

β–Ά Play video
visual yarrow
#

Honestly, thinking about it, I don't think i've ever actually had one of my priority power switches toggle something off.

#

How do I be less power efficient?

hoary oar
#

in a perfect world, they arent needed

#

so.. you're clearly living in a perfect world xd

visual yarrow
#

Well, not really, given that I keep the whole thing off until it's ready to start, and thus it makes using the hover pack a pain.

#

Yes, that is entirely my own fault.

deft lichen
#

See my point from earlier πŸ˜›

#

Just uhhh build stuff right and nothing will go wrong πŸ˜› πŸ˜›

visual ocean
unique cypress
#

In my 1.0 world, I haven't used a single prio switch, and I was forced to add one singular power storage due to a bug

hoary oar
#

another reason to build power storages

#

they look cool

visual yarrow
#

I'm confused. How do people even get completely separate power grids with enough power on them to run a hover pack?

unique cypress
#

a power plant on each one I'm guessing

hoary oar
#

there's people that have 2 seperate grids, 1 for anything variable, like trains and endgame machines, and the other for anything that has a consistent power consumption

hoary oar
#

there's also geothermal, i for example use some geothermal to power nearby miners on sulfur

#

but don't have it connected to the main grid

visual yarrow
#

Hiding all their quantum encoders away in the closet.

#

I see that straight line graph, and yet I know it's as crooked as your deeds

#

I use geothermal to procrastinate on building better power production

#

(And I also connect the geysers while grabbing hard drives and stuff.)

hoary oar
#

i try to keep my production as a flat line, or at least as flat as it can get with trains running
but consumption.. not crazy enough to seperate that

visual yarrow
#

I like the smooth curve of a non-synchronized full geothermal set.

unique cypress
#

kinda hard to synchronize them now

#

or rather perfectly de-synchronize them

#

since that's what gives you a flat graph

visual yarrow
#

Is that because of the additional ones changing the uh. math?

unique cypress
#

no, it's because the phase of the sine wave is now random

visual yarrow
#

ahh.

unique cypress
#

it used to start at 0 whenever you placed one

#

so you only needed to time the placement

#

now you gotta play the phase lottery

visual yarrow
#

I guess they considered that an exploit, since geothermal is specifically designed to be used with power storage.

#

Presumably (my own speculation) as a way of making a "free" power source have some gameplay element to handle.

#

But given the Mordor-esque craggy peaks that phase 5 machines produce consumption lines of, I like that tranquil, smooth curve of steady geothermal. It's sort of zen.

unique cypress
#

I mean theoretically you only need to get them out of phase in pairs

#

so you don't have to get them spaced exactly every 2pi/n

#

that'd be horrible

visual yarrow
#

There's 31 of them now, I believe.

unique cypress
#

but as a final f-u, there's an odd number of every purity iirc

#

so you have to have at least one triplet

visual yarrow
#

I do believe that was probably deliberate.

hoary oar
#

the one thing that annoys me the most about power tho, is that quantum encoders seem to not calculate their max consumption correctly
currently my actual consumption peaks over my supposed max consumption line by quite a large margin

visual yarrow
#

I don't think anything calculates max consumption correctly.

hoary oar
#

this just looks so wrong

unique cypress
#

this is what my 1.0 world looks at save load

visual yarrow
#

Wait, where is y'alls tiny little bit of extra biomass burner power capacity?

unique cypress
#

wtf max consumption

hoary oar
#

i never keep biomass connected, or even around, they always get deleted once coal is up

unique cypress
#

same

#

I am offended I cannot remove the 2 gens in the HUB

visual yarrow
#

Hmm. I find it to remain useful even after coal is running.

#

It's sort of like super early game power storage.

unique cypress
#

while true, I do generally do not find power storage useful

visual yarrow
#

But then again, my entire early game strategy is "build lots of biomass burners so I can go run around the countryside for hours"

hoary oar
#

i roughly know how much power im gonna need until i get to fuel, so there's not really any point for me

visual yarrow
#

Or maybe it's just because i've gotten better at building them in places that aren't... in the way of other things I want to build.

hoary oar
#

also i don't like deforesting beautiful nature, unless i have to because its in the way

unique cypress
#

it's never in the way

#

you can just build over it

visual yarrow
hoary oar
#

nah, i like to build on and with the terrain

visual yarrow
#

Honestly, a preserved tree with a giant concrete slab roof over it is somehow worse to me than a blown up tree and ground level concrete.

hoary oar
#

yeah im not gonna leave trees just because they're not clipping
i leave trees that i think actually look good, or i can properly build around

visual yarrow
#

I appreciate that they seem to have made certain foliage types only destructible with nobelisks.

#

Like the big coral... trees.

unique cypress
visual yarrow
#

It's even more efficient to build ground level concrete platforms because it takes less energy to reach them.

#

Also, I frequently forget that there are even two separate channels I frequent and just kind of use them interchangeably.

#

Though I suppose that a lot of my thoughts on design happens to involve math...

hoary oar
#

just how it goes, someone asks a question in the proper channel, a discussion starts, and somehow morphs in to a discussion completly unrelated to what the channel is supposed to be for

visual yarrow
#

While it's on the mind...

unique cypress
visual yarrow
#

Those oasises up on the dune desert cliffs. Whyyyy do they have to put spore flowers right next to the lovely trees??

hoary oar
#

octuple compressed cobblestone is a classic tho

visual yarrow
#

Actually, on that note, why do they seem to love putting wild doggo spawnpoints directly along natural roads...

unique cypress
#

And then ragdoll them with a truck

visual yarrow
#

Well, not just ragdoll them...

#

But it's really specifically the places that are clearly designed for vehicles. Like sure, sometimes you find some that are just kinda near nodes or.... there's that really weird tree in the titan forest that has some kind of lizard doggo cult procession around it.

#

I was scouting out truck routes earlier and almost every single one I started to think looked promising had a dopey little moron who would gleefully waltz into the path of the an automated truck without a care in the damn world, waiting in the bushes, eagerly looking forward to, unlike that SCARY PIONEER that's standing twenty feet away staring at a bunch of concrete, the completely innocuous and normal truck that is about to kinetically apply hot, burning rubber to it's abruptly limp and lifeless corpse, which is punted a distance away into the bushes as rigor mortis sets in.

All its thoughts, carefree dreams of paleberries and cool stream water, snuffed out as it's life is ended because of it's own ignorance and naivety. Two doggo pups approach their soon to be cold parent. One noses the still figure. Why, they wonder. Why are they not moving? They do not understand. They will then proceed to wander into an industrial site and one will fall into a motor assembler's input port, while the other ends up on a conveyor belt that leads to a nuclear waste processing site. It will avoid being processed in acid, but the intense radiation will weaken it, and it's last breath will be spent crawling towards a blurry red shape that just might be a paleberry... but it is not a paleberry, and the pup is no more.

It was a light indicating biological contamination in the reactor chamber. Cute, stupid, little doggos.

#

Eventually, a fence was placed around the truck routes. A doggo was found the next day, lodged halfway into the fence in an attempt to reach a paleberry bush. It is still attempting to reach it.

Techncially, the fence is a success. The doggo is extracted, and placed in what is essentially protective custody and it is the best thing ever!!! It has completely forgotten about it's parent and it's sibling. Ever since it fell into a motor assembler input port and caused a major production delay while inexplicably avoiding being horribly maimed, it hasn't had time to think about existentialism, because there have been so many THINGS to look at! Wow! Crude oil! Let's drink it! It tastes terrible! Let's drink more! Yawn! Oh wow! A paleberry, next to that very large moving object behind that screen fence! Better try to reach the paleberry! Still can't reach it! Gotta keep trying!

This proceeds for nine hours, through the night. It does not sleep. It is still trying to get the paleberry.

sour bison
#

is 100 turbofuel gens good for phase 3-4?

visual yarrow
#

It's probably massively overkill.

sour bison
#

overkill is fun

visual yarrow
#

But it would help proceeding onto phase 5, so..

#

So here's something to note- 100 turbofuel generators is the same as any other fuel generator.

lone igloo
#

Quick question, heat fused frames are much cheaper on aluminum correct?

lone igloo
#

probably will set that up ngl

visual yarrow
#

It's actually my favorite recipe.

lone igloo
#

I dont need massive setup for it 9/min will do me good

#

I was just looking threw recipies and 3 /min on normal requires 150 casings which is already more than 150 ingots as alclad casings 112.5 for 150 ingots and 75 copper

visual yarrow
#

The main thing to watch out for is that... actually, no, it's just a great recipe.

lone igloo
#

so yeah that recipie is fcking HUGE to same aluminum as my current setup I made only makes 1680 ingots and I want to make em last to get alot of basic setup for phase 4 stuff so I can spam and have backup of things for building probably like 10k aluminum factory

visual yarrow
#

The only negative I can actually think of is that fused modular frames are just not actually needed in large amounts.

lone igloo
#

No they're not so 9 /min will do me solid asf

visual yarrow
#

Mm... well, let me rephrase. The biggest use of fused modular frames that isn't for building things is for PCCs, which also use RCUs as another aluminum-hungry part.

lone igloo
#

I need fused frames automated Radio control units and something else cant remember rn

#

oh yeah turbo motors

sour bison
unique cypress
visual yarrow
#

A lot of the higher end phase 4 parts kind of have the same "issue"- the phase 5 parts that use them don't really need more of them than you needed to unlock them in the first place.

#

Hell, biochemical sculptors quadruple your assembly director systems.

unique cypress
# sour bison

You could get 162 gens from that amount of oil and no sulfur or coal

unique cypress
#

Turbo doesn't mean good

#

I made that mistake only once

sour bison
#

i don't want to do double the amount of pipework for normal fuel

visual yarrow
#

Last time I did turbofuel was pre-1.0.

#

Turbo blend fuel, of course. My reasoning was that it made for good vehicle fuel, too.

#

But rocket and ionized fuel have supplanted that purpose.

merry sedge
#

shouldn't it say 3? hehe

visual yarrow
#

Because pipes are omnidirectional.

unique cypress
unique cypress
visual yarrow
#

Junctions don't care about the axis the connections are on relative to one another.

#

They don't even really exist in terms of the pipe network.

#

They just cause up to four pipes to be connected. The junction itself is a nonentity to them.

floral mica
# sour bison

Can I suggest using diluted packaged fuel alt? Add in some water to get 2:1 HOR to fuel

unique cypress
#

The junction has an internal liquid buffer

#

Like all liquid related objects

visual yarrow
#

If that is the case, that is extremely new information to me.

#

.....But it doesn't actually change anything in this case. It's still connecting four directions because, unlike belts, fluids can travel back the way they came.

#

But it's also 100% semantics.

#

My passion.

merry sedge
#

but it wouldnt be ''split'' in 4 ways then

#

it would be split in 3 ways

#

because always 1 one pipe will be the input which will split it to the other 3

visual yarrow
#

No. That pipe is not the input. It's an input, and an output, as are all the others.

lone igloo
#

is the orignal recipie for cooling system just easier to use than having to make motors?

visual yarrow
#

The order you connect them doesn't matter. The moment you place the junction, the split occurs in that the junction now exists.

unique cypress
#

It can split 4 ways. When emptying itself, fluid can go all 4 ways

visual yarrow
lone igloo
#

used* to be. No more?

visual yarrow
#

Nowadays the only real benefit is slightly faster production and less complicated materials.

visual yarrow
#

Prior to 1.0

lone igloo
#

I mean I can just make it part of my turbo motor facility as I will be making motors on the spot there so might aswell use the alt right?

visual yarrow
#

Because Cooling Device used to cost more heat sinks per CS than the normal recipe

unique cypress
#

The default uses more than double the nitrogen tho

visual yarrow
#

Yeah, but nitrogen was used exclusively in aluminum-related recipes, in ways that meant that it just wasn't as crucial as your aluminum stock.

unique cypress
visual yarrow
#

But cooling devices were (still are?) kind of underutilized in the first place.

unique cypress
#

They are used in 3 whole buildings

lone igloo
#

Cooling System, Radio Control Unit and Turbo Motors all in 1 facility ah. All use similar items and some used in each other recepies.

visual yarrow
unique cypress
visual yarrow
#

and the three recipes cooling systems are used for- one is a project part, which is the main use, arguably.

#

One is the default turbo motor recipe- not a bad recipe, but the alternates are all good.

lone igloo
visual yarrow
#

Then there's OC supercomputers, which used to be terrible, and is now.... situational.

lone igloo
#

As I need computers on site and fused frames can just be addon to the side of the facility

#

Its time to start massive project for 5 different items in 1 facility πŸ™‚

visual yarrow
#

One nice thing about default turbo motors and OC supercomputers is that they share ingredients. If you can make turbo motors, you can make OC supercomputers.

#

And you can get away with, like, a single OC supercomputer assembler and sloop it, for a lot of practical purposes.

lone igloo
#

I got my super comps setup next to my starter 9/min comp just running atm xD

visual yarrow
#

It loses out in large scale resource utilization, but it's great for when you just need a small income of supercomputers for, say, miners mk3

unique cypress
#

And encoders and NPPs

lone igloo
#

thats in phase 5 so nothing for me to worry about for now.

visual yarrow
#

I like how you guys left out the one thing that consumes a decent rate of supercomputers.

lone igloo
#

Do you guys use drones alot?

visual yarrow
#

Yes.

#

ADSes.

lone igloo
#

I guess you'll use classic battery right?

visual yarrow
#

No, I use ionized fuel.

unique cypress
visual yarrow
#

Oh, drones don't specifically need batteries anymore.

lone igloo
hoary oar
#

i beat phase 5 with hand feeding machines and now im automating phase 5 parts for sink points, lol

visual yarrow
lone igloo
visual yarrow
#

And... also nuclear fuel rods, but that's generally silly.

unique cypress
#

If you're sinking Plutonium, it can be a great drone fuel instead

sour bison
#

are trucks as inconsistent as people say they are?

visual yarrow
#

No.

#

They just take getting used to.

sour bison
#

wdym?

visual yarrow
#

They used to be way worse, and people kind of hold that against them.

hoary oar
#

trucks just need a lot of space, more than you think

unique cypress
#

I haven't used trucks since like U2 lmao

hoary oar
#

and generally its advised to keep the number of trucks low to avoid collisions

#

but they can work very reliably

visual yarrow
#

And draw your routes well.

#

That's the part that takes getting used to. It's impossible to really explain it, you just have to get a feel for it, honestly.

sour bison
visual yarrow
#

A well-drawn route can have multiple trucks running on it simultaneously, allowing for absolutely incredible potential throughput. A poorly drawn route is more like bumper cars.

#

You can even have routes cross each other. They won't actually have collision unless you're close enough in the first place, but they'll ghost back on track even if they do collide.

sour bison
visual yarrow
#

For trucks going straight? Yes. It's turning that you need the space for, though.

hoary oar
#

turns and stations
for straights you can get away with a 3 foundation wide road, 1.5 for each. preferably 4 foundations tho

visual yarrow
#

I like adding extra lanes to drive on myself with an explorer to get around.

#

Well, at least prior to ionized fuel and becoming a winged cataclysm of forbidden esoterica and bombs.

visual yarrow
#

The part you have to get used to is the way those waypoints are placed- how frequently, how things like the distance between them affects truck speed, etc.

#

Tractors are actually entirely viable, and are somewhat easier to control, IMO, as well as having smaller models and thus requiring less space to manuever, if you want to try them.

sour bison
#

might just go with belts

old zephyr
#

can someone double check my math

#

😭 i feel dumb

#

40 reinforced plates a min
8 assemblers
240 plates a min
480 screws a min
12 constructors making 240 plates a min
360 iron ingots a min
12 constructors making 480 screws a min
120 iron rods a min
8 constructors making 15 rods a min
120 iron ingots a min
480 ingots incoming

visual yarrow
old zephyr
#

oh my god where has this been

visual yarrow
#

It's been waiting for you. It's ready for you to love it. Offer yourself to it.

#

...Goodness, I am in a strange mood tonight.

old zephyr
#

so my math was right but lowkey doing it in my head felt more

#

satisfying

visual yarrow
#

Quick search (N) works as a calculator, also.

#

I do macro-scale planning with satisfactory tools, but smaller details in my head.

old zephyr
#

yeah well this one is pretty small

#

Im so far in the game and dont even have small dedicated factories for stuff like metal plates

#

kept just changing my base factory to match the project parts needed

#

no more!

visual yarrow
#

Honestly, i'm in the last phase (though i've beaten the game before) and I still haven't automated several things from, like, phase 3.

cerulean stratus
old zephyr
#

i really like mega building and heavy automation so

cerulean stratus
#

I prefer the chaos

#

But I want to see it organized

#

I want to expand in a controlled way

#

I just realized

#

Aluminum wants coal and petroleum coke close

#

and now I realize why

#

Because that's how it can burn the excess water!

#

through coal powered generators!

unique cypress
#

Factorio has a way to automatically get rid of unwanted liquids for free. Why can't we?

balmy sandal
#

Whelp It took like a week but I have finally automated motors stators m. Frames and HMF. now to sleep while I let those fill my d3imentional storage and backup storage container.

Next is some electronic components

old zephyr
#

the fiifth to last smelter in my manifold is not getting enough iron, even though im bringing the right amount in (480 on mk 4) a min for 12 smelters

#

is it because it hasnt had enough time to fill up? should I stop the ingot lines and let them all fill up then replace the ingot lines

brisk smelt
#

take a stack from the origin and plop into the last machine

old zephyr
#

well my miners are operating at 66%

hoary oar
#

miner is set to 480 and is not running at 100%?

#

you got a lower tier belt somewhere on the main line

old zephyr
#

i just checked it its mark 4 all the way through

hoary oar
#

check near splitters and mergers, there could be a tiny tiny bit of lower tier belt somewhere

old zephyr
#

OMG

#

there was a tier 3 in the manifold

#

whoopsies

hoary oar
#

general recommendation to avoid this kind of stuff is to place splitters and mergers before you place the belt

old zephyr
#

this one specifically cause I just used my mk 3 blueprint and just upgraded the belts, and yeah

#

gotta go fix that bp

hoary oar
#

because this primarily happens when you place them directly on to the belt, and you happen to place them between 2 bits of the belt.
when you then later on upgrade the belt you might not see that small section that got cut off

#

here for example, you can barely see it, and you can't even highlight it, but there's a tiny bit of mk1 in there

brisk smelt
#

scim to the rescue! select all upgrade haha

old zephyr
#

so now my smelters are idoling 😭

hoary oar
#

probably because the manifold still has to fill everything up

#

the first couple should be running at a 100%, and the rest should slowly over like 3-4mins get there as well

old zephyr
#

waiting on screws

#

shocker

hoary oar
#

with alt recipes you can pretty much completly ignore screws thankfully

#

i have not used screws in any production line outside of tier 1 and 2 temporary factories in a very long time

old zephyr
#

I wanted to use them for this fact since it was relatively small, and I didnt wanna bring copper in, my two drills got it just fine

#

I gotta get a more organized ore highway 😭

hoary oar
#

reinforced iron plates?

old zephyr
#

yeah

hoary oar
#

there is an alternate for creating wire from iron

old zephyr
#

I could cut out a whole manifold

#

ok time to go searching'

crimson moat
#

got a few hrs more work in

#

i will have to extend this to fit all of the refineries for pure recipies

still blade
balmy sandal
#

This is my temporary factory floor where I make prooject assembly parts. the wall slot (while also used for storage and sending to my depot are for temporarily feeding machines for parts I haven't automated yet or for project assembly.

#

so If I need say a bunch of computers of and unlock I can just run belts from the storage to a temp production line so I don't have to hand feed. and since it's my central storage and everything comes here it's really convenient!

still blade
#

trust me, there are worse messes than yours, I’m dealing with the logistical nightmare that is feeding 6 belts and 3 pipes into a 46 refinery manifold

#

I will say this though, if all you’re doing right now is temp production, make small production lines from nearby nodes for all the stuff you need, don’t shy from alt recipes and OC, and maybe make some handfed lines

#

For example, I have a slooped constructor that I feed stuff I find when exploring

balmy sandal
#

I too use a slooped constructor for foraged items

still blade
#

honestly fair. I might have to set up another encased beans factory since I keep running out of them (apparently building a six lane bus of Mk4 belts across half a biome is expensive)

#

Haven’t even gotten around to central storage yet, so there’s that

balmy sandal
#

TBF the central storage isn't super necessary (unless you do the weird crap i'm doing) once you have depots. you can just put them at the end of your production line wherever same as you would a sink. then you have it autofed to your inventory all the time.

young agate
crimson moat
#

most of the world resources are reserved for making parts and assembly stuff which isn't even started. Good benchmark save πŸ˜„

silent shoal
#

Does anyone know why the numbers reset when I move the water in the marked way? Is this a bad connection?

frosty owl
#

Which nodes' numbers?

#

You can also just add a screenshot of the "changed numbers" ^^

silent shoal
frosty owl
#

Not sure as it might depend on the Scrap connection too (and the following production chain).
Have you tried setting an output or number of machines for any of the nodes?

#

Try sharing the whole aluminum chain for more clarity

silent shoal
frosty owl
#

Why would you have a problem with the game?! O.o

#

I... Don't understand the connection here

frosty owl
balmy sandal
frosty owl
#

Yeah, such software cares about recipes, nothing else... Like: you can't move thousands of water/min with one connection, but that's what planners do... because (sorry if I can't explain this, it just seems obvious/I'm missing what's confusing about it)

balmy sandal
#

I was like "man! I'm sure using a lot of power! look at my max consumption!" but then I realized I had 4 slooped manufacturers just sitting hooked up at my base doing nothing. Turns out I have a ton of overhead! and more sloops than I thought. lol

still blade
#

now if i do that, the question is if i wall-slot or depot dump silica, since i like to build with glass

frosty owl
#

Do remember that you can use multiple Depots for the same item too ^^

fallow siren
still blade
silent shoal
fallow siren
#

the only number i did is 600/min baux, the rest calculate itself

silent shoal
upbeat turtle
silent shoal
white zealot
upbeat turtle
unique cypress
#

Same thing when you're dealing with oil products, use up some but not all the resin and don't add an overflow to sink. It'll deadlock on resin. Same thing in Modeler; it'll also zero everything out

near hatch
#

is this kind of balancing can "slow down" the belts ?

#

I'm not getting constant 780 items/minute from the monitors and the storage units are always full

wind spade
#

the monitors are afaik not reliable source of throughput number

fallow siren
#

not very reliable, they also very poor when it comes to calculating item in bursts

near hatch
#

oh ok

#

good to know thanks

unique cypress
#

Also, throughput monitors are, as far as I can tell, perfectly accurate if averaged over a long enough time

#

It's just that a minute isn't always enough time

near hatch
#

new arrows are smart spitters that output the overflow

unique cypress
#

If the output belts were free to move, there wouldn't be any items on the overflow belts

#

And it's still not a balancer

fallow siren
severe girder
#

Alternative recipes, whats the fastest way to get then? Ive just finished my highest factory, taking in about 6,000 items a minute. My first ever big factory. Im currently making inside of this iron into iron and 800 rods into 3,200 screws a minute. I’ve been told there are better ways of doing this xD

wind spade
#

for screws, there's ways to make them out of steel or aluminum

#

(also, I wouldn't recommend making them in a central place like you do)

severe girder
severe girder
silent shoal
#

will it work? 1:1 ratio

wind spade
wind spade
severe girder
#

I think I got 210 hours now and still not aluminium :) xD

#

Im running the same world as always. I’d much rather destroy everything and rebuild. Keep 1 world than restart, keep the memory’s in 1 place ;-; :)

wind spade
#

instead of dismantling and rebuilding, keep old and build new πŸ™‚

severe girder
#

Well yea

silent shoal
severe girder
#

I’ve only ever dismantled 1 factory bc it was horrible and in the desert ( flat ) for where I wanted to expand my main base

wind spade
severe girder
#

That’s why I took the factory now far far away

wind spade
silent shoal
wind spade
#

ah

severe girder
#

Next is a aluminium factory i think

#

My factory should end up with an output of 17 items all at 60 a minute. so 1,020 items a minute

young agate
brisk urchin
fallow osprey
#

hello newbie here, working on a power plant but i've come upon an issue, as shown in the image.
my diluted fuel blenders output into a total of 6 max capacity mk2 pipes, however this does not evenly divide into the 160 refineries i need for my turbofuel.
prior to reading the pipe manual a possible solution i had was to have all 6 lines feed 156 refineries, and then connect all of the pipes at the end of the manifold into one fluid buffer(is the buffer necessary?) to feed the last 4 refineries.
i didn't read anything in the manual that said this wouldn't work but i may have missed an implication somewhere.
any help much appreciated

unique cypress
#

I'd set up the blenders in 1 row, and then the turbofuel refineries in rows perpendicular to the row of blenders. Each row of refineries consuming, for example, 450 fuel. Do not make 600/min pipes

fallow osprey
#

like this?

#

now what if i have already placed my blenders in 3 rows πŸ₯Ή

unique cypress
#

The reason for 1 row is that it makes pipe routing easier

#

But maybe that's way too long compared to the width of the refinery rows

fallow osprey
#

okay very good thank you, 450 works out perfectly to 20 refineries per pipe

balmy sandal
#

YEAH!!! 50 somthinghard drives in and I finall got HOR

#

is diluted fuel it's own recipe or is packaged diluted fuel what I'm looking for?

unique cypress
#

got plenty of other good recipes in there

unique cypress
balmy sandal
#

Yeah I was just letting them sit because they take up two recipes out of the pool while I'm looking for something specific

#

LET'S GO!! I already got the Diluted fuel one!

wind spade
floral mica
balmy sandal
#

Nice! I def will later probably

#

when/how do I unlock time crystals so I can make synthetic power shards. (I'm in phase 4 and haven't yet unlocked nuclear)

#

becaus omg I'm going through SO MANY

unique cypress
#

tier 9

balmy sandal
#

O.O Ah well Goodnight sweet Slugs

unique cypress
#

make sure you're slooping them

balmy sandal
#

I haven't even set up an Aluminium plant yet

#

I am slooping them

tough viper
#

@honest grove the red line is the looped pipe. in the modules without loop, it just ends at the bottom where the x is

#

either the generators in the middle run out or the last few at the bottom

#

another manifold i tried is this (the fingers) or the "bars" where the fingers were connected on the left. that lead to about the same results

honest grove
tough viper
#

in the bars it's basically upside down

#

the top generators turm off

#

i looped a finger setup, the generators at the end of the fingers in the middle run low with about 10mΒ³ but it seems stable, especially since i get a flowrate of ~9mΒ³ before the last two generators

honest grove
#

it should take about 30-45m but i do think it'll stabilize by then, just dont touch the pipes anymore

tough viper
#

i'll make a second loop finger and let it run for a few hours

#

it looks like the average power production is already 5000MW higher though

tough viper
honest grove
#

the pipe will have to refill, the gens will consume some fuel, essentially you should expect that timer to reset

#

and ideallly you should place the junctions first and snap pipes to those

tough viper
#

yea but that's not practical in the finger case because the junctions work much better if placed vertically

#

i placed the vertical pipe, then the junction onto it and then dismantled it to connect two junctions directly

honest grove
#

oooh right my bad

#

maybe use a floor hole to start the bottom of the pipe, that way you dont lose fuel from the lower pipe, you can remove the floor hole along with the pipe later

frosty owl
#

Math check for a "Wasteless max nuclear" plan (using all Uranium with no Waste), for anyone who has the patience and time to spare it...
I don't think I made any mistake, but I'd appreciate a confirmation
https://www.satisfactorytools.com/1.0/production?share=IELtxYqwZJB6G3bqe54p

unique cypress
#

525 GW lmao

frosty owl
#

Yeah, Fertile Uranium is not Uranium-Efficient. I don't think anyone ever claimed otherwise ^^
The point I was investigating was: can one use all Uranium without having any Waste, within map limits (issue being that all other recipes-combos run out of SAM)

unique cypress
#

I mean you can also get wasteless by sinking plutonium

#

630 GW from 2100 uranium

#

And 0 SAM

haughty barn
#

And use the plutonium in drones

frosty owl
#

That wasn't the original point, but sure...

haughty barn
unique cypress
brisk smelt
#

hallo, uhhhh i cant seem to find in ur messages, would u midn sharing the clock ratios for the refineries for that setup πŸ™

#

my brain is not mathing today unfortunately

dusky dust
brisk smelt
old zephyr
#

So if I’m using g mk 4 belts - and I want to bring in more than 480 ore a min, do I need to run two different lines or can I bring in 2 lines of 480 and merge them at the start of the smelters

brisk smelt
#

well how would you fit 960/min through a mk4 belt

frosty owl
#

If you merge them, the output of the merger will still be capped by belt speed...

old zephyr
#

Manifold logic won’t help it out?

frosty owl
#

How would it...? thinking_helmet

brisk smelt
old zephyr
#

Ok so I couldn’t merge the lines until the outputs eventually reach under 480

brisk smelt
#

see: injected manifold

frosty owl
#

If you merge x+y, but your belts can only carry x, the merged inputs will back up. You can't have belts carry more than they can carry

brisk smelt
#

although it won't help in your case

old zephyr
#

So at mk 4 belt speed a line of smelters can never exceed 16

#

(Barring unnecessary underclocking)

frosty owl
rotund pasture
#

i love injected manifolds

old zephyr
#

Will look into injected manifolds, especially for smelters cause I like to have them all in a straight line

#

For constructors it’s kinda meh

frosty owl
dusky dust
# brisk smelt sloppy electrode, 14400 bauxite/min, preferably modularized to below 1200/unit, ...

Okay, so for the sloppy+electrode setup (repasting the image), the clocking that I was using was: Each module there is processing 600/min Bauxite. Electrode refineries at the top are all clocked at 100%; the Sloppy refineries at the bottom are clocked at (from left to right): 75%, 75%, 60%, 15%, 75%. Fresh water's coming from below, only headed into two refineries. The others all just use the recycled liquid. I could've had five Electrode refineries at the top, too, so that everything was just running straight through (instead of combining the Alumina Solution like I did there); if I'd done that the clocks on the top would've been 100%, 100%, 80%, 20%, 100%.

#

There's other ways to do it, of course, but for sloppy+electrode especially I can generally never resist just running pipes straight through in roughly 1:1

deft lichen
wind spade
sacred sigil
deft lichen
brisk smelt
#

you don't need smart anything for that design to work though if you do it properly

deft lichen
wind spade
wind spade
deft lichen
sacred sigil
#

and what does it even do πŸ™

deft lichen
brisk shoreBOT
#
Official Satisfactory Wiki

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

sacred sigil
brisk smelt
brisk smelt
deft lichen
wind spade
wind spade
deft lichen
#

Because you don't need SM, you can work around it by splitting the injecting belt

wind spade
#

then you need to split injecting belt

unique cypress
deft lichen
#

Hmmm yeah I concur there are two just as valid solutions

dusky dust
frosty owl
#

Asking anyone with Modeler files: what kind of size do your Modeler saves have (in KB)?

unique cypress
#

One single production line is probably like 20

#

Oh wait do you want in kilobytes or kibibytes XD

frosty owl
#

Kylobytes

frosty owl
#

I mean, what format did you use when saving

unique cypress
#

It's a 200 KB plan for an entire world

#

Considering the size, it's definitely in manual mode

frosty owl
#

I have a bit of a hard time making sense of that number, as I have a plan with about 2~3 nodes for every item in the game (including splitters, different recipes for the same items, containers for outputs etc...)... And it's at ~38 KB πŸ˜…

unique cypress
#

Ah πŸ˜…

#

I now remembered that the world plan was just one of the 5 outposts on the main screen

#

I have no clue how much shit was in the other 4

dusky bronze
#

is there such a thing as too much pumps?

#

i have a few pipes and a couple of them seemingly arent getting enough pressure to go up to the top of a building, despit having 3 pumps for a height where only 2 would be good

frosty owl
unique cypress
dusky bronze
#

i just reconnected them and that seems to have fixed it i hope

#

1.1 did so many weird things to pipes and belts and stuff

frosty owl
balmy sandal
#

Just put down my first MK 3 miner. It's so intimidating. (cut to future me just upgrading them all for no reason)

unique cypress
frosty owl
#

If you don't care much for the flow rate, there's no such thing as too many pumps imo

balmy sandal
#

I even over clocked it (I needed 700 copper ore)

analog ruin
#

how to divise 2 output of 12.5 (total prod: 25) into 2 conveyors which are 10 & 15?

#

if someone have a design to show me

wind spade
#

or clock the producing machines to make 10 and 15 respectively

analog ruin
#

i can't it is reinforced plate

visual ocean