#math-and-meta
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copper is probably the easiest part
it's kinda crazy to get a max of 7,5 pasta for 3 full mk3 nodes of copper
It's 240 refineries
thats just one resource to process, its a lot more work to make all the other stuff you will need for that much pasta
instead of overclocking generators just build more
iโd save the power shards for smth like miners
I've been going all in on trains and drones to make it easy on those processes
I do have some factories going from scratch but not many
those are basically a necessity at that scale
I'm not like build the full nuclear pasta all in a place. Neither the radios or the fused cubes
i wouldnt expect so, regardless, go nuts if you are prepared for the work, we are all here to build stuff after all (right?)
i build all the prerequisites at different locations too
And i can finally have a use for particle accelerators
I am at 64 out of 115 power. Should i go nuclear before?
couldnt tell you, i havent finished phase 4 yet xd
if you plan of overclocking, i imagine there will be a decent chunk of overhead, but i dont know what you already have set up
you'll be fine, just don't sloop them
or if you do don't oc them at the same time
is there a spreadsheet of the best alternate recipes or smth?
or do i just want all of them
recycled plastic, Nice!
no, because there's nothing like "best recipe"
every recipe does something different and different people will have different preferences what they do/don't like.
You don't need to get all recipes, but if you like a recipe, just use it ๐
it'll also depend on location, what other recipes you use with THOSE recipes, what other items you're making.
if anyone tells you, in general, a recipe is 'the best', you might as well just roll a die and choose at random
There is this post which might be useful to you https://www.reddit.com/r/SatisfactoryGame/comments/1fekus9/alternate_recipe_ranking_10_optimizing_for
this is not a website, it is an exported "summary" (ie a simplified all-in-one-UI overview, intended for reference when actually building) of a factory plan, using the factory planner tool I developed last year
yes, minus that purple text i added later in an image editor, as a note
see above
you kinda want like at least half of them, but which half it is exactly depends on your priorities
very opinionated, wouldn't recommend to follow
it was not very well-received ("why would I bother using this when the planner website exists"), so I did not really continue development (in particular I never added the planned feature of ability to set recipe overclock or somersloops)
Yea... I used it less to choose and more to decide what to read about first.
Tools is also somewhat opinionated. Curious where the differences are in your opinion.
pretty much the only opinion in Tools is that it optimizes strictly for resource cost and no other factors, but that doesn't prevent you from making a plan that optimizes for something else
I think I posted it here when I first released it, saying why I made it and what it offers over the online tool, and was directly told that those things do not matter and that not being a website actually made it less convenient
you'd be better off using the community ranker than that reddit post. especially the one optimizing for effort, because imo that one's completely incorrectly made
the spreadsheet is so great that the author had to put asterisks on recipes that are so wildly out of place
iron pipe in D tier, encased industrial pipe and recycled rubber in C tier, suuuuurely that's ranking worth following
I haven't seen that. Is it a webpage or standalone app?
Awesome thanks.
i just assumed some are more useful than others
how many alternate recipes are there in game?
hilarious popularity contest, I love everything about this
I still think some of the recipes are far from where they should be, but it's at least better than that garbage reddit tierlist
Yea this is what I thought, which is probably good enough short of adding confusing options, though I generally have to still do some tweaking to disable recipes I dont want to use.
yeah pretty much every alt at the top of the list is great, with some major one-off outliers lower down (iron alloy, copper rotor, adhered/coated plates)
cast screws being 9th from the top instead 9th from the bottom is a joke lol
I personally find pure recipes overrated and those rank high there as expected
but diluted fuel being #1 and HOR #2 hits the nail beautifully
QW stator being above like 70 is a joke, same with OC SC
people vote based on vibes, not how useful the recipe actually is
QW stator isn't terrible but highly situational and definitely not #35
average low tier recipe popularity moment
there could also be bias that people don't know the later tiers as well
That I don't claim Tools produce "best" results or that a recipe is "34% better"
They are, but that assumes specific preferences. Every recipe is useful for something, but do you like/want that something?
Yeah, all those different rankings, you could roll a dice and make another from the dice results ๐ and it would be equally good
What I liked at first about the reddit post was that they at least tried to use some sort of weighted system, but it's true it didn't seem to work well.
It matches what I kinda want though, sometimes I'm looking to save power, sometimes to save resources. Generally I think I like to reduce the number of machines though. Or some balance between than and resource use.
@wind spade how difficult would it be to make the solver solve for lowest building count? (irregardless of new Tools being wip)
would be interesting to see what it'd come up with
That depends, is 0.25 of a constructor valued as 0.25 or 1?
Depends how many of them you need. If it's just 0.25 total, then it's 1, no?
I'd say 1, since you can't build fractional buildings, and we'll ignore the size of individual buildings for this
hmmm, then it depends if fractional buildings would produce a huge error in the result
for large enough outputs, 30 vs 30.1 vs. 31 buildings gets lost
you could do the opposite, use fractional buildings but factor the size
orrr the amount of I/O used, since that's what determines complexity
It's a matter of scale, fractional buildings dissappear with bigger scale. Depends if you're looking to optimise specific case or just recipe path
Amount of IO would be good too.
That's probably even harder
15 constructors is better than 10 assemblers, not necessarily by size but because you only have to deal with 1 input
isn't that just a fixed value for each recipe?
whatever you do, you want to avoid doing what logistics did when optimizing for area - creating 1 single machine using a different recipe than the 30 machines using another recipe
You want number of actual input sockets? Or am I misreading it?
it might be optimal mathematically, but it's useless
we're attributing weights to different buildings
smelters and constructors have a base cost of 1
foundries and assemblers have a higher cost, but not necessarily due to having a larger footprint, but due to handling 2 inputs
a factory isn't just the buildings but also the logistics, so while optimizing for "lowest building count", this is directly related
like is using every singe recipe for concrete what anyone's actually looking for?
how to determine these weights, I don't know
Then it's the same as number of buildings
ah I didn't get to my point
Just weighted
a 3-input manufacturer recipe has less weight than a 4-input manufacturer recipe
that's practically it
this affects packagers, refineries, manufacturers, blenders and PAs (QE always uses the full 4)
Weighted recipes are doable (but again, runs into "partial buildings" issue)
don't you always just round up anyways
also there are recipes where realistically the default clock isnt 250% but rather 200 or 225% because of some weird ratios
how is that accounted then
all of my machines run at 100% or 250%. never anyting else
ah okay i just saw a few reddit posts that said 1.0 changed sloshing a little making it less reliable
huh, such as?
it's always assumed that you have N * 100% + 1 * <100%
possibly? but those styles of things are just in the pile of 'things that are not very reliable'.
you might as well just feed the waste water in with a powered pump if you're going to do that
I use some for conversion for my ammunition factory
but othern than that, ficsite and fluctuators
i want to go get as many hard drives as i can
And fluctuators are just for power augmentation once I have enough power?
you need them for building too
Oh sure, forgot about that.
dimensional storage, eg
how did u get that visualisation?
satisfactory logistics
but yeah, matrices eat a lot fluctuators. 600 SAM/min for 1 matrixed augmenter
Then get all recipes ๐
it it possible to get all alternate recipies?
jesus, I didn't know this
i thought it wasnt
it is
yes, there's 5 more drives than you could possibly use
there are more hard drives than recipes
neat
Yes
that 600 sam has the benefit of it increasing a multiplier for power instead of being flat X MW..
Hmm wait actually... the cost of SAM per MW gained actually goes up faster than you get power out of it
Does that also account for the 3 hard drives needed for MAM research?
wdym cost goes up faster than power?
iirc it does
600 SAM per 5/min Matrices, right?
Alright give me like an hour then i will try to finish that train of thought, i gotta do stuff 
yeah, the MAM ones used to just be normal alts, but they were so overwhelmingly popular that they were added to the MAM so people could control whether and when they got the alt. Stills costs a hard drive, but it's a gauranteed recipe now
Oh I see
it makes sense tbh. turbofuel is not an alt for fuel
neither is compacted coal an alt for coal
The wiki.gg considers regular turbofuel as an alt lol I guess remnant from few years ago
is the idea for alt recipes to just turn everything into iron ore as input?
Iron Ore -> Iron Pipe + Iron Wire -> Steel Rotor
heh
there are a handful of alts that do that
that's just one of many ways to use alts, and this one is very expensive imo
lots of recipes swap resources around, sometimes quite significantly.
definitely a fun aspect of the game is playing with alternate recipe potentials
yeah there's no single optimal path for you to take for anything you do
the default turbofuel recipe is in the AlternateRecipes folder in the game files
it is alt, it needs HDD to get
there's no official definition of "alternate recipe", so wiki just assumes "anything that requires HDD"
I'd say that anything that has "Alternate:" written in the name is an alternate recipe ๐ค
that's one way to define them ๐คท
(but also we had cases where this name changed mid-patch, with just translations update)
as i look at alt recipes
i think some outliers exist
diluted fuel is just an outlier, its just better in all cases it seems, by a tremendous margin too
it's a lot more work
if my math is right, it literally just quadruples your fuel output per crude input
that's a trade off
Diluted fuel is critical in almost any project involving crude.
yea to call that a tradeoff seems like a flawed perspective on it
Indubitably
simply put, it's just so much better that whatever "work" we're talking about is irrelevant
the other outliers seem to be on the opposite end of the spectrum, like converting wood to coal lol
those alts seem terrible objectively, regardless of whatever argument someone might try to make
Yeah, it just involves adding some blenders and water extractors, but for the multiplier, that work is negligible
better is subjective.
Will most people be willing to trade teh extra work space and power for more out of their oil? sure
How else are you going to turn pigs into uranium rods?
I'd like to hear you come up with a better idea
what do you mean lol
not to mention that default fuel uses 40 refineries for 1600 oil, while HOR + diluted uses 20 refineries and 16 blenders. it's not even more work
`turn pig flesh to bio mass
bio mass to coal
use sam to convert it in a series of processes to turn them into urarnium rods
shh dont let objectivity interfere with the "everything is subjective" argument heh
What alts?
turn pig flesh to tickets and buy what you need in the shop
nah, uranium rods. That's where it's at
biocoal
Yeah biocoal is trash
and yeah, that heavy oil residue recipe also seems op
Diluted fuel is very funny actually
HOR + Diluted Fuel = objectively the best two recipes in the game
i should start planning my power upgrade into rocket fuel now, but i dont have the op diluted fuel recipe yet
yep, i have one of the two
im just looking at my options for fuel stuff and it was like "oh, literally 4x my output, wtf"
build it assuming you have it and get it after
What does diluted fuel use, again?
5 HOR + 5 Water = 10 Fuel
Cool
so basically make my regular heavy oil portion, and convert to fuel with the regular recipe first, then replace that later?
add recycled rubber and plastic and you get 4.5x more plastic/rubber per oil than defaults
here was my math btw for the curious:
60 Crude = 40 Fuel + 30 Polymer
6:4
VS
30 Crude = 40 Heavy + 20 Polymer
50 Heavy + 100 Water = 100 Fuel
150:400
3:8
6:16
i have the recycle plastic which i use
no, build it as if you have the recipe. blenders and all. the recipe is just not set. then you go scan drices
best if you already have drives and they're just scanning as you build
I could always help doing FEET work, if I have equipment.
I need: hazmat, gas mask, appropriate filters, blade runners, jetpack, fuel, a basher, a rifle (and ammo), a detonator, an object scanner, and a boombox
which rifle ammo
Any is fine, homing preferred.
you also need ladders
Not if I have a jetpack ๐
heh i like to ladder higher than my jetpack goes
u using packaged liquid biofuel jetpack?
mine is turbo
I guess i have been spoiled by ionized fuel lol
oh im not at ionized yet
LBF is great too though, if you just feather it on the jump key, you can still get pretty high
do the harddrive amounts match alt recipe amounts? or are there excess harddrives?
There are 5 extras
there's 5 more HDDs than recipes
6 if you did FICSMAS
7 then, since i dont count the bio recipes lol
I also don't count the bolted recipes and the 2 screw alts
tru
i read a trick that i use
when i get bad recipes, i actually keep the drive there
so i cant reroll the bad stuff
my favourite 3 drives to leave in the library forever: charcoal + biocoal, bolted plate + bolted frame, cast screw + steel screw
screw that
it still costs 3 drives but it does remove 6 awful recipes
Screws are really not so bad ๐ญ
heh the community turned me off of them immediately
so to be fair, i only have a biased lens to view them under
Steel screws are a mass production blessing!
Screws get a bad rap because they're cumbersome with default recipes
With alt recipe chains for Screws, they're no worse than Wire
not true, it's more complex
they are fine even with base recipes
Not quite #math-and-meta message
complexity is not number of machines
i dont buy that argument greeny, sorry to say
like, the entire premise is odd, seems correct that the recipe is simply overpowered (or strongest objectively, whatever wording is needed)
default fuel is one step from oil with solid sinkable byproduct
diluted fuel is two steps and needs extra water
what I mean is, Iron Rod -> Screw is one of the more annoying steps in early-game production, especially when you're learning the ropes
so that kinda turns people off Screws permanently, even after alts make them easier to manage
the recipes that use them are just bad
so yeah, DF/DPF is more complex
screws themselves are fine but I have 0 reason or desire to actually use them
water is also an unlimited resource in the game
it's still increased complexity
im not sold on that angle even being relevant to the power of the recipe
Like, yes, there is a tradeoff, and that tradeoff is worth it.
getting the product ratios you want out of Oil has a certain amount of complexity baked in anyway, so Diluted Fuel isn't that much of an additional hurdle
yes but not really much more complex for anyone to care
not only that, but anyone could argue that increased complexity is fun and "better" if they wanted, its not even a metric worth integrating into the equation
whether you care or not is up to you
doesn't change the fact that the production line is more complex
the whole idea is progression increases complexity in the game, in general
again, how is that even relevant to the discussion?
for you, sure
for some people or some cases, not always
i feel like youve lost the plot heh
discussion is about whether DF is objectively better
my point is that it's not because it's more complex
yea, thats a weak point so weak i give is zero weight and can even use it against your position
but only slightly, since again, it has no magnitude to it
anyways, i think everyone understands, diluted fuel is obscenely strong
is there a single person that wouldn't? water and oil coexist at every node location, that complexity might as well not be considered given that the nearby sulfur nodes also supply enough to turbo everything
how you weight it is relevant for your own preferences, not for "objective" evaluation
If it is 50% more complex for a 100% more product, is that not "objectively better"?
You could also say that Solid Steel Ingot is more complex than Default, but I can't imagine anyone citing that as a reason not to use Solid
If you say no, you are a clown
no
And there it is ๐คก
yep, its the same argument heh
side note, that recipe is great too
another top tier one that is just a net gain for little to no cost
if a car costs twice as much and has four times as much power, is it objectively better?
no it isn't, because some people may prefer cheaper car and not care about power because they need it for slower driving around a city
is sinking poly resin from shit oil recipe not also complex...
well no that analogy is inherently incorrect, more correct is driving a manual vs an automatic costing the same and the only difference that the manual saves 50% fuel
Abababab-- don't bring real life into this
number of steps is higher, number of raw resources is higher, number of byproducts is equal
there's nothing "less complex" about DF
(that's not me saying it's bad, that's just me saying it's more complex)
are you really considering water as a resource?
He is
yes, not all oil wells are near water
I'm feeling secondhand embarrassment right now
As an empath, I shouldn't be in this conversation anymore
I don't care about water usage
I care about having to find a place where more types of raw resources is, or having to bring them together
do you really think anyone uses that 900m3 well in the middle of the desert for plastic
and again, I'm not arguing that I personally would not use DF. I'm just saying it is more complex
all oil nodes are near water lmao
and if im not mistaken that has a pond next to it too
that depends on what do you consider "near"
The only one I would consider not "near water" is the one southwest of the dune desert, but even then, it's not that far.
Most people have belts longer than that distance.
that one has a water well 300m away
and a pond that can fit 2 extractors 200m away
look, I'm not arguing against your preferences
neither I am saying which preferences do I have
the only thing I'm arguing against is the "objectively better", which is just not true.
Oh shit, didn't know that, I never play over there ๐ญ
the objectivity is the only true part of this though, like what do you think objectivity and subjectivty are exactly?
so the use-case for non-Diluted fuels is if you are using one specific patch of Oil nodes on the map, and have not yet unlocked the tech to use the nearby water well
It's too bad you'll never win that argument, cuz the "objectively better" has been hyperbole this entire time
pragmatically speaking, diluted fuel is better than not using it
(Even if true)
plus objectively better or not doesn't matter if every single person will choose to use that recipe if able
"objectively" = "not influenced by preferences"
since your preference is to ignore slight increase of complexity, it's no longer objective
lol im tapping out
anyways, im starting my calculations for rocket fuel power
and comparing the alts, its fun to ponder
or for people that need small amount of fuel and don't want to build more complex setups and bring water ๐คท
Let's be real, who ever goes all the way to a crude oil vein just needing a "small amount of fuel"?
soooo you may choose to use the worse recipe
*simpler
not mutually exclusive
You really want just a small amount of fuel?
idk, someone who wants to make some packaged fuel to depot?
people have different goals lol
well i have a FMF 85/min that uses like 300 crude for 700 fuel to make frames
but yeah thats the only i can think of
Okay, well considering that that setup necessarily needs water to make the plastic for packaging, then you already will have water, so diluting is easy
canisters have alts
More complex ๐
lol
๐คก
I personally find a recipe that needs one item as less complex
also, here is my rocket fuel first path (simplest path, sink all excess, easy)
Path 1
30 Crude = 40 Heavy + 20 Polymer
50 Heavy + 100 Water = 100 Fuel
3 Crude = 8 Fuel
100 Fuel + 75 Nitrogen + 100 Sulfur + 50 Coal = 150 Rocket + 25 Compacted
2 Fuel = 3 Rocket
600 Crude = 1600 Fuel = 2400 Rocket
Which one recipe alt is that??
Oil is a case where even the simpler/default recipes have byproducts you need to manage or sink, and it takes some mathing if you want a particular ratio of fuel & solid products. So the simplicity upside is pretty slim
versus like, smelting Caterium where the default is dramatically less effort than the higher-yield alts
steel canister
but also "worse" depends on what you define as "worse", for example, if you're talking about oil to fuel efficiency, sure, I'd agree
So you're gonna now bring steel over to your setup for packaging fuel, adding another resource chain into it, to avoid water, cuz adding water is "too complex"?
You, sir, are a ๐คก
steel may be there already ๐คท
water may also be there already
steel is never already anywhere, it's made of two things
love and compassion, right?
those are the ingredients to steel if im not mistaken
because everyone plays the same as you, sure ๐
i dont have any Steel Nodes on my map, im not sure that's a playstyle thing
Greeny is so willing to save the use of the word "objectively," he's making claims that are objectively clownish
I have factories all over my map, I'm sure they are in different places than other people's
how do i calculate how much power i get from 2400 rocket fuel in fuel power generators?
divide that by burn/min
2400 รท (25/6) ร 250
divide by 25/6 and multiply by 250
[energy] * [fuel amount] / [power produced] = [number of fuel gens]
cool thx team
I'm a member of T.O.E. in my factory
rougly 230.4 gens making 144GW
Tracking Operational Expectations
no one pioneer should have all that power heh
the Rocket Fuel math is always hilarious if you aim for a fuel amount instead of a generator count
thats acc not that much power
i wish the rocket fuel made more items like rocket powered bullets
That's 119 standard lightning strikes
there should be a rocket launcher that shoots nobelisks
There is, it's called your arm
i want it in an automated rocket fuel powered launcher heh
seems like something the devs could add too
Lightning strikes are generally measured in Joules or Coulombs, not Watts
curious what you studied if you dont mind sharing
you sound like a scientist or engineer
Don't ruin my movie reference
Nanoengineering
cool, heard of buckminster fuller i presume?
so a mix physics, chemistry, and engineering
yea you sound like someone who knows those things, i went the civil and environmental engineering route (save the planet)
but now im a software engineer since i also like that
Bucky balls are the pi of nanotechnology, everyone knows them.
fullerenes heh
i read a few of his books, really interesting writing and thinking style for sure
do you still work/practice nanoengineering?
the guy who fullerense are named after
yep that guy
on my last year rn
oh nice, still a baby (not meant as an insult)
good choice, nano tech was always interesting
i wonder how general machine learning will integrate with it
is going into fuel energy worth it at phase 2?
or should i only make enough to cover my usage
also is homing AR ammo good? ( i forgor what its called i mean the black one)
fuel gives so much energy even with a basic setup
*power
yeah im looking at 125 generators i think
so about 32 250 MW i think
do it
31k *
ye i think i will
turns out i can only run 100 fuel generators :c
i believe i found a winner for rocket fuel
Path 1
3 Crude = 8 Fuel
2 Fuel = 3 Rocket
3 Crude = 8 Fuel = 12 Rocket
1 Crude = 4 Rocket
Path 2
3 Crude = 8 Fuel
3 Crude = 4 Heavy
1 Fuel + 2 Heavy = 3 Turbo
3 Turbo = 5 Rocket
1 Fuel + 2 Heavy = 3 Turbo = 5 Rocket
16 Crude = 8 Fuel + 16 Heavy = 24 Turbo = 40 Rocket
2 Crude = 5 Rocket
1 Crude = 2.5 Rocket
Path 3
3 Crude = 4 Heavy
3.75 Heavy = 3 Turbo = 5 Rocket
15 Heavy = 12 Turbo = 20 Rocket
60 Heavy = 48 Turbo = 80 Rocket
45 Crude = 60 Heavy = 48 Turbo = 80 Rocket
45 Crude = 80 Rocket
9 Crude = 14 Rocket
1 Crude = 1.56 Rocket
Path 4
3 Crude = 8 Fuel
22.5 Fuel = 30 Turbo
3 Turbo = 5 Rocket
3 Crude = 8 Fuel = 10 2/3 Turbo = 17 7/9 Rocket
1 Crude = 5.93 Rocket
Path 5
15 Fuel + 30 Heavy + 22.5 Sulfur + 22.5 Coke = 45 Turbo
40 Heavy = 120 Coke
15 Fuel + 30 Heavy + 7.5 Heavy = 45 Turbo
15 Fuel + 37.5 Heavy = 45 Turbo
3 Crude = 8 Fuel
3 Crude = 4 Heavy
5.625 Crude + 28.125 Crude = 45 Turbo = 75 Rocket
33.75 Crude = 75 Rocket
1 Crude = 2.22 Rocket
Convert Crude to Fuel, then Fuel to Turbo, then Turbo to Rocket
Recipes include: Heavy Oil Residue, Diluted Fuel, Turbofuel, and Rocket Fuel
I suggest you check your math
probably a good suggestion lol
or use a planner to do this in 5 seconds ๐
i like doing the math
because, afaik, the max is 4 RF per 1 oil
i join this discord an this is the first thing i see ๐ . end game is gonna kill me
so nearly 6 sounds sus
and also, oil efficiency is not the only thing that matters when making RF
idk my math seems right on that one
what am i missing?
Path 4
3 Crude = 8 Fuel
22.5 Fuel = 30 Turbo
3 Turbo = 5 Rocket
3 Crude = 8 Fuel = 10 2/3 Turbo = 17 7/9 Rocket
1 Crude = 5.93 Rocket
What is wrong with this equation?
max RF is 4 per 1 oil
where is the math wrong tho
8 fuel is 6 2/3 TF
maybe i wrote the recipe wrong? seems to not follow from the lil equations i made there
TF recipe is 6 fuel -> 5 TF
it's 6 fuel to 5 TF
yep i had written it wrong, as 30
prob was reading different lines lol, lemme fix
3.70
sad times
SAME! Iโm sitting here planning my next coal factory upgrade to MAYBE make 2-3GW (compared to my 1500MW currently)โฆ it makes me excited though XD
so basically for rocket fuel, skip the turbo intermediary
if you want max oil efficiency, yes
i kinda wish that the first path (simpliest) wasnt the best lol
it's not
it's the simplest and most oil efficient
but it costs a lot more of the other resources
is oil not the most limited resource in general? that was kinda my perception
no
No power is the most limited resource XD
since you basically triple it with alts, it's very common
Oil stretches incredibly far with alts
patience is the most limited resource in this game
only if you're doing TF or TF-based fuels
(which I personally wouldn't)
im not sure what to control for since i suppose i have excess resource nodes of everything with such a big map
to control for oil, use fuel to rocket directly, which is simple enough
its what i'll probably do, but im curious about the pros/cons of other options
basically the only 2 options I would consider
the differences in resource costs are not insignificant
what tool makes those graphs?
The way I think of "limited" resources is, "how likely am I to devour entire nodes and still need to go searching for more?"
which shifts over the course of the game, but Oil is one I rarely feel like I'm running out of
yea i realize now that i think more about it (especially with context of alts to boost fuel), oil is abundant enough to not worry much
so with method 1, the real limiting factor is that you consume lots of nitrogen it seems
you'd only want to save oil if you're planning on going all in on oil diamonds
other than that, oil is very plentiful
actually its not much different nitrogen-wise
#2 uses no coal and a lot less sulur. those are the main differences
another question could be "how much power do i actually need?" at some point, although i want a tremendous amount heh
i see, yea big differences to be fair, worth considering
i bet its location dependent in terms of which path to pick
like i bet there is a spot that is ideal for path 1 and a different spot that makes path 2 more appealing
idk though, interesting to ponder, really cool to see options
What's the threshold for a pump to not be yellow status?
It's yellow if it's exceeding headlift or (iirc) if there's no flow (ie: pipework ahead is full, can't push more fluid, or there's no fluid from the source)
yh but it feels like i come home after work to start another shift haha. its good fun
is there any websites or things that can help with math and creating more complicated lines? im spending so much time just making 1 production line lol
https://www.satisfactorytools.com/1.0/ for example
Agreed!
Along with what @wind spade mentioned
Itโs also nice you can put your save file in there and it overlays the map with all your machines/belts/etc
wouldn't recommend their planner tho
I havenโt used it, out of curiosity how come?
it can't deal with loops or byproducts and can't use multiple recipes per item
also in their "realistic" mode, it makes horrible layouts
Noted, Iโll keep that in mind when I am planning something worth using a planner for XD
the more i look at it, the more i realize that oil REALLY isnt the limiting factor at all for power generation via rocket fuel lol
its actually not even particularly relevant, other resources will limit much sooner than oil, it seems
That's also the case with turbofuel, it's always the other things that limit it
Generally sulfur, unless you do Converter loops, which are themselves power-hungry.
Yeah, it's a limiting factor as in you should build somewhere near oil, but the actual quantity of it is not very important
at 1200 oil you're already looking at a few hundred gigawatts
Hi All idk how to ask question in the question chat but i dont think this is a hard question ,,, i want to know if i run 600m^3 of oil through a mk2 pipe ,, will that still work if say the input=600 output=600 ? if not will i need a buffer tank to make sure 600m^3 is actually leaving the pipe ?
you never need buffers (apart from train stations) and usually they hurt more than help
your setup will work if the feeding side eats fluids fast enough
alright thank you !
Is there a tool that helps setup power priorities and model power usage with various connections switched off?
whats the best way to make steel? coal and iron or another alternate recipe?
Coal and iron bars (solid steel) is pretty good.
Especially because it lets you use pure iron.
for steel beams and pipes is it worth using molded recipe?
I'm doing iron pipes rn actually.
that depends how you define "best" ๐
Leached > pure ๐
But then you might as well do compacted steel and not deal with liquids
Why would I spend sulfur on iron?
Nearly double the rate per machine and about 7% better conversion
is it bad if i need to use 2 caterium nodes for just 1 factory?
Yea, I can see it if space is your biggest concern, but I need to save my sulfur.
yes, cheapest way
Caterium is rough until you get the pure or leached recipes, so yeah, that's understandable
Then yeah, you'll be fine. And once you do upgrade miners, you can switch down to only 1 node.
Or increase your capacity again
also
this is by far the biggest project i ever built
and im a bit scared
bcs looking at the most optimal recipies and stuff its like 2/3 of the cost
if not less for some materials
but getting alts is annoying and takes a boat load of time
should i just build it rn or get all alts i need first?
Fuck it, we ball
https://www.satisfactorytools.com/1.0/production?share=3gb21irNrtHkP1UvRRbl this is the hyper optimised setup
just with 5 less high speed connectors and circuit boards
I was able to confirm that my caterium setup is working properly.
is it accurate to say that pipes are automatically load balanced (aside from the sloshing type of issues)
that looks nice!
Generally speaking, a properly-built pipe network will balance itself.
The tricky part is defining and building what a "proprerly built" pipe network actually is.
pipe manifolds are as load balanced as item manifolds are
so not at all
lol
Actually, yeah, you're right. They work by filling up in sequence.
Sometimes I get the terminology mixed up, I was thinking "evenly distributed to the point where no machine goes idle"
Also: CONFIRMED. 600 + 600 = 1,200. You're all welcome.
Love the cave builds.
any reason to use industrial fluid buffers in my rocket fuel power plant?
just built this thing
might think about how to streamline the timing clock
anyways good night
Hey there, hope youยดl have a nice evening! I have an powerplant with 40 nuclear power plants, each overclocked 250% so it creates over all 1000 nuclear waste and I was wondering how I continue now. I want some blenders to create non-fissile-uranium and particle accelerators to create plutonium pellets but Iยดm not able to do a clean math behind this. Does anyone have an idea how to use every nuclear waste as optimal as possible?
optimal for what? do you want to make as much plutonium as possible or sink it as easily and cheaply as possible?
My goal is to create Jacked Plutonium Cells, hope yk what I mean. Sry for not clarifying that.
no, I don't
I want these ones as the final product
why?
to craft Plutonium Fuel Rods so I also can Burn them in the power plant
then the goal is plutonium rods?
the most you can make from 1k waste is 26.(6) Pu Rods/min, but that needs 1000 extra uranium ore, or 8.(8), and that's without any extra uranium
Math is mathing
The displays fluctuate a few ppm just due to the nature of irregular production.
ok thank you
My internal belt is at 1180. Can't really squeeze much more out of this system.
Trits sounds like a term used to describe triple critical hits. (IE, you'd modify your base damage by your critical modifier * 3)
Although in some cases, i've seen games with stacking critical hits that apply their bonus multiplicatively, rather than additively.
Have you considered a belt speed regulatorโข?
You mean like the score bonuses in Lego games?
squints
Possibly. I am not familiar enough with the way that works.
Oh. Well basically, if you have score x2 and score x4 active, it's score x8 instead of score x6.
Quick example: let's say you have 100 damage, and a x2 crit multiplier. Additive would mean a trit would give you 400 damage, since it's adding the same amount for each instance, but multiplicative would leave you with 800 because it's multiplying the previous result.
Yeah, that's multiplicative modifiers in a nutshell.
I play a lot of Path of Exile, so this particular brand of calculation is nothing new to me, hah.
I can explain if that's what you're asking.
Eh, i'm going to explain anyways, who am I kidding.
What happens when the storage fills up?
The basic idea is that it takes a buffer container, and uses the belt speed of the output of a base value, then splits off the precise amount while merging the excess back.
or am I missing that's a sink, and it's sourced on the other side?
It doesn't, as long as you are inputting exactly as much as the output is letting out.
Oh, yeah, there's an overflow sink at the end if the dimensional depot fills up.
I see no dimensional depot here.
It's in an entirely different location, but it's not really important.
Just that that belt there leads to it.
So I know i'm making 45/m HMFs. In this case, that's very each to achieve by splitting a MK3 belt (270) in half (135), and then into three (45)
Seems like fun to build and see working, but ultimately useless lol
Pretty much. It does have some niche uses when you're dealing with bulk cargo transport, like at train stations. But I mainly use it for belt aesthetics and even flow.
that's basically a belt limiter? with a container in it for some reason?
Define belt limiter for me so I can be sure we're on the same page.
I'm dealing with some pretty weird numbers though, since this is part of a recycled rubber/plastic system operating at very near capacity.
a setup that limits a belt to a specific throughput. if fed less items than the design speed, everything gets through, if it's fed more, items are allowed to pass through at the design speed and the input belt backs up
Yeah. Weirder numbers are harder.
I thought the storage would be to sink excess into a depot, but that seems to be elsewhere.
Okay, the difference here and the reason for the container is that this system is designed to have even spacing between items on the output belt.
As long as you're not trying to split off ฯ, or e, or โ2, or anything else irrational, it's always possible to build a ratio/rate splitter for that mumber
Yes. I mentioned that the other day.
This isn't really a good screenshot of it, but the sink is there, on that roof.
But I really don't need to deal with that many joints.
You can also see the dimensional depot.
Yea, I guess the storage unit is acting like a buffer indeed. If production is highly irregular, like was my original point.
In this case, it's heavy encased frames, which output three at a time.
But I would have thought the feeding belt would do the same thing tbh.
why do I do this to myself
This is... not the best screenshot of it, but you can see that the "tempo" of the belt is even.
I just finished building 161 refineries. I feel you.
Ooh, bolted frame? Underrated recipe.
the biggest mistake here are the recipes lol
There are two kinds of people in the world, apparently.
the numbers work out perfectly
it took well over an hour of tweaking and trying different recipe chains and combinations of alts before I could make an HMF factory that did not have a ton of leftovers of random intermediates
so compact and nice
and the convenience of no tethering to coal for this is also nice
You and I are kindred spirits.
why not just clock the intermediates right?
I was - there was no way to get them to all line up
HMFs have no byproducts?
read what I wrote
... i did. You can always clock machines to make whatever pm you need total
which is what is confusing
it's still your choice to make extra intermediate products...
Wait. You look familiar... have I seen you on Earendel's discord server before?
you can very easily just not make them
here is an example of an abandoned idea I could not make line up
I was talking to KYO
I am on that server but I do not think I have ever posted there
I might have seen your profile picture in the sidebar.
ok I have, but not in two years https://i.imgur.com/FSSj5kS.png
sure but I truly don't understnad how you c ould have possibly have gotten extra intermediates
in isolation yes
I'd just build this ๐คทโโ๏ธ
I once randomly ran into one of the people I raided in FFXIV with during the single tier I raided on Earendel's server, as well as an old minecraft content creator I used to watch.
but not when you have to make every recipe line up
wdym?
you don't have to tho
Is the goal building count?
at least, not without leaving tons of "wasted opportunity" in the form of using only like 87% of a node's output
what do you mean
I see no point in wasting time and effort on using more resources just so it's 100% of a node
I want to know specifically what you're trying to keep lined up and balanced. Depending on what it is, I may have some suggestions, because I play VERY similar to you.
if it's 87% utilzed, it's still 1 node occupied
Yes, but some of us play this way.
it literally doesn't make any difference in node usage to use 100% of it
I don't want to leave a node half-used because grabbing the excess from that node later on is harder if it's already providing for something. It's just personal preference, you don't need to... do this, again.
I try to make my subfactories as efficient as possible, with that meaning "the most possible yield of the desired product(s) given the input nodes it will have"
so just put a smart splitter on the front of it to over flow to a new spot when yo uwant to use it
surplus in intermediate steps represents lost potential output
I see y'all are just... continuing.
and incomplete node utilization represents major lost potential output
so reika, we were talking about you getting burnt out the other day?
this will be a huge reason of it
if you're not gonna use the node for anything else anyway, what does it matter that it has extra capacity?
you wil never use all the nodes on the map >.>
I know
Can we stop focusing on the "why" because we're clearly not going to agree, and instead focus on the "how", since that's actually relevant?
as yo uwill never be able to use al lthe nodes on the map, you're either wasting everything anyway or wasting nothing
Okay, i'm going to go resume decorating this uranium node and/or play Touhou, then.
ty
aside from cutting your major projects in half, I think you really aught to try to be zen about node % usage because of that. Unless you really think that's a core part of the fun? but it doesn't sound like it
and if you absolutely have to, use SF tools. You can input the resource restrictions you have and then hit maximise.
I restrited this to 600 iron ore for example https://www.satisfactorytools.com/1.0/production?share=cYLOIkUIbHVjn12FzNHN
(you'd probably want to restrict it further ofc)
no, but wasted potential feels awful
like on some level I am aware this is an overreaction to the past
ie this
and I am also aware of the fact that this is rather seriously overbuilding
like as mentioned previously I started doing this in my U8 playthrough and in that playthrough I completed entire tiers in a couple hours from the production
that was not remotely necessary
Future proofing is a bigger waste since you donโt know what youโll need
Whatever you build now just wonโt fit
Plus you know, you frying your brain means youโll do less
I suppose the core issue is that I am struggling to strike a good balance between the two extremes
Build what you need for now ๐
Build a new factory on the future
at one end you have the winging it, where you build a little of each thing, maybe enough to complete the current tier in a reasonable time, and then you realize you need 25x that amount to complete the next tier in a reasonable time, and so it takes 90 hours of letting the factory run before you have enough
and at the other end you have what I am currently doing
historically that is what I did and it too was a painful slog, just in a different way
HMF in particular is one of those parts I still have a kind of PTSD about
But at least you didnโt build things for nothing and burn out trying to max a node
from memories from past playthroughs of waiting days of playtime just to get enough to do anything
this is true
and the fact that the futureproofing "front-loads" all the grind does not help either
and the reminder that future proofing generally doesn't work as you don't know what you'll want/need :\
HMF, computers and supercomputers, turbomotors
those are the worst ones
well having completed the game - though granted not in 1.0 - before I do have a good sense, I think
and indeed most of the cases of this tend to be my first playthroughs of a game
if you don't know the locations you'll choose and the recipes you choose this time and the PM of everything... it really doesn't work :
but ok here's a thing
is the main goal to finish the tiers and get to a point where it's a sand box?
as a random example my first Techtonica playthrough I was waiting hours and hours just to get enough advanced circuits, because I was not producing coolant, plantmatter frames, or atlantum remotely fast enough, not having scaled up enough to meet what would end up being the demand; future playthroughs never had that problem because I built big from the beginning
well as stated previously I lose motivation once there is nothing left to work towards so while the answer to your question is fundamentally "yes", it should be kept in mind that there will not be a sandbox phase afterwards
if the choice is between wasted potential resources and wasted actual resources, I'm taking the first one
this was a thing even in factorio; I described a kind of PTSD with HMF, but I have the exact same thing with blue circuits and the like from my early factorio playthroughs
Hmm so the whole point is just ticking hte boxes?
Well... if that's the case you could stlil do the Cobalt Method for going up the tiers.
it's not efficient but it's fast and you wind up with tons of parts
less "ticking the boxes" per se - ie it is not about arbitrary task completion - as it is about experiencing the content
but what is the cobalt method
basically get like 1 pure node's worth of each basic item.
I'll tend to cut otu screws and do iron wire instead for and other screwless recipes for it.
1st floor - ingots
2nd floor - constructors
3rd floor - assemblers
ect
have large buffers between each group to store up thousands of parts while you do things
when you unlock a new item? belt it to a new section , let over flow do it's work
leave space to the side of the smelters and constructors to lengthen the process when you get new belts
minus the "pure node's worth" part that is basically what I did in my first couple of playthroughs
all the 'pressure' from the thousands of items that back up while you get hard drives ect make FAST production
and hell even early on in my U8 playthrough
if you're doing that as a starter it gets messy. But with some logistics practice like you and I have it's not nearly as bad
like this is downright tidy
process -> feed upwards -> process -> feed upwards (sometimes to the side)
seeing that makes me wonder if I should mention an additional possible difficulty I struggle with - I cannot stand "janky" looking builds
define janky
like yours is not bad really, though I avoid "free-placed" splitters and mergers on belts, especially angled ones
basically anything that, for want of more specific description, looks "silly"
ah, well that's not too hard to avoid. I could have spent more than 2 seconds on that >.>
obviously clipping is the worst offender by far
fair. But yeah spending more than 2 seconds isn't a big ask xD
(note I mean visible clipping, rather than BB-only clipping)
but spaghetti and random belts just to make stuff work is not much better
belts can weave in complicated ways, and indeed I like that
but haphazard "just get things from A to B" and I look at it and hate it
shit like this https://i.imgur.com/syBXRm3.jpg
that is from my first playthrough, in 2020
in any case I might advise you go back to initial method with better belt skills.
that was my 1.0 starter factory where everyhthing got made
those manufacturers are the HMF, computer, etc ones
have the whole album if you like https://imgur.com/a/DwxOVVP
anyway I have aggressively avoided doing that ever again
i mean that's real mess
yes, it was - but that is what happens with no real planning for the future, since you have no idea what the future will contain
this could be tidier w/o much effort
it is not coincidence that that was my first playthrough
and some tools not present in U3, like straight build mode
also the 2D zoop mod
hell zoop itself was not a thing in U3
yeah, SMART! was the go to
remember having foundations slightly misalign when mass placing them
sigh
So I have a minor dilemma. I'm building a factory to supply my depot and I have a lot of production which both needs to feed the depot (when I take things) and feed downstream production. My issue is that without building a lot of belt limiters, I'm not sure how to effectively sink stuff without setting it up so that later production will starve earlier production. If that makes sense.
smart splitters?
i may need more info, but I can probably help
how do you reconcile tidy/organized with fitting the terrain and foliage
that is also something i struggle with
that is 100% just practice
I have a ton of practice, but that does not make it easier
build up. Start with a vaguely flat spot
be it SF, Factorio, Techtonica, DSP, whatever
easier? no. but you get better results.
I always find myself awkwardly running out of space
honestly, the location of that factory is in one the least flat spots in the game and it was fine
all because I am unwilling to destroy some major scenery item
that is basically what I do but then you have a giant floating platform factory
yeah, my time on Fulgora in Space Age was... something.
which is...also what I have been doing, but that too saps my motivation
not if you ahve floors like that last image
since it falls well into the janky category
then it's a proper tall building
yea, but they only help so much... since let's say i'm making 60 HMFs. I need 30 to produce the rest of the stuff in my factory, but I also want to upload 30. The numbers work if I used belt limiters to set things to 30 each. But if I take HMF out of the depot, then I have no way to not starve the production.
one of my main Factorio mods is solely designed to punish standard "clear and pave it all" play styles
pulls wans if you want I guess? I couldn't be bothered
what do you mean
feed the further production first, overflow to depot, overflow from depot to sink
you should see the arguments this has caused
there are a few reasons I do not play MP of these kinds of games and that is a big one
wrong reply
meant to reply to this, but it scrolled as I was clicking
i know that feeling. i get super picky about how things look.
multiple floors doesn't not make sky infrastructure
I also hate sky infrastructure ๐
That's basically my plan, but since I'm rounding up in a lot of places I'm worried I'm going to starve the lower productions while I'm making later stages.... though now that I'm saying it out loud, I'll sink the later stuff too, so it's not like I wont discover this issue and fix it right away.
i was able to play modded minecraft with friends only because they let me design everything
you could, pretty easily, put walls and pillars around that and it'd just be ab uilding
same, especially when the things giving the visual appeal cannot be replaced
oh jeez this gif is even bigger than the other one
MC is pretty low-pressure about this since some worldgen stuff aside almost anything can be rebuild/recreated
but stuff like the big trees in Satisfactory? Not so much
while true then you have a box factory
shoutout to those trees that have massive hitboxes that collapse if they so much as think about the concept of an explosion
which is better but not much
there is a reason I use gardener's toolkit
I guess this is a good argument for not putting my depots inside the factory floors... which I was thinking about avoiding anyway to make a nice mall.
depot = train depot?
dimensional
you can make wings and have bits stick out non box like? but that didn't sound like it was a huge factory in just finishing the phases
after about 20 save reloads from my U6 playthrough trying to nobelisk that buried slug by the former coal node in the northwest north forest, without killing the trees
ohhh, gotcha.
i can't find another image of my fulgora build but this sums it up pretty well
i actually did eventually replace the above thing with this whole train based system
for some reason, for me, fulgora was constantly having way too much holmium (???)
oh right I forgot about this feature. this was my starting island.
honestly though vulcanus was even more chaotic as I& tried to build around the cliffs https://i.imgur.com/l1l1d5v.jpeg
I really need to go play SA again
people like to complain about my rail lines
and THIS was me after mass producing foundation
maybe I'll get to shattered this time
this was probably my most complex build. i wanted to use the new train interrupts and... i forget the word, but the thing that lets you make them... more flexible in where they choose to go? basically it's a bit recycling facility.
i remember feeling somewhat dissapointed at the lack of need to actually obtain that many resources on aquilo
I was going to do that but could not keep up the motivation
after I largely completed the techtree i just kind of lost steam
half of my playtime was designing the promethium ship tbh
and I am not exaggerating
and then for vulcanus I tried very hard to build within the canyons and flat area
note to self: stop uploading gifs
but due to lack of time I didn't get to design a ship that could get all the way there
i spent a few hours on mine and I did use it to get Pm
i am 99% sure that it is not intended to be possible to do so
by the time I had time again, I lost interest in factorio
but I never could being myself to bother with more than about five trips
what did i walk into ๐
i had the same issue in DSP
i did, however, build a fully automated ship for promethium chunks that i am uploading a very important gif of
never even finished my sphere
oh, I spent 150h on mine lmao
i had biiig plans that I never really did anything with
by the way did you know I really like building railways
trains on gleba? despite lurking on the factorio discord and reddit from time to time, I don't think i've ever seen anyone do that
that is another thing i struggle with in SF - rails are a huge pain to build if you want it to not look insabely janky
it made sense up until the point where I realized I didn't actually have a need for the scale of production that required them?
this was mine https://i.imgur.com/irr9oKD.jpeg
honestly, I was getting bored around the time that I learned that they had changed the ability to recycle aquilo-produced rocket fuel to get a net gain
also i need to go for a bit as i have to go pick up dinner
because I had set up all of my trains with legendary rocket fuel imported from aquilo
was a pretty good excuse to stop
but maaaaan. I hated my nauvis spawn
my chonky promethium brick
you can tell because of the comparative lack of rails
it's like. all goddamn desert.
I nearly hit 1 science per tick
I tink it's like v6?
here's the galaxy of fame instead of me just posting screengrabs
it's kind of a shame it doesn't show my labels, though. i spent way too much effort on making fancy labels and giving random geographical features really weird pretentious names
as for DSP, I actually have completed quite a few spheres. the problem is I get addicted to making really ornate ones
and since i'm already completely off topic, here's my second mirror of kalandra drop in path of exile.
I need to play DSP sometime. I played it for like 5h years ago, steam didn't accept my refund so it's been sitting in my library ever since. It's definitely much better now than it was on February 1st, 2021
it's quite fun. i rather have enjoyed making my mech look like a robotic dragon with shmup options that appear when in flight
oh and. yknow. the factory parts.
those are also fun.
often times something like this can also be a basic layout depending on size and belt speeds you have access to
I did see that. Guess ill freehand my manufacturer layout.. have expanded it and want to clean it up.
I guess the key here is to never split off production before the end of a earlier stage, or else I wont be able to sink it without straving things.
when you come to making hte Manu group shift around the machines a bit before finalising it and hooking everythign up. once you get basic logistical skills it's ver yfast
DSP is amazing, but maybe wait for the next big update when they release the other half of space battles
Hey all, I have 20 refinery in a row now, I've got them making plastics.
Using 30x Oil. 30x20 = 600
I have 1x T2 pipe feeding them all, but having a slight issue where some are turning off a lot of the time. Like image attached:
Do I need to add pumps to make them all work? Or should I feed from above?
bring them up to the surface and feed at input level
and use a loop like this
Yeah okay, so no go from underneath?
its possible but very finicky, especially running at 600 flow
I don't recommend it to people
Yeah okay - I'll try above! Now I have to redo 80 refineries ๐
Output fine under?
sure but you might have an issue when it comes up.
and you shouldn't need to change much just by having hte loop above the surface at least
you could also try having 2 completely independent 300 flow pipes feeding from below first. See if that works.
flood the system after you've made the changes
I wouldn't bet on it working but it would be very little work to try
build the 300 flow pipes like this and it'll very likely work
but again, I don't recommend bottom feeding. It's fiddly. I do it but I've got a lot of practice trouble shooting things
Hmm very interesting looking, I haven't given myself much space under. so I will try the 600 above first then if that doesn't work I'll try the 300s. That way I dont have to rip up the entire floor as well ahha
Actually i'll just rip up the floor, it's all blueprints anyway
Actually, quick question about the whole "pipe from underneath" thing.
Based on what I heard from McGalleon, it has to do with the pipe connection... direction, or something? Basically, what i'm getting at is, if I put a length of horizontal, level pipe between the machine and the downwards pipe, would that prevent issues, assuming I let the system saturate first?
I ask because I have been finding recently that that particular "rule" has been limiting my options when routing stuff.
I'd have to see what you mean.
but you might be mixing stuff up with VIP things and junction directions?
Definitely not that. Let me just do a quick mockup.
Sorry for the haphazardness. I am building a railway.
oh ok I see what you mean. No I don't believe this would be a reliable fix to bottom feeding
Hmm. In that case, what exactly is the point at which fluids that need to travel upwards stop having the issue?
So a lot of hte issues with regular manifolds is that fluids will flow backwards from a junction whenever a gap is made
this is made worse by a number of factors
and gravity being a big factor will make it worse and still impact it from the bit that is going down
It's the same issue you normally get from pipe manifolds, but worse cause gravity
Oh, wait, manifolds? Would that mean that direct connections or split/balancer-style pipelines would be OK?
direct connection bottom feeding? usually works like a charm
if you're direct feeding a fluid pipe you can do nearly anything you want to it and it'll probably work
Yeah, it's a shame there's nothing that consumes 600/m of crude oi- actually... wait.
Most people don't build that way though so I don't really tend to bring that up
you can do nuclear gens like that pretty well yes
one of hte reasons it's great to put your nuclear gens above water
Ah, dang, oil diamonds are a base of 200/m.
Yeah, I have done nuclear generators with bottom feeding like that before.
you get teh same effect with water as with crude
I don't trust them to run at 600/m water though.
my observations of crude/fresh water suggests they're also more stable. Probably because the extractors have larger buffers
it works pretty well. I heard there was a small fluid bug a few months back though with it? I think it got fixed
I think that's moreso because the rate of extraction is more constant?
Like, most recipes that produce fluids do so in batches.
SO an interesting thing I found
I was using a modded water extractor that was outputing 3000 fluid pm
5 outputs xD
Ah, that would... explain some things.
but the extractor itself still only had a 200 (?) fluid buffer internally.
and in a number of situations I found I needed to use a big fluid buffer to help stabalise the damn thing
and I mean a big one, had many inputs/outputs
Hmm. I wonder... would fluid buffers with multiple ports solve the whole "i don't want to use 600/m oil pipes" issue?
...Probably not, unless one of the ports was input only.
in what way? like having 300pm out of a buffer?
because generally extracting 600 oil pm is very stable. Often don't even need a loop
I've... had many bad experiences with it in the past.
you do learn how to lay them out cleanly.
At some point I just stopped fully overclocking pure oil nodes.
at worst, I have used a loop at different times on it
Believe me- i've tried countless things.
really? that's a shame. I'm sure there would have been some easy tweaks
eh, if you ever feel the need again give me a shout
I'm sure I can help you sort it out
It would sometimes work for a bit but at some point the extractor would just not be able to run 100% of the time, because oil was not getting to consumers.
But this was like. Years ago, too. I've not trusted running pipes at full capacity for a looooong time.
So there are things that are not super reliable with pipes. And some people claim they always have 100% success rates with them. Even giving them the benefit of hte doubt they aren't missing a stutter, I have to assume they have a particular habit of buildign things in a certain order and certain way that helps them
it could just be you have an odd little habbit that's making it a bit tougher
I mean there was the fluid deletion bug back then
Yeah, I was so glad when that was fixed.
Lets me do Instant Scrap and make the acid purely from byproduct water, among other things.
Honestly, this is entirely possible, but I don't find it very plausible given how inconsistent the problems would always be in terms of how they manifested, and the amount of time I spent reworking pipe systems that weren't working.
Remember that I build those belt flow regulators just to make outputs evenly spaced. I would get super obsessive compulsive over those flow rate issues.
ime patched systems are.. not great. You tend to lose track of everything.
I wouldn't say they were patched. There was a whole lot of just starting over.
xD
I've also just had other.... weird things happen with pipes that i've never had a good explanation for. Like, I was working on an aluminum refinery setup, where one of the VIP junctions I was using would just... not work, sometimes, usually when I was away from the area.
That's what yo uget for playing with black magic ๐
j/k. They are weird though
I've never really trusted them
It was identical to the other ones nearby that also worked. I could never figure it out- I actually had to just package and sink the water at some point because it would not stay working
well there are those things about the direction of the junction and the number of actual pipe segments used. It's very difficult to get completely identical systems. Sometimes order of operation matters too.
It's the main reason I don't like those systems
Actually, similar issue happened with a quartz purification setup. Exactly one of the blenders would back up, despite all four being identical.
I'd have to see to really comment ๐ It's always possible how you were doing it was pushing some limits and worked as edge cases
There's lots of ways you can push pipes to make work. A lot of them though have varying degrees of replicability
I actually have a picture hidden away of it, but it probably won't provide much info.
oh yeah I don't trust those valve/buffer waste systems at ALL
I know the valve on the left is limited. That was just an attempt to do something different to see if it worked.
(It worked until it suddenly decided to not work.)
they became a short fad after this one ass made a video of them. Had so many people come in with problems
I'd rate VIPs as more reliab
maybe you had too many/not enough pipe segments? xD
For the record, the design in the image was just something I came up with on my own based on desperation and a vague understanding of fluid mechanics
oh right. Some jack ass made something very similar for bauxite. Put it on youtube. And cause a ton of people crying about their pipes to come here
I think I just concluded that that particular blender was haunted at some point.
I mean I assume the very similar video one worked for that guy too. I don't know how many times. But I doubt they were such a terrible person that they'd post it knowing it only worked half the time
On this most recent save, despite how it made me feel sad, I set up my bauxite refinement to turn the byproduct water into concrete.
It actually stopped making me feel sad once I remembered that having a stable supply of concrete is really useful when you build a lot of foundation, and I don't actually understand why I didn't think of that immediately when I made it.
You realise sending it to wet concrete is just another way to keep the fresh and waste split right ๐
The vip junction is vulnerable if the line fails if I remember right.
Yes? I'm not sure what you're saying, here.
f
solution machiens running on fresh and waste. Just not connected
the main reason I recommend it to people is that if it doesn't work it's almost certainly human error
To rephrase: I would prefer to recycle water and recycle it into the inputs, but time has taught me that trying to do that is not... consistently reliable.
this method is rock solid. Basically unbreakable
And you can use it with some nuclear chain parts, and dark matter residue
I mean, you're basically describing the encased uranium cell acid method, aye?
Possibly? there's a number of methods for it I'm sure
Three running on outside acid, one running on the byproduct acid from all four.
sounds about right. Extremely reliable
like I said, if it doesn't work it's almost guaranteed human error
misclocked something, forgot a connection, that sort of thing.
I actually determined that I could do something similar with distillica if I used a specific amount of raw quartz to start with.
yup that's my plan with distilica
contained units with some machines running only on waste
Which I... think is one using outside water, four using the byproduct?
I keep confusing myself because my planner here is doubled up.
By those numbers in the image that sounds right
I've only made vague plans to make a Supcomp factory with it. haven't pondered it that much
But five blenders handles 1,200 raw quartz, so it lines up very nicely.
yeah it just looks like a very fun recipe chain.
Almost makes up for getting rid of steel coated plate
Mmm... I have mixed feelings on that.
The removal of steel coated.
I get why. They wated iron coated to be used
But I just liked it so much.
iron plates are, arguably, the simplest most basic item to produce in the game
It just kinda makes more sense to not have two iron plate producing recipes that use plastic, to me?
and then they threw in this recipe that slapped around steel and probably a ton of oil recycling loops , just to get to iron plates xD
Ehh. Iron rods. 1:1 ratio of input to output.
see? arguably. The plates make up the basics for all your belts though. Used a lot more
But anyways. I do like that they at least replaced it with an alternate that does things differently. Uses a foundry, iron + steel.
... I'm still salty. It was such a silly and great recipe
should have nuked iron coated instead
Ahhh, gotcha.
I did use iron coated in my modular frame factory feeding my HMF factory, actually.
I had a bunch of refineries, making a ton of coke, and diluted fuel, and recycled plubber, Coke Steel.
just to make some iron plates
a shit load of iron plates mind you
I've always liked using coated plates (of either kind) and adhered iron plates for RIPs
see, never a huge fan of adhered.
just never spoke to me
bolted plate goes brrrrrr
It's weird. It seems like the kind of recipe i'd normally hate.
But I really like it.
fair ๐
What I don't like is stitched iron plates. Blrrgh.
I've thoguht about it but just never seemed to fit quite right
orly? convenient early on
especially with iron wire. Makes logistics a bit easier
Not a fan of iron wire either, honestly.
workds out basically teh same but you can have larger chunks of machinery as the wire is needed in less amounts?
really? thats interesting. Just such a versatile recipe
My logic is that there's not really much point in trying to use iron over copper at a point in the game when copper has no other use.
ah, I've sucked areas dry for copper sheets and copper powder
Actually, stitched iron plate, in hindsight, isn't that bad.
and it lets you build in spots that doesn't have copper
Iron wire's just not my cup of tea. Mostly because it's one of those recipes with weird input and output amounts.
One thing that bothers me juuust a bit about bolted iron plates.....
So if paired with bolted frames, IF bolted frames consumed RIPs at the same rate bolted plates produce them- it would end up consuming 390 screws/m at normal clock speeds.
And that's one of the magic steel screw numbers.
magic as in its very convenient for steel screws?
Yeah, it's 150% clock speed.
Oh I just thought cause it was a huge number of screws ๐
I suppose you COULD do something with that if you split off half of the RIPs from each bolted iron plate assembler...
But I can't.. really think of much else RIPs are needed for in bulk?
I mean I'm sure you've seen my bolted frame/plate combo https://media.discordapp.net/attachments/1393068256214122637/1393093916668198922/image.png?ex=68c1ae10&is=68c05c90&hm=a405943d6ea129828e0e493bf7106e93a7386d0520b1ad62727345cd5496bb19&=&format=webp&quality=lossless
very convenient
I'm going to have to mod steel coated plates back in to resurrect my baby
Yeaaaah, my modular frame production tends to be more... like this.
nice set up ๐
I just got really into making a sushi balanced modular set up for frames.
and came up with that unit
Incidentally, I discovered that ceiling lights no longer had such restrictive clearance while making these.
you couldn't soft clip them before? I never really used them much
Not with each other. And they had an unusually large hitbox compared to their actual size.
HUH did not know that
Oh, I forgot- I do have one thing I like iron wire for- insulated cable.
I did a massive set up that needed 36k cable pm.
Iron alloy to insulated cable
Thing is, I frequently find that I don't actually need that much cable for things?
Like, i'm looking at the list of things cable is made into: crystal oscillators, computers, high-speed connectors, and automated wiring.
With the exception of automated wiring, every single one of those recipes is one of those "defaults that you kinda want to avoid because it uses too much of a certain resource"
And even then, while computers are debatable, they also use like... 20/m?
yup xD and I'll use crystal or caterium recipes often
Automated wiring is really the big sink for 'em.
but I'll be making another big set up at some point that uses lots of cable.
then I'll use Copper Alloy + Tempered Caterium -> fused wire > insulated cable
jsut to use the 3 ores
Main reason I like iron wire for insulated cable is because they just so happen to produce and consume 9 wire each.
xD
Fused wire produces 30, but the per minute value still lines up.
Honestly, regular caterium wire isn't terrible, either.
The fact that you can produce half a MK6 belt of wire with one constructor at 250% and one sloop is interesting.
oh it's not. Caterium wire is solid.
...Of course, no mention of cable is complete without me mentioning my utter hatred of quickwire cable.
It kind of became an in joke for the sake of itself, frankly.
But it essentially hits all of the wrong notes for me.
ah yeah still uses rubber
It's got a slower production rate than the default, constructor using recipe.
It produces 11 per batch
... so? xD
It's a prime number, doesn't lend itself well to matching ratios.
I haven't done the math on how it is in terms of resource efficiency, but for the metal, it's close if not worse.
It honestly tends to actually end up going over the decimal place limit.