#math-and-meta
1 messages · Page 342 of 1
well. And iron
*since you can use iron, or even only copper, is what I mean to say.
Quickwire's two options are both also ways to make wire, in terms of type(s) of metal.
I was looking at the numbers and it looks like QW cable is more Rubber efficient than insulated Caterium wire
by a reasonable margin. But you'd probably only really care on a big project
But it's really the production speed that drives me nuts.
The fact that it's lower than the default constructor recipe.
I can handle adhered iron plates because they are using an assembler no matter what.
Well, that, and they have beautiful production ratios.
well you often pay for compactness by needing more resources
which, comparing Insulated Cable vs Caterium Cable, that's what's happening
like Bolted plate is less resource effcient but it goes BRRRRR
Oddly enough, coated cable? Never use it, but don't have an issue with it.
well it's less processing than insulated but much less oil efficient
I find it at least more interesting than quickwire cable.
Yeah, using raw HOR is gonna do that.
a big plus for any recipe for me is avoiding refineries
recycled plubber is a nescesary evil
Do you not enjoy hard drive hunti- oh
I managed to isolate quickwire cable on a drive with charcoal. That was fun.
gonna use QW cable on my next project just for you 😛
made using also copper and iron obvs
You can if you want. I never had an issue with people using it. I just really don't want to use it.
Oh, crystal oscillators.... you and your silly number of required manufactories.
1.8754 or something?
Insulated is 1.875, but that's half of 3.75 and thus an eighth of 15 and so on.
Default is 1/m.
But it just needs a LOT of manufactories to produce them in bulk.
You don't need them in bulk... but it makes stuff like crystal computers and the synergy they have with the default RCU recipe less appealing.
Oh, right. Rigor motors exist.
and is a fun recipe!
Hmm. I don't think I can build this rail around this SAM node in a way i'll be happy with.
...Wait, I have a brilliant idea.
Perfect.
sunk the miner into the ground?
If you need 25 screws for a machine make 48 trust me
Nah, i'm just going to ignore that particular node.
I’m making a mega factory for being able to manufacture all or practically all building materials and was wondering what items could be good to have?
imo it's not good to have megafactory 🙂
Balright
make separate factories 😉
I already made a mega factory with a rail system
Do it
well you can still make separate extra factories
It'll be fun
The belt work is bound to be a satisfying nightmare
But you got this, just give yourself more space than you think you'll need.
Yeah I made a logistics floor which is just a floor for just belts after belts and made conveyor elevators to the top of my mega where I have central storage so pretty much it’s all layed out
Really, you just want to check for every item that is used in a building.
Things I see missing off the top of my head: heavy modular frames, computers, fused modular frames, cooling systems, aluminum casing, crystal oscillators, radio control units, AI limiters
FMFs are a fun factory on their own
Oh, supercomputers, portable miners, sam fluctuators, quickwire, high speed connectors... uhh
oh, stators.
stators are not needed
yeah
Stators are only needed in that, you need them to make motors
(and I wouldn't build those anyway)
they're also used for electromagnetic control rods, which have quite a few uses in alternate recipes.
True
and power storages are always useful to have.
eh I'd disagree with that
and ECRs will have their own stators
that's not part of "production to storage"
I haven't come across the need for power storages yet, but they are very handy for when i'm fiddling with my power grid, in case I muck it up lol
yeah, that wasn't in reply to that topic
honestly, power storages give you a lot more flexibility in how you approach the very fluctuaty power demands of endgame machines.
some people just overbuild power so they can not care about it, which is fine, of course
imo if you're so close to power limit that you need power storages to run fluctuating machines, you need more power, not power storages
That's his point though, is it gives you options
except power storages are specifically designed to be used with fluctuating power, and they are way easier to build
the thing is that power storages don't make power
and don't require resources, for that matter. well, the usage of map resources.
so you still need to build the power
We know that
and if you're already building the power, just build a bit more, rather than relying on power storages (you're gonna build more power anyway)
at some point, yes. but when I do that, it isn't going to be an incremental thing. it's going to be a massive project
now i'm only running like two quantum encoders full time right now, and... some converters and particle accelerators.
but if it were needed, I could easily use power storages to offset any nessecary power costs when I finally bother to do a major power expansion (which is to say, nuclear)
In rl people use capacitors to smoothen power output
Sometimes having a battery will do the same in satisfactory
so, yes, they are not needed. but they are not needed in the same way that coal, fuel, and nuclear power plants are not needed.
which since nobody took the prompt I provided: i have beaten the game without building any of the above. power storages are a tool to be used.
they may not suit everyone's playstyle, and you may be able to avoid using them if you approach power in a certain way, but the fact that it's possible to not use them doesn't mean they're not worth considering the usage of in the first place.
I like how clear the sine wave is in there from the geysers
yes i also appreciate that smooth curve
despite the power is already in the 40GW ish, that must be alot of geysers in sync to make that much of a dip lol
well it's not that they're in sync
or at least. not intentionally. i just have all of them.
my geyser dip, I have 5-6 geothermal gens
yeah, that would be why. about the same production, but 5-6 vs 31 will make a difference, heh
damn, did you collect all the geysers??
always do
it's a good thing to do at the stage of the game when you start wanting to get a lot more hard drives
and I may also just kind of get distracted all the time and wander off harassing the wildlife/looting everything, so it helps to set an objective for that inevitable situation
on a different note.
this area of the map. i do not like building rails through it. i feel obligated to follow the canyon, but then the squiggly curvy rail that results isn't my favorite.
it also is one of those parts of the map that has an absurd number of lizard doggo spawns, and they are EXTREMELY DISTRACTING
like, you can... possibly, since it's night... see the exact point where my soul starts to die
I'm not very familiar with the technical aspects of satis yet, what's the correlation between geysers and hard drives?
hard drives you need 40% of the time some MW to unlock them at the crash site, and because geysiers are basicaly free power you can just hook them up and get the hard drive
ooh I never actually thought of doing it like that, smart
so while the geyser thing is true, I connect them to my grid as I go. the correlation is that i'm jaunting around the world building power towers and such.
it's also a time to get slugs, artifacts, and alien protein.
incidentally, most hard drives that require power actually are located near geysers
it.. may be time to head back. given that I am technically supposed to be building a railway.
although i kind of don't remember why i am building a railway because it is not leading anywhere I need to go
hrm
well I guess thankfully it doesn't take long to get back when I am capable of extended overland flight
So many computers
I've connected all nearby geysers to my lines as well but it just never occurred to me that I can use them for crash sites. now I will know 🫡
And 3 stacks of rad filters??
Brother man, they don't go that fast 😭
Also, mad respect for the parachute 🫡
it is surprisingly useful to have in the occasional situation where I am left with no jetpack fuel in the air, since I can quick-equip it.
and no they don't. but i am lazy, haven't automated them, and knew I was going to be clearing uranium deposits where I was working
You've officially (and unilaterally) been awarded "Safety Employee of the Week"
and i'm home.
This is day one of overhauling my factory
before you ask i will make factorys for caterium and all that but im starting with my main factory
and im currently showing mother nature whose boss and clearing the land
but heres a main diagram of the materials and my basic plan for the new factory
p.s
dark gray: factory floor
green: material entrence
yellow: energy production
black: coal
white: pipes
light gray: conveyers
red: smelting
purple: production
orange: storage
i love this thing, by the way. i just dump all my war trophies i mean alien remains, slugs, in, and it just deals with them.
not a major question. so i dont think it needs a WHOLE feed dedicated for it.
how many batteries does a single drone need to use to go back and forth across the map? (using it for a calculation on how many batteries i should automate)
it depends™
lets say. bottom right to top left. how many?
Sick helmet
okay so here's the thing. battery usage doesn't linearly scale with distance (also I don't know the precise answer to that sorry)
huh. really? interesting. I thought if they had a route. it'd just eat batteries based on that
That looks like a solid layout, and the eastern end tou have drawn is also near some limestone and some more copper, i think.
also, in case you were not aware, you can use oil based packaged fuels for drones, now.
im aware. but I wanna use that for me and my power
yeah i forgot to mention the limestone lol
fair enough. but to clarify something
a route will consume a set amount of fuel per trip, and will estimate it's per minute cost based on that. but a route that is half as long as another route, doesn't directly equate to half as much fuel
shorter routes, in particular, will consume more fuel relative to the distance travelled. think of it like the cost of taking off and landing.
There is also a triple normal vein of iron near that little shadow triangle on your map
I just figured if i can. lets say cover the ost of 50 drones. running back and fourth on the longest trip possible. I can cover almost any amount of drones
that is probably accurate, but you might want to consider building in a way that can be scaled up as needed
Test it and report back to us. Make a stack of batteries, a drone port at the northwest nitrogen, a drone port in Blue Crater, and see what the port tells you.
i personally use ionized fuel for mine because i have it and it makes them go fast
but i have no idea how many drones I might end up using, and ionized fuel is expensive and complex to make, so...
i forgot where I was going with this
well in conclusion: it is probably time for a break
what's that?
ionized fuel? it's basically the end-tier fuel
I meant a break XD
gooood employee
it's when I go and play a different game that requires less subjective thinking and more punching things so hard they explode
particularly given that about 99% of today's playtime has been fighting the local fauna as if I were playing a stylish action game
I do wish that the splitters could organise harddrives. That way I can TRUELY come home. and just hit "deposit all"
ever since the advent of the dimensional depot, I haven't had much need to store anything
Machines are the easiest way to avoid complex balancers to get all the numbers one wants 🤷♂️
while i agree, why would you want to avoid complex balancers
its more just. when I want to clean out my inventory. Have food go into its own spot. equipment i might not wanna loose.
rather than just sinking everything
oh that recycling thing doesn't sink anything other than the leaves, wood, and alien remains specifically processed to be sunk
depositing all would also deposit all equipment and ammo, probably not really desirable
it has a return container for anything not whitelisted on a programmable splitter because I dont trust myself not to throw something important in there by accident
thats why I have a sorter. but I do wish harddrives could be sortable. that way I can sort everything. cause right now. harddrives is the only thing stopping me from making a "dump" chest
and also I carry around like 12 stacks of computers because i still havent automated them
once I get automated power. I automate what I every pops up. once i have the wanted alt recipes atleast.
i... take some time, sometimes. computers are next on the list.
but they're kind of hard to get started on because of... numerous reasons, some less justifiable than others
I am really sad tho- my m.2 died last week. and because satisfactory doesn't let you change the save file location. I lost my 400+ save. (which was my active save at the time) and I had a really really beautiful computer facility. that also did fabric. plastic, rubber and HSC
sorry to hear that
honestly, I also am procrastinating on starting because I want to make something that looks nice. but I kind of need inspiration
me. I'm a functionality over form kinda gal. function comes first. then comes aethetics
so given that my entire area ive set aside for this computer factory is named after a touhou thing, I am now going to go play touhou
bro same
for this kinda trip. (for some reason it went around to the left. and continues to do so)
it takes 17 batteries PER trip. at 3.6 per minute.
I'm thinking 360 batteries a minute. (ONLY FOR DRONE USE)
is more than enough-
Personally, I tend to somewhat pursue logistical minimization: if I can achieve the exact same result using fewer belts/machines, my solution isn't "optimal" and I feel an impulse to find a better one (eg: if a balancer takes more space than one machine, I'll build the one machine; same if the balancer is smaller than one machine but involves so many splitters/mergers that one machine feels like it would "cost less performance" for the game)
oh I just meant, like. one time i built a 10/13ths splitter because I could.
i find that being able to do things like that helps justify the decision to do so despite all the reasons people may provide as to why I should not
im also kind of. needing coffee and not making sense, even to myself. so i am going to fix that
tl;dr: i was making a joke but i forgot the punchline, basically
going from the far corner of Blue Crater (1560,2610) all the way to the northwest Nitrogen vein (-2620,-1920).
6,172 m flight, 4:47 flight time
17 batteries per trip, approx. 3.4 batteries/min
though to be clear, the 10/13ths splitter was not a joke. i actually did indeed make one of those once, and I did enjoy it
well. if you wanna ficsit. you gotta spend a coupon
People saying "you shouldn't" and "it won't work" are a big reason why I got into single input sushi 
is that a mod to render buildings in-game?
Cartograph
hmm hmm maybe I will mod the game after all
yeah that's a mood, isn't it
that reminds me I wanted to try sushi belting in this playthrough 
truth be told, I tend to not have ingame coffee, because my hand slots are always full with my five weapons + healing
also do Infinite Zoop, Location&Rotation, and Grappling Hook
🥳
Sushifolding or something more... daring? ^^
no thanks, I don't want any "quality of life" mods that are not actually QoL but just make the game easier
??
that is... 
There is no such thing as "too many loaded rebar gun equipped" 
nah, I only have the one, actually.
i find that the versatility and adaptability of having all five weapons on hand is too good to pass up
I never take healing XD
am the kinda gamer that just stockpiles stuff "incase i need it later" and then. NEVER use it. cause ill "need it later"
so to answer this question, if you wanna fuel 50 drones with batteries doing this long trip, round up and call it 200 batteries/min (the route i did may not actually be the longest flight possible)
"""""need it later""""""
Eh, Sushifolding is easy to manage (for someone as experienced as you) ^^
Just merge within belt limits, always have overflow sinked... Ez 
i actually don't use inhalers anymore. i stick to paleberries
it was fun building the first "proper" factory (steel) and immediately having to deal with injection manifolds without having smart splitters unlocked
i gather so many of them while roaming around anyways, and they're quicker to heal small bits of damage. you really dont want to be waiting around with lowish health for an inhaler to feel "worth" it
that's how you end up getting blown across the map by a large spitter fireball or something
mk3 belts are too slow to do sushi belting, but I can see it being used for HMF and computers with mk4s
but man, I would love being able to strap the rebar gun to the rifle and use it as an alt fire.
especially with shatter rebar
I also think I'm being waaaayyyyy to ambitious with my current project
Turbo motors
fused modular frames
radio control units
super computers
computers
batteries
assembly director systems
cooling systems
high speed connectors
rocket fuel
and I've almost removed all decimals from input and outputs. for every machine. a l m o s t
the numbers are almost nice too-
anyways. touhou.
if i had a LITTLE bit more nitrogen. I could make almost 2500 rocket fuel.
how do you get those kind of maps?
m o d
Cartograph mod
is like minecraft to mod?
you download a mod manager and install mods through it
kind offf???????? you need the satisfactory mod manager. which is like curseforge but made by decent people. and its just. click andd go
I once built a 1-to-(3/4 and 1/4) and two 1-to-(1/2s) with just 2 splitters and one merger 
Not complex number, but I really liked the execution ahah
curseforge but by decent people is modrinth
based :p
Unless some weird numbers are involved, even without smart splitters there should be some "self-balancing" for that sort of manifolding ^^
the solution was to split the injecting belt, and do 2 injections instead of 1
I'm still so damn proud of that 
Pretty much 3 balancers into 1 (iirc)
question-
before i pass out from exhaustion
What should I do- with;
1800 quartz crystals
400 aluminum ingots
795 caterium
4660 iron ingots
1740 coal?
cause I have no idea XD
Make them easily accessible for when you'll need them? ^^
that would require me having a brain- but ye- guess i should do that instead XD
amma go pass out now <£ good night yall ❤️
is it worth using power shards for general line production?
not really, no
but for like miners its good?
yeah, cuz nodes are limited, you only have the ones you have. you can always build more machines, so speeding them up doesn't make sense unless you have a space constraint to work against
plus, because power use scales exponentially with clock speed, you save power by building two machines at 100% vs one machine at 200%
i might have some kind of space constraint but idk
Ultimately, it's up to you. I personally don't like sharding anything except miners and extractors.
currently using mk2 miners with max powershards on pure nodes
3 pure iron 1 pure copper 2 pure concrete
That’s what we call efficiency
using power shards for production is entirely personal preference. do you not want to place 50 refineries? place only 20 and shard them.
do you want a really over the top huge looking build? dont use shards.
only time where you really should use them is on miners/extractors, and machines that have sloops in them.
this is a separate system right?
water from electrode scrap fuels some refineries
rest of refineries fueled by water pumps
when you have shards automated, there's little reason not to overclock everything
asthetics is a reason
some people prefer having more machines
and power, most normal players arent running on 1TW +
the difference in power is only 34%
its still there tho. i'd imagine most casual players produce just enough power to get by. and if not overclocking means they dont have to build yet another power plant, its probably what they do.
I have a question regarding the programmable Splitter, if i set the middle output to 5 and the right output to 3, will it also have the 5 to 3 ratio?
programmable splitter doesnt do ratios
its just a smart splitter that can have more than 1 item assigned per output
ok thx
That's mainly because the default clock is most of the way up the power curve, not because UC/OC doesn't impact power significantly.
250% clock uses 223% of the power-per-item that 20% clock does, which is fairly easy to do on particle accelerators and encoders, the machines that consume the most power.
It's also especially impactful for things like ficsonium or ionised fuel, where the power consumption of the machines is a significant factor in the build (or e.g. for power generation, where net and gross power may be close together)
btw @vapid gorge how'd the pipe tests go with the mod?
Applying this to my power plant build which makes 1.1 TW:
250% clock on everything
= 225 GW consumption
100% clock on everything
= 3283 buildings with 168 GW consumption
100% clock on everything but 20% on accelerators/encoders
= 3687 buildings at 134 GW consumption
That last case makes the entire powerplant 25.4% more efficient for a 12.3% increase in building count. It's also 68% more efficient than the "OC everything" case, and it has strong positive power returns from Ficsonium whereas an overclocked setup loses power on the ficsonium stages.
I need some help with my trains..
I'm doing train stations with set items to then ship to various spots on the map.
My output stations are all 1:4 ratios. I have a computer factory that needs some plastic and so i only need 1 train car. The thing is the output station is not completely empty (filling from plastic production). So the train is like like 100 plastic a trip.
The pther 3 output containers are full tho. I already kinda merged from those 3 to the 1st to be faster at loading but this is only one train.
My problem here is: if I cant match stations, how can I avoid this plastic running out issue
If I have 4 platforms at the pickup station, I would always have 4 at the dropoff stations, regardless of how much I need
I would also balance all platforms, loading and unloading, and set all trains to only depart when empty/full
Okay, in that case i might need more input and output rework
oh no anything but that please I beg you
which type of nobelisks are those? btw ive resorted to using nobelisks to clear most enemies lol except spiders
Wonder if anyone can help me solve my "Aluminum" issue..... as I am unable to math where this is going wrong or if im missing something. Cant seem to get the plant to 100% and not sure where I might be missing something
A) from water in the blue outline i got 5x extractors pumping water up to the above water tower I made, making total of 600 water/min
B) I got 3x Refiners making the alt: Sloppy Alumina and each requiring 200 water, so that is for my 600 water/min, but they are never running at more than 97-98% productivity
C) Alumina solution is being piped over into 3 separate small fluid containers that are raised slightly
D) the 3 fluid containers are then split into 4 refiners for scrap production, where the water is being let over to a concrete plant (with a sink) to avoid backup of the water. But these are also only running a 97-98% productivity.
delete the fluid buffers
I mean advanced fluid dynamics could fix current fluid issues
it could do anything at this point, improve the current dynamics or make it worse as KYO might already fear it
Did I cook with this steel production? 6 foundrys to 4 constructor overclocked for steel beams , 6 foundry to 2 constructor overclocked for steel pipes & 3 foundry with one constructor a bit overclocked for encased steel beams
fmf?
hm?
fused modular frames
no, just steel variants
I'd say from the current system that most of the problems come from a missed attempt to add realistic complexity - the dynamic pressure system - which mostly actually added unrealistic and unclear behaviors and failure modes.
Other than work there, a few fixes are needed for the vertical junction connection height miscalculation, for the pressure transmission bug and for buffers (IIRC they have a smaller overfill percentage than pipes, and this creates abberant behaviors where a buffer is actually worse for storing fluids than a long pipe is - i think that they should be strictly better)
IMO all of the tools are there for a great fluid system, more than needed actually, it's just a matter of polish and maybe even taking a bit out. Not making it more complex.
oh I still haven't turned on the game xD it's been on the back burner for a while now. Few other games. I'll def let you know when I do it though
Is that more efficient than just sinking plutonium rods?
More net power: yes
Better usage of resources: no, putting the SAM+aluminum+copper elsewhere would give more wasteless power
more power per uranium
net power is just a function of scale
you can make uranium with SAM
and that costs less SAM than making ficsonium
So why not just sink plutonium? I'm not sure I understand how it's more net power than just scaling the uranium power.
it's a vanity project, not a mathematically max power build
Gotcha
if you can do math you dont build ficsonium, waste or wasteless
Yea, I'm tempted to do that as well. Since sinking plutonium feels wrong.
eh, we've been doing that for years to get rid of waste
tbh it pisses me off that the new way is not better in any way
If you have >1TW of power optimality probably isn't going to make or break you.
That was my conclusion when I was originally doing the math as well.
Doesn't need to be a huge amount more, but it should feel worth the effort.
ig it is more uranium efficient, but uranium efficiency doesn't matter one bit if you can just make more of it
and making more uranium for more uranium rods costs much less SAM than the equivalent amount of Plutonium + Ficsonium power would require
Yeah, I can't bring myself to sink Plutonium rods. If I'm making the rods, they're getting burnt
It's going to be a while before I make a project that uses all the uranium on the map.
I mean my first set of test reactors didn't have ficaonium unlocked yet.
I'm personally on Team Ficsonium. I know it's got many haters, but IMO it fits its niche perfectly
hey I saw something curious yesterday, wondering if anyone knows what's up.
About a month ago I laid out a pretty large foundation, it was 12x12pads connected in a cross shape, ie the floor had 5 squares each 12x12 foundations.
Yesterday I rebuilt them with a different material and it was just easier to disassemble them and zoop out new ones. What I noticed is that large swathes of the existing pads could be deleted using blueprint mode, as if the pads had been built via blueprint.
The chunks followed some kind of logic, like sometimes it was the whole 12x12, sometimes it was like 12x9 and the remaining 3x12 could be deleted all together too. Like the pattern was plausibly following the zooping I originally did. Of course none of these were actually blueprinted at all.
I experimented and in general when I zoop out large pad it doesn't act like a single BP for disassembly purposes. So I don't know why it did that
So you are saying the blueprint dismantle mode grouped together foundations that were built together using zoop mode, but then it didn't do it again when you tried more recently?
correct
Hmmm
do you play with any mods like Infinite Zoop?
because that is a mod savegame setting for IZ
i assume you do, based on your description of the zooping patterns you gave earlier
yeah interesting, I do use it, never seen that option, but that's likely it
yeah I see the option. Must have been on when I did those zoops. Mystery solved
i was gonna say, reading that gave me a brain tickle, cuz i had seen that recently and decided not to use it
it was pretty useful just then, accidentally, hah
does anyone have a link to the current over/underclock power curve?
it's on the wiki
it image I saw said it was from update 7 which gave me the impression it had been changed since then, if not, I'll go with that
Right, it's been unchanged for quite awhile; I don't even think it was changed in Update 7. Was probably just when that was written
whatever's on that page should be correct
https://satisfactory.wiki.gg/wiki/Tutorial:Advanced_clock_speed
The only thing that's changed clockingwise since Update 3 was that they made power-producting buildings scale linearly (which I think was before U7? Or maybe that was U7 and I'm just misremembering)
sorry looking at the page again the images say "outdated as of update 7"
so I wasn't sure what to believe at that point
Oh, yeah, some UI stuff might have changed since then. The actual clocking has been stable for ages though. :)
are you on the fandom wiki or something?
thats where I went first then I went to the clock speed entry on wiki.gg but that didn't have the curves listed from what I could tell. Thanks for the one you linked
yeah, idk why there are 2 different pages on clock speed tbh
yes. singularity cells
Ok that makes more sense
looks like you are on the fandom wiki there
!wikisearch nuclear+pasta
Thats for portals right?
not just that
!wikisearch singularity+cell
would a system like this (belts are merged so that the 3 farthest belts that are the ones feeding the plastic machines are always full) be causing problems with the overall system?
other than that i cant think of any reasons why this recycling loop isnt at full efficiency
go and check why the machines aren't running at 100% instead of guessing?
but also, that is not the best way of building a recycling loop
some are full of rubber/plastic
yeah im aware, first time building one
do you think it would be fixed by either getting rid of the mergers or making them priority mergers
trace the belts and find what causes them to back up
but yeah, it looks like it could be this
thats fixed the backup, just need to give it a min to run for the belts to fill up
i need to stop building these as an attempt to fix problems, they seem to only cause more
making the mergers priority mergers would probably help
yeah
(with the higher priority to the center input)
what niche would that be
i make them so that if theres a belt that isnt full it gets filled up by a belt that isnt as important
except without a priority merger that backs up the machines that are for the important belts
The niche occupied by these two requirements: 1) Burn Plutonium, 2) Still have "clean" nuclear
If you don't care about either of those, then yeah, Ficsonium's not for you. But in that niche, it's lovely. :)
that is a very tiny niche
Sure, maybe. Though I know I'm not the only one who isn't going to not burn Plutonium, and I know I'm not the only one who ideally likes "clean" nuclear
But regardless: that's its niche. :)
Mainly i think it's overshadowed by the non-waste option of just making more uranium and sinking plut. That also has no waste, it makes more power with fewer resources, and it's easier to do. It's mathematically just better and it probably shouldn't be.
It would make more sense if you couldn't sink plutonium.
but i'l leave it at that 😄
You definitely won't see me arguing for widespread Ficsonium production; obviously it's not for everyone (or even most people!)
I just can't stand to leave free power on the ground like that, is all.
If I'm making Plutonium rods, I'm burning 'em. Sinking all that power feels like a gigantic waste. (And, ironically, I'd rather just have the Plutonium Waste to deal with than not burn the rods)
(And then maybe later get my 'clean' nuclear squared away w/ Ficsonium)
I still do not understand that argument. Like what is it a waste of? Resources? Time? Effort? Power? Ficsonium is a much bigger waste of all of these
Power! I've spent the power+resources to make the plutonium. I'm gonna burn it
And then I'm gonna either store the waste, or eventually convert it to Ficsonium (which is another net-power-postitive step)
I don't care about effort and time; the entire game is a waste of effort + time if we're coming at it from that angle
If I wanted to be doing something productive with my time I wouldn't be playing a computer game. :)
And I don't particularly care that Ficsonium is SAM-heavy because at least so far I have not yet approached the map's SAM limits even with Ficsonium production
If I do end up in a position where I have to prioritize what I spend SAM on, then yeah, Ficsonium will probably draw the short straw and I'll just store the waste instead
Doesn't it bother you more that you're wasting the SAM by not making it into easy power uranium
except making Ficsonium takes more than double the power. 630 GW of gross power from just Uranium and sinking plutonium costs 55 GW (and that includes making the Pu to sink). 630 GW of U + Pu + Fs costs 120 GW to make
As I said, no! I don't care about "wasting" SAM because there's more on the map than I need
I'm not wasting any resource in the game
Except then if I make more Uranium, I will also be making more Plutonium, and then I will want to burn those
I see anything that isn't tapped as worse than being sunk
This save has 720 tickets from sinking ore btw
round and round and round it goes
If I'm making rods, I'm using them for power. It's just how I am. :shrug:
Yeah, I just don't see what's so hard to understand about my viewpoint
Like, I'm 100% with you that it's not for everyone
even if that means you get less usable power?
I've never said that everyone should always make Ficsonium
I don't get less usable power, because I'm not doing Max Nuclear or whatever
Sure, if I were literally min-maxing the entire map, then I would not want to be making Ficsonium
It is a little understandable, not arguing with ya, just think it's very arbitrary (and arbitrary in a way that i wouldn't be)
But I'm not. I'm making some Uranium power, then making some Plutonium power, and then making Ficsoninum
so it's an interesting difference
And along the way I get to indulge in more of the game's factory lines, so win-win
you literally have to make more gross power to get the same net power from ficsonium than sinking plutonium
And every step of that is net-power-positive. Could I be making more power if I made more Uranium instead? Sure! I could also be making more Rocket Fuel
Hell, I could be making more coal power. But what I've got, what I've already made, is Plutonium Rods. I'm not just sinking them. Total waste, IMO
If I sink Plutonium, I'm getting 0GW of power from both Plutonium and Ficsonium
and if you were storing the Pu waste, sinking the Pu rods would, in fact be a waste. But making Ficsonium out of that is a much bigger waste
It's not a bigger waste because I get more power out of it
but you're getting 630 GW from Uranium. power is power. doesn't matter where it comes from
I burn the Plutonium, get a whole bunch of power out of it, and then I get a bit more power by making a "clean" nuclear solution
just build more uranium and it's also "more power" 🤷♂️
am I mixing up who i've had silly arguments with, again
Except that "build more Uranium" means, y'know, building more Uranium. Whereas the plutonium rods are right there. I made them. I expended the effort, time, and resources to make Plutonium Rods. IMO, sinking them is a total waste. I would much rather have their power
(And then either deal with the Pu Waste, or make Ficsonium out of it)
It doesn't matter that I could instead make more Uranium power instead, because if I did that, I'd have even more Plutonium, and then we're back where we started. :)
it was not me who said prio mergers are useless, no. but I think i've seen you have that arguement with someone else? not sure if that was you tho
i'm tired right now, so it's entirely probable that I am getting things mixed up
honestly, half the reason those even were "arguments" in the first place is because when there are four or five people talking everything gets hard to follow
the other half is because it's hard to let things go sometimes.
also, I need to now remember what the original reason I tabbed over here was, because I have completely forgotten
okay I remembered. it wasn't even relevant to this channel this is just the one I had open last.
i dont know how to end this train of thought so just envision me pretending to walk down a flight of stairs behind a bar counter or something
Actually, thanks to you reminding me about that question I responded to, I have now come up with a new stupid idea I had for plubber recycling. Might even do it next time; it'll fit my general buildstyle better than what I've been doing so far
is sloshing when a couple machines at the end of the line (pipes are set up like a manifold but things are going out insread of in) back up on fluid despite the pipe they're connected to having enough room for them to dump fluid in to?
Sloshing is when fluid moves back and forth along a pipe in a sinusoidal manner
yeah but is this a symptom of that or something else
Could be, though not necessarily
this is very weird
do you have any ideas about what else might be causing it?
welp whatever i did fixed it
i hope
it did not
@fierce ruin
Is there anything extra i have to account for when using recipes with weird float number outputs?
Not unless you tend to freak out over extremely tiny miss-matches between production and consumption... ^^
Ykw i can live with that thanks man
they're just the same as regular recipes except a little scary
3 is my least favorite number now
All inputs and outputs are integer, it just might take a weird number of seconds for one cycle to happen.
What about 667?
As long as you don't put in a weird clock speed, all numbers in this game are pretty easy to work with
just round up each previous production step by a percent or two no problemo
@quaint condor this is what i was doing
i have since moved the outputs/inputs for the manifolds into the middle instead of the ends and its working much better
Pipes like simmetry. The more simmetry you can fit, the less the issues overall
(Ie: feeding a manifold from the middle is better than feeding it from one side)
it seems to be even weirder now
Personally I would've done something like this... (Assuming the yellow is going the gens, i drew two "rows" of gens as an example
they're feeding in to plastic refineries but ig its basically the same thing
ok instead of having a handful of pipes below 600 now everything is below 600
At least for the HOR, this is how I would "route" it:
i can try that but this is so weird now
Note: feeding a manifold from both ends is more simmetrical than feeding it from one end. Comparisons with feeding from the middle are complex to make
all the HOR refineries are at 100% efficiency but the pipes are in the 550-590 range
If it's constantly consuming, it most-likely be.. but should be just, in the case of a machine (ie refinery)is supplying. Mostly due to machne rates.
So long as the blenders are not lacking, you're gtg
Worst case scenario, you can go "full simmetry" and actually load-balance the pipes 
Feeding from the middle still gives that "dead-head" scemario
Just "less noticable" as it's a shorter run.
some of the blenders arent running at full efficiency but thats because they arent getting enough HOR
It can take up to 5 minutes or more for that "efficiency" thing to "settle-down" from what I have heard and base off my experience.
Which is not particularly problematic per-se, imo 🤷♂️
Looping pipes is just one of the ways to address flow issues (one I personally dislike due loss of flow readability)
it seems to be increasing but very slowly
The power draw doesn't lie!
That is the most accurate way to track the efficiency of (not too many) machines within the last minute or so
Also avoids having to check multiple UIs or machines' lights, having all relevant info in one screen
One pipe feeding at the middle is functionally equivelant to 2 pipes feeding at each end
Going for nice straight lines like this: 😏
and either of those options are usually sufficient, but maybe not in extreme cases
I argue that one would always have better "success" via a loop over "dead-head" manifolds with pipes. The only "dead-head" should be the machine. Not the line feeding the machine(s)
Is this good enough for you?
while we're flexing power graphs
I have a feeling that looping increases the chance of backflow (though it all balances out ofc), which is what ends up making racking fluid that much harder when pipes are looped 
Nope, Consumtion too wobbly 🤣
lol, boost is more than consumption!
I've been slowly working on that.
will change in the next month or so
The only reason there is "back flow" is because the main feed isn't constant. If you keep pipes full, there is no where for it to go.
The game should really add a comma, or convert to GW.
Lol, no flex lol. Was just sharing
It doesn't really, but it doesn't help either, it just essentially splits a 600/600 into two 300/600's before they hit the manifold - and that's the part that actually matters.
Middle connector does the same thing, splitting a 600/600 into a pair of 300/300's one pipe before they hit the manifolded stuff.
So does just having a junction earlier and taking 2 pipes out of it.
It doesn't matter if it "splits".. because at the end of the day, fluids flow in both drections, so, you still have the same amount in the loop......
The only "splitting" that would happen is at the machines.
Again, if the main feed trunk/loop stays full...
Flexes sushi rolls, waving them around like nunchakus
https://cdn.discordapp.com/attachments/558721941410807812/893141971487555676/Immagine.png?ex=68c2dc47&is=68c18ac7&hm=25a983049043bf69867a75097cc42559cd0bc88bacfe40cb2c844b6e1856beb5&
actually it might not, i'm gonna be getting at least a 90% boost once i get some more phase 5 stuff going
I.e. consumption is not greater than supply
at least after this save i think i'll know what not to do for future ones
you learn a lot in 500 hours
Yeah, we won't talk about how many I have put in in the course of this year 🤣
how many
"some" of that, admittedlly, is from leaving the game on a few nights... mostly due to falling asleep in the middle 🤣
that is like
But I purchased the game August 18th of last year lol
Yeah/no, the addiction is real 🤣 . I fully admit.
Again, so long as all of the "main segments" of pipe stay full, it doesn't matter where the fluid goes, so long as it's only going to the machines imo.
Sorry, I replied to the wrong message
What worries me is the fact that the "ends" of the manifolds are linked (ie: manifold has no end/is looped). Even when all pipes are full, nothing prevents fluid from splitting 100-500 or 600-0; if the manifold has 2 branches, once one is full (and the main input is full too), fluid is forced to go into the other ranch through just one direction (no significant backflow)...
I don't know how I can really show though, given the way one has to bounce around to show things with fluid "status'"
i think there might have been a possible fluid update teaser in some of the new birthday stuff
i'd be down if they made them work how you'd think they would
🤷♂️ I read/heard that the "fluid mechanics" in UE were supossed to be similar to real world physics... So I've just always applied those. (I build and install fluid delivery systems, paint, glue, etc. for robots for a living)
well i think ive done just about everything i can for this plastic/rubber build
all thats left now is to see if the system fills itself up
There's some bugs that can lead to unwanted issues and could be fixed. Placing pipes in an orderly fashion (hints at simmetry) can help avoid quite a few problematic instances
although some backup generators would probably be a good idea
Power storages help too~
just to burn extra fuel
backing up on it because there isnt enough rubber/plastic to get the system going yet
This is what I ended up doing:
Only doing 1200/1200/min though.
The split is literally what makes it work, because a 300/600 pipe which gets some backflow can still have 300 net flow in the direction that it needs to go. A 600/600 pipe cannot, any fluid that flows out of the first side pipe blocks that much input fluid on the main input.
This method of thinking, imo, is trying to equate pipe function to belt function.
It's not a method of thinking, it's a description of the literal decompiled game code and of the best model the community has put together for fluid behavior
you can prove this with 3 pipes, a junction, a consumer and an input.
Feeding into a "dead-head" system. But that same supply on a simple loop, and gasp even more juctions feeding the "test" points, and I would be willing to be to see it works every time all the time.
It works if your inputs are 300/600 pipes, because they're 300/600 pipes with unused flow headroom.
It doesn't work if they're 600/600.
I've ran this exact test before - both to prove that it didn't work, and to further evaluate the hypothesis that unused flow rate headroom was the reason that some of the manifold fixes work (and it did agree with that 100%)
this is what ive got going on, didnt show any pipe connections because i've already said everything thats going on
4500 rubber and 3600 plastic (theoretically)
Are you using the recycled recipes? Wouldn't they be the same?
yes, im making 900 extra rubber from polymer resin
Ahhhh ok ... Lol, yeah, I am just sinking mine 😏
But, I also mad/saved that as "mega print"... so I could plop it down somewhere else later 🤣
And, I always oc everything. Less buildings, the better imo.
i would have oc'd everything but didnt have shards automated when i was building this
@crimson moat You talking about like this?
a flow rate graph would be really nice so that i know im not missing anything
Heh, erm, I am only just now building a shard factory 🤣
but backup generators seem to have fixed the problems
The buffers show the fill rate, net and loss.
i've got a reall small one
basically just the 1200 sam + some resources from the blue crater lake
makes power shards, fluctuators, fused frames, cooling systems
and then i've got my mk6 materials elsewhere but im gonna be renovating that factory later
Going for 140/min, and 51 dark matter crystals/min by product. Though, due to not being able to sink shards, the machine won't run all the time... Probably a waste of resources, but it's perfect for the spot I picked I guess.
cant read any of the text on that, but no. The way that you "looped" is just a way of splitting that 1 pipe of input into 2 pipes of half the size.
Connecting to a buffer which can consume up to 600/min from the connection also behaves radically differently from something which consumes, say, 10/min. The imbalance in desired flow rate between two different junction connections is what causes the flow to behave as it does (say if you want to send 590 down the manifold feed, but only 10 to a generator).
The side which drains faster will dip lower in pressure than its companion, and that causes flow direction on the slow consumer to flip 180 and come back.
i should probably be working on a bigger stockpile ngl
i get a feeling that one storage container is not going to be enough for a phase 5 space elevator part factory with over 2k buildings
I'm not going to debate it any more tbh. I personally feel/have experienced differently than all these "tests" I have seen. Every single one expects to be able to run 10 gens @ 60/min on a single mk2 manifold. It's just not how, I feel, it's supposed to work. And, again with the "pressure", it seems very much so to stand up to "real-world" examples.
There are multiple pressure models in the game simulation, one of them using bernoulli's equation. Flow direction is determined by relative pressure. All of the math used is public, and we can control the variables used by said math with a simple mod.
That's where i'm coming from, i am not using "pressure" as a word to describe my feelings, but as a literal description of what the game code is doing.
I may have some misunderstandings, but i've poked around and asked enough stupid questions of people to at least mostly figure out the basics
i think i've got this like 90% fixed now
the pipes are at 600/min most of the time but some HOR machines are still backing up
What is going on here
Which part? The one I was touring through is a reclycled plastic/rubber factory. Doing 1200/1200/min
I started the clip a little early while still in the air though, coming from somewhere else 🤣
I think my brain just shut down ngl I’ve played too much this week
No such thing! 😏
Fair
i might actually just rebuild all of this
Anyone have an equation or algorithm for producing the minimal belt limiter? I have a general strategy, but I feel like it's not optimal.
Please explain what you mean
Well I haven't given it enough thought yet to have a working solution. But the problem is:
Given a set of inputs speeds, { I1, I2, ..., In } what is the fewest splits and merges to get given output speeds { O1, O2, ... Om }
n and m are both > 0.
It's like a generalization of a balancer problem.
A balancer sets all I and/or O equal to each other, depending if it's balanced on both inputs and outputs.
Hmmm
I call that kind of thing a "leveler," but i never considered you could use them to un-level belts. I just made a blueprint for a 3:3 leveler earlier today
My current method is to just loop over the fixed belts speeds and divide them by 2 and 3 and see if I can add those parts up to what I want... But I don't feel like it's the best way.
Can someone help me
I don’t understand where splitters go and where to put them in order to make modular frames
Yea, like I just built a system which always outputs 300/min.
Different from something which "levels" or "balances", but these are both solutions to my general problem.
splitters just split the input belt.
If you need an item to go more than one place, use a splitter.
for example, if you have 300/min of something, and split it into three belts, each belt will get 100/min.
Then you worry about under and overclocking
If you're still figuring out splitters, don't worry about clock speed yet.
The base recipe for modular frames needs Reinforced Iron Plates and Iron Rods. So you just need to supply the two inputs of the assembler with each of those parts. Technically no splitters required.
Splitters become useful if you want to have more than one assembler producing modular frames, then you split each of the two inputs across each assembler in some way.
Generally there are two main strategies. Manifolds and Balancers.
This is a manifold, you can chain the inputs along a single line.
I guess three is a better example. Here's the extension of the manifold
And this is a "simple" 1:4 balancer for two separate inputs.
Balancers take up more space, but feed each machine at the same rate, so they all start up at the same time. Generally it's much easier to just make manifolds.
Was that at all helpful?
Yes
Great!
This is what a basic 300/min limiter looks like.
Mk5 and Mk2 belts.
But I want a general algorithm for creating any set of speeds.
you don't need to worry about load balancing at all. It provides no real benefits and takes a lot longer. If you're having difficulty with thebasics I really suggest sticking to normal manifolds
you have 14 splitters here when you actually need 6.
Y-splitting to 4 machines doesn't take any more room or buildings than a manifold, it's just strictly better
True... I didn't delete the last layer from the manifold.
Not at all strictly better if you plan to scale.
it's much faster to lay down a manifold.
it has linear scaling while splitting evenly has worse than linear
but that doesn't translate into a building count reduction until you're distributing to 5 or 7+ buildings
mainly advantageous with a lot, like 30 buildings
It's just more uniform, and easier to build.
couldn't you just have 1 splitter with 2xmk2s and 1x mk1 belt sticking out from it?
or even easier, clock the machines to output 300?
I'm looking for a input speed independent solution.
ok first statement still stands
Sure. I never said my little experiment was the best way. It was just the result of playing around and thinking through the problem a bit and making sure I understood how feeding back into a merger worked like this.
Since splitting into belts of lower speed gives you that speed. Doing this loopback thing gives you more speed options to build with.
For example, a 160 limiter can be made like this with Mk4 belts:
Easier than doing 120+40. Which for the 40, you'd need 2/3 of a Mk1 anyway.
I feel like there some obvious math trick to thinking about this problem I'm missing.
so i went exploring yesterday to get harddrives for the big recipes
i got what i needed for my rocket fuel setup, but its so fun to keep exploring and plopping down radar towers to see the map and the resources
next step will be a thick power plant with rocket fuel tho
I made one with 900 oil -> 900 rocket fuel recently.
my plant will take 1 crude and make 4 rocket
these are the recipes i'll use to get that ratio of crude oil to rocket fuel:
30 Crude = 40 Heavy + 20 Polymer
50 Heavy + 100 Water = 100 Fuel
100 Fuel + 75 Nitrogen + 100 Sulfur + 50 Coal = 150 Rocket + 25 Compacted
the nice thing as well is that rocket fuel will be a gas so i can just have a floor level to water to make all the focket fuel, and then stack the generators on higher floors
yea, I didn't have diluted fuel when I made mine. I need to go back and beef it up at some point.
u got heavy oil residue thing?
yep
trying to find a combo of sulfur, coal, nitrogen (seems to be pretty rare overall), and water
they should really add that map mod into the base game imo
Just fix the antialiasing and I agree.
do you train in any resources for the power plant?
im kinda worried about using a train to ship in stuff
oh and as a side note, im thinking to build a little armory nearby which can hopefully make ionized packaged fuel for my jetpack, turbo rifle ammo, and other goodies like filters
Just nitro and oil.
lol i didnt even think to ship in the oil/gas products
i guess there are fluid cars
There is a lot of oil just northeast of here I use.
i started in the newbie starter zone so im thinking to build in the west part of the map
where the oil nodes are, i guess its west and slightly south
but i will have to belt in sulfur which is kinda far
You can see my sulfur belt on the map... not too bad.
hmm, i think that will be the plan then
there is a pure sulfur, a pure coal, nitrogren that is all pure, and a pure oil
i'll have to make a new aluminum factory, but thats ok
i wanna plan for eventual 1200 conveyors
The other potentially better option is further north
all good
Input:
1200 Sulfur
1200 Fuel = 1200 Water + 450 Crude
900 Nitrogen
600 Coal
Output:
1800 Rocket
300 Compacted
i will have to scale it down at first though since i only have 780 conveyor speed currently
Input:
780 Sulfur
780 Fuel = 780 Water + 292.5 Crude
585 Nitrogen
390 Coal
Output:
1170 Rocket
195 Compacted
its gonna be clean (-:
does an idle machine have an overclock energy penalty?
or is the idle energy consumption baseline regardless of clocking?
You could, true. But also don't have to if you use two belts
(Assuming it's more than one node for the resource)
Plans for the compacted?
is there a bug with this mode of the train? my cargo is all unloaded and freight is empty yet it's staying in the station, it's displaying canceling docking for a while now
Multi?
you have "and wait X seconds" enabled
set it to OR
could fix it
if it doesnt work ig rebuild the train
if I set it to Or then it just doesn't wait for unloading at all
which I want it to do, wait there until all cargo have been unloaded to not clog up the train system with unnecessary movement
then just rebuild the train ig
oh which way do you put the locomotive because I have a pretty long train (6 freights), do I butt them together?
2 locomotives on one train?
yeah ig the best is one infront and one in the back
but do they turn in the same direction or with their back facing one another?
yeah but which way is optimal I mean?
Doesn't matter
ty
Have them all face forward if you don't want the train to be able to reverse
(that could lead to it unintentionally flipping)
Some people like to have 1 locomotive at the front and the rest at the end so that the first freight car is always after the locomotive
doing some more testing on the advanced train settings
well it works with one locomotive, currently does not work with 2 locomotives turning away from eachother, next test will be 2 locomotives, but turning in the same direction
interesting, it breaks with 2 locomotives, but work just fine with one
Is that just because of the length of the train?
2 locomotives facing opposite ways work with a non-looped rail line pretty well. And then a looped one would just have them all facing the same direction
Is the platform the back locomotive stopped on a cargo platform? Why?
Swap it to an empty platform, if it's not already one
yes, it used to be, because I designed this station as a modular one, swapping it to empty didn't change the fact that 2 locomotives will not undock properly after they've been fully unloaded
But I think it might be a new 1.1 bug, too. I have never had anything like this happen, and you're the second person with the same issue within the last month
not because length, just tried with 2 locomotives and one freight, same problem
Though all of my mulit-locomotive trains had the locomotives at the front but idk if that's relevant
but it's fast enough with just one locomotive so I can live with that 
I'm gonna guess the train was attempting to reverse and that's why it broke
It shouldn't even be allowed to try to reverse considering the signalling
Oh I see
not that too since I tried with both locomotive rotation
This is truly a
When the train doesn't train
Moment
yeah I don't have any idea what or why it happened too, tried that with different stations, same settings, and it consistently breaks 
can someone explain the different train loading modes to me? I'm not sure I get them
one load completed or wait x seconds: train arrives at the station, immediately attempts to perform a load/unload operation on each wagon, regardless of how many items there are to move. if there's 1 item in a platform set to load and there's space for at least 1 item in the wagon, that one item will be moved. after all wagons finish loading/unloading, the train departs. if there's absolutely nothing to move, it'll depart after x seconds
one load completed and wait x seconds: same as above, but the train will wait x seconds before loading/unloading (it's possible it'll wait x-27 seconds before performing a load/unload, so it finishes after x seconds, because the load/unload operation takes 27s, haven't checked that)
wagon fully loaded/unloaded and wait x seconds: after the train arrives, it'll check whether it's possible to perform a load/unload operation moving all 32 stacks of items in the platform/wagon. if not, it'll do noting until it is. the operation is performed if the wagon will have all of its slots empty or full after it's performed. so for load, the platform has to contain enough items to completely fill the wagon, and for unload, it has to have enough empty slots to contain all the items currently in the wagon. this is evaluated for each wagon/platform individually, so they will not necessarily perform the load/unload operation at the same time. if x is more than 0s, the train will not do anything until x seconds pass, and only then start attempting loads/unloads
wagon fully loaded/unloaded or wait x seconds: same as above, but after x seconds pass, the load/unload operation will be performed, regardless of the state of the wagons/platforms before/after (again, it's possible it watis for x-27 seconds before starting so it finishes after xs). but if all the wagons get fully loaded/unloaded before x seconds pass, it'll just leave without waiting the full x seconds
disclaimer: these are all my own observations, not verified by anyone else, the wiki, or checking the code. it's possible I am wrong somewhere
i was thinking of using it to make turbofuel to then turn into more rocket fuel for more power
but i'll probably just sink it to start with since its already gonna be way more power than i need for the foreseeable future lol
just one pure node hence the connundrum
Ah then yeah limited to belt speed
Or, send it to an ammo factory to make turbo ammo or nobs 😏
heh i thought about that too, and i think the resin as well can be used to make fabric for filters
i mostly use my nobelisks though for hunting
Precisely, no waste
i realized nobs are just beastly out in the wild
but i guess if i had unlimited turbo ammo... i'd use it more heh
I have heard that turbo ammo isn't great? Too low damage even given the clip size and speed?
I go between normal and homing
It's the same damage
my gf loves homing because she's not that good at aiming
maaaaybe a tiny tick less
? I enjoy it. Automate it, have infinite ammo, go brrrr
yea i think part of why i like nobs at the moment is that i automated them to have unlimited
so i dont have to think about it, just throw them around
Yeah, tiny bit less
Bro I use nobelisks for everything. Destroying trees, breaking rocks, killing enemies including the gas plant ones, and the gas rocks too. The solution to everything is to blow it up
Okay, so it is a tiny tick less, which just means that, in practice, it's basically the same damage cuz of RoF
one reason I don't like nobs is that I try to preserve nature as much as possible and I end up killing a bunch of trees if I'm not super careful
Yeah if you're trying to conserve the environment definitely don't use nobelisks
And tbh, if you have that much trouble killing the littler guys anyway, you need extra help.
in game, blow everything up lol, at least for me
20% less damage isn't nothing, but yeah if you can aim then turbo ammo seems fine
maybe in a second playthrough i can try to preserve
Considering the final column of that graphic you sent, I'd say my point is made.
Also, my point still stands, ammo automation is a good use for CompCoal, especially if you're just gonna sink it otherwise.
You can just use SCIM to replace the Flora
scim?
eh, I tend to garden, so if I have been pruning then I have to readd it all, it gets annoying
that can replace flora in my save?
it's a save editor in general
iirc it does have a "respawn flora" button but I've never used it
Would you really want to? 😳
You hit the button, and then you got plants growing through foundations like leg hairs sticking through socks.
I have used it occasionally when I accidentally a big tree
but yes, you have to go back over all the stuff sticking out of foundations, haha
what's the best oder for following large satisfactory calculator builds? I never really know where to start (eg: url.jennytime9.net/G <<-- 5 radio control units +mods and alts)
what?
the main thing is that, looking at the map, there is really no good place to build it in general so how do i figure that best? is it faster to build mini-factories along the way and make the final product in a place or bring everything in one spot?
I've gotten fedup of building km of pure trainlines bc everything is scattered and following sfcalc is easy to get off track
Highly "depends" ™
But if you can't find a place with everything, you're gonna need to bring some stuff back, so might as well bring it all back and deal with it centralized. (That's what I'd do)
well in general if you're planning a nice big permanent factory , plan recipes along with location
there's generally some place that will get you 90% of resources for any given factory on location. Unless you're doing something wild
let's just continue assuming this
Unless you're doing something wild
bc I, alot of the time, have already used nodes for other megas
well then you have to compromise. I don't bother with specific factories until I'm building my world plan, and then I allocate all the spots for hubs in one go
aalso that scim plan is really annoying. Can't even tell what resources you need at agland
and you're using bio coal so you'll never be able to automate it?
in any case, you can build this in the east swamp. It's got everything
tbf, did just put in the world and immediately took what it gave without checking too much but already the oil is quite a pain since that is on the other side of the bauxite which is really far away from my quartz
not if you already have an alu mega...
well don't know what you're using so can't help. alter the recipes then.
I managed to make this into like 8 hubs all nicely placed around the world with almost all the resources being local so it's very doable https://www.satisfactorytools.com/0.8/production?share=KmyBKCekcosWn03NxKTl
same
Standard rifle ammo does 25% more damage, and when tap firing it has 2.5x of the DPS.
Turbo only has a niche if you're going to warmup into basically emptying the clip into something, and you have to be close to them for that to actually out-damage other ammos.
Already saw the chart, thank you
Turbo ammo isn't as inaccurate as everyone says, especially if you maintain decent RoF and don't let it out full blast.
It easily tears down the larger varieties of creatures from medium to close range, and combined with jetpack, means even close-range engagements are relatively safe.
Also, if you are only tap firing, then turbo ammo gives you nearly 5× the magazine capacity while only requiring 25% more shots, so the tradeoff is pretty clear.
So in conclusion... skill issue, git gud, scrub. 😎
(Teasing)
why is the train not loading up? its just driving back and fourth
i have this train station set to pick up only plastic and rubber
and the other to unload it
does the train station have to be behind the storage shippers?
Double check the load/unload mode on both ends, make sure the correct station type lines up with the correct car, etc.
check that the station is oriented correctly. it looks like it might not be?
it should look like this from above === (] [] [] [] [] ===
where === are rails, [] are platforms (empty or cargo) and the (] is the station
the orientation of the station roof is important
make sure it's not like this: === [) [] [] [] [] ===
anyone know exactly how much clock speed should i set a coal gen in order to consume exactly 100/min water?
100/45*100
2.2222...
Or 222.2222%
Which is the math he said ☝️
Wait noyes
@limpid vapor ignore the belting, I'll use the merger/splitter layout though, starting from here I'd add vertical conveyors to allow the crossings to not clip, then shorten and compress the splitters and mergers as much as possible so it's compact, and there's your 3 to 4, but if you still haven't figured it out in like 6-8 hrs, dm me, I'll send you the blueprint as soon as I get it done
orange is input and cyan is output
Very clever
Yeah, definitely can be cleaned up with lifts, but that'll do
looks correct
btw can I just split every output of a 3 by 4 to get a 3 by 8? in theory I should be, right?
depends what your goal is. it would be bottlenecked in some situations if you did that
nvm I couldn't stay still, @limpid vapor what do you need again? 3 to 4?
ayy, i actually need 3 to 8, but i should be able to just split the 4, right?
trying to think of edge cases where splitting the 4 would be a bottleneck
alright, thought of it now, so basically if half your system is blocked up (2/4)
when you don't want equal outputs
then the other 2 where you split them into 4, instead of having max speed of the 3 input, you now are limited to max speed of 2
it's fine if you want 8 equal belts, but that's not the only case in which you could want to use a balancer
to simplify my chain of thought
if you split each output of a 3x4 into 2 to make a 3x8
and half of the system is blocked off, you are basically limited to a 3x2, which is slower than if you blocked off half of a true 3x8
hmmm
will your frieghts ever be unloaded unequally, causing one station to be full before another?
aaah, well, yes
funny thing that, i have a pretty kooky system going on the unloading end
just place a balancer both on load and unload 
maybe you should use a balancer there to lol
what are you doing not spamming balancers lol
uhhhhhh, well, im just not the biggest fan of building them
I'll look at you as if you were insane
it'd be much easier if you just didn't care about clipping 
wdym you clip 
its like 5 main lines, then the last 3 are each split into 5, and i collect 3 of those and merge them into each 5
unloading is 8:15
so if I get you right, 3x600 input, and 8 stations output?
well, i need 8 outs balanced between 15 ins, this was my hacky solution for that
so how many coal lines do you have coming in? they can all be compressed down into 3x mk5?
its 3 pure coal nodes with mk2 miners on them
i just decided at one point that i wanted most of my trains to have 8 wagons idk, the system is already built
@limpid vapor how much clipping will you accept, is this much acceptable? I can make it less clipping at the cost of space
thats perfectly fine yeah
i like having lots of big trains, that are not constantly moving, should provide me a lot of overhead for traffic
just dropping my balanced ternary XOR gate here
good night
damn that some gigabrain stuff
just to address this, the train is set to leave when fully loaded/unloaded
my understanding with this setup was that the unloading end shouldnt really care about what the loading end is doing
my thinking was that even with my funny unloading system, it should just mean that the train waits at the unloading station, to unload, instead of at the loading station
now that's a 3 to 4 done
definitely if your train returns to the loading station empty, there shouldn't be any imbalance
it will 100%
done lol
epic, DMs?
sure
yeah, the loading side doesn't care about the unloading side, but the opposite isn't always true
the unloading side consumes at the exact rate, even if unloading on the platforms is uneven
it should just take longer for the train to unload, right?
I should blueprint my 6 to 6 in case this same thing happens again where I need to redo a balancer 
because you're unloading 3 belts, if you fuck up enough, you could end up with only 2 platforms supplying items by the end, resulting in a bottleneck to 1560/min
but as long as that doesn't happen and you get 3 belts sustained at all times, it's fine
well, they are unloading into containers, i have kept an eye on the containers themselves, they seem to be roughly equal
I love balancers so much that even for a factory that outputs 6 equal lines, distributing into 6 wagons that always arrive empty, I still put down a 6 to 6 balancer, just because I can 
I do that too. not because I can, but because a balancer ensures the belts will still be equal, even if I fuck something up. connecting directly could mess up the train if something doesn't go according to plan
it's in case one, two, or three stations gets their items unloaded, I can still have 2x belt throughput going to them to refill them asap vs only one belt per station 
although that edge case would never happen, it's nice to know the system is as robust as it could

wait wtf, I think I messed up that center splitter 
just delete it and rotate it so the input is the same way as the other 2

are fluid transfer rates on trains accurate?
comon, I turned on my pc to fix one splitter, not reworking the fuck out of the balancer for a more compact layout 
So do i need as many cargo loaders as i have train shipping carts?
Rn my train has 3 carts but i only have 1 loader
Depends what you want to achieve exactly?
This was only an example of how to arrange the station and the platforms
generally don't transport raw fluids
Yes, though you need to make sure the stations are buffered properly. Here's a couple of designs which should work fine: #design-and-architecture message
#design-and-architecture message
Transporting fluids by train is fine; I wouldn't recommend making really long pipelines, though. For gasses you may find it nicer to should really always package + ship that way, since gasses often compress better, and don't play nicely with buffers (edited to be more precise)
Especially because the throughput per wagon is 1.5-1.9x better when you package
More, if it's a gas, not a fluid
Im transporting rubber and plastic to my main product base
A large container fills up in about 15 minutes
No reason not to unless it's a gas
my issue is that the train throughput is fine i use 3 trains to transport 900 nitrogen gas /min. but all of that gas is used in 4 blenders to make nitric acid each requiring 225. but for some reason the gas just wont move into them
it "sucks" from the buffer like 300 ish
its 2 buffers with 450/min each**
Ah, actually I should've said something different about gasses above, eh? I have not actually tested myself, so this is secondhand, but: apparently gasses do not play nicely with buffers
Something about their behavior can just make stuff weird; even stronger recommendation to never use buffers with gasses
they do not play nicely with anything tbh
And since with fluid freight cars you need buffers in order to smooth out delivery, it means that effectively you probably shouldn't use fluid freight cars for gasses
So for gasses, it's definitely recommended to just package and transport that way, instead of using fluid cars on trains
they play nice with packagers, headlift requirements, and it seems like less sloshing and backflow too 
ive moved nitrogen by train once because I was deragnged but it was so long ago I forgot how I made it work
I just remember it being an absolute nightmare though
will a really long pipeline work? from the extractor directly into the blender
By design fluid trains have less throughput than freight trains because when you package the fluids to then unpackage elsewhere you need a second train to return the empty containers
just one wagon for the empty tanks and another for the filled tanks, then packager on each side, one packaging, the other unpackaging
We are talking about unpackaged nitrogen
just don't transport unpackaged nitrogen, package them
Anecdotally I think really-long pipelines are more likely to be okay with gasses than they are with fluids, though if you want a system that's as foolproof as possible, ironically packaging+unpackaging is probably better
packaging them even gives a 4x compression ratio, so your previously 4 fluid wagon stations now shrinks to 2 item stations
the same train can unload the full ones and pick up the empty ones
Two sets of nice+short pipelines instead of one really long one == problems on either end should be easier to debug
And yeah, just use a second car (or second set of cars) on the same train for the empties
You still need another station which is another stop, or you double the length of the train which you would do with the fluid anyway
what difference does another station make
There's a few reasons
If you are running your train at optimal throughput then it will mess up your calculations
then you have shitty calculations
Doubling the length of the train would be generally preferrable to adding an extra set of stops, since the load/unload animations take time
No not really because you have doubled the wait time for no reason 😂
You can't run at max throughput with unpackaged fluids
But you can with packaged, even with double stations
This is what I would do also but then at that point just use a fluid train 🤷♂️
Provided it is a liquid you are moving and not a gas
Except that gasses don't play well with fluid cars (again, apparently - I acknowledge this is secondhand info and I have not tried fluid cars w/ gasses personally)
Oh, heh, right.
Not to mention that max throughput with items is higher than with liquids
Yeah I am 100% not suggesting you try and move gasses by train lol
So yeah, we're on the same page. :) I was talking gasses specifically up there. I'm Team Fluid Cars. :)
so the problem now is i dont have space for another train station in order to return the empty canisters back
Let's see how stridently we can argue the same point at each other!
I mean actually let's not do that, but y'know.
Happens all the time here i stg
when so many people say the same thing 5 minutes apart it's hard to track what's actually being said lmao
That kind of thing is why I generally build my logistics first and then factory second; makes it easier to adjust for unexpected complications. :)
(Probably also a holdover from making building-material-logistics, pre-Depots)
yeah i was 100% certain raw gas transportation would work (sad face)
And that's why I always build in areas that are open on at least 3 sides so I have no issues expanding
I just build my stations open air and the factory next to it, really easy to expand the train station
@main thicket Have a look on youtube and see if anyone has done a video on specifically using trains for nitrogen, might be worth a shot
i could use a belt to bring it back but at this point i might just build a straight pipe
As I said earlier I did it a long time ago but cannot remember how I got it working properly
thanks ill try that first
How far is it? If it is less than 2 pipes (I think that's what you said before) then it may just be worth doing the pipe
Alternatively, at that stage of the game you've probably got drones available. Could scrap the train line and just put some drone ports on the roof instead. :)
Plenty of room up there, presumably!
Drones are my answer to everything in my lastest save because I am too lazy to extend the rails at the moment
Heh, yeah, I've got a bad habit of leaning hard into drones once I've got them. Always have to remind myself to keep running some rail, 'cause my favorite method of cross-map travel is passenger rail
about that far
hold on drones can use coal as fuel right?>
Nah
No, Packaged Fuel is their lowest-tier fuel
All the fuels, batteries and the fuel rods
oh
but don't even bother with regular fuel tbh
I mean that's at most like 1.5-2 km right?
something like that yeah
Wouldn't take too long to build a pipe across the entire desert lol
at this point yeah i dont know why im thinking for other solutions
If you have excess coal what about trucks?
i dont trust them
They are pretty reliable these days
Trucks (and tractors) can be 100% reliable, though I understand not wanting to spend the time to learn their ins-and-outs
WIll auto-correct themselves if they ever get stuck
if i was building a normal factory sure but im making a nuclear power plant so yeah
But yeah, anecdotally, long gas pipelines seem to have fewer problems than long liquid pipelines; running pipes along the desert would probably be fine
I've ran nuc off of trucks before haha
It was scary until I learned that they were in-fact ok
However I am now thinking that they may not be able to hold enough coal to make that journey
Yeah, it'd help to have experience running logistics with 'em prior to using 'em for power generation, just from a peace-of-mind angle. :)
well off to building a really long pipeline accross the desert
actually 2 really long pipelines cause i need 900 nitrogen
I still need to build another 120 fuel gens for my fuel plant
Sick of this project honestly
turbofuel ?
Heh, I reached Fuel-Gen-Spam burnout way back in Update 3. :D
I've overclocked half of them but refuse to do more than that
I'd personally rather build nuclear any day instead of spending hours placing fuel gens. :P
(Not that I don't build out fuel power, but I don't tend to go wild with it)
megaprint is your best friend
This will tide me over to nuclear but I fear it is not enough power
I just spam them in bursts of 144 (600m³/min of rocket fuel) at a time, as I need more, it's pretty fast once it's blueprinted for 4 gens per click
Yeah, 5x5 blueprints help a lot w/ fuel gens, at least
Yeah the people that build up to like a TW of fuel power make me question humanity
how the hell they have the will to do that I have no idea
you mean this? 🤣
#streams-and-videos message
That is a good example yes 😂
dude I thought 288GW was big 😂
I don't think I ever done more than about 120 GW in fuel power
And in that project I literally just placed a big concrete slab and spammed them down to get it over with
That was before blueprinting also... what was I doing with my life 🤣
I thought getting to the tallest peak in the game is it, turns out there's another achievement for getting to the world height limit
ahh yes. should be done by next week
yeah thats the thought. dont really know how tho
Have you unlocked wall mounts in the awesome shop?
yeah
Should be fine then
it works with a beam
My new favourite obsession is chrome painted pipe supports and belts
it looks good at least
1 more in each direction than mk1
!wikisearch Blueprint+Designer
Guys I went crazy and overengineered my electronics/oil factory with 100% efficiency, matching inputs/outputs etc without manifold. Some stuff like the quickwire is not in yet, as it's so tedious
I made a user friendly planner called SatisfiedVisual posted on the wiki page. Give it a try, I made it for myself and for the community
https://satisfactory.wiki.gg/wiki/Online_tools
This page lists links to online tools that can help you in playing by providing e.g. map locations, crafting recipes, factory ratios, plumbing questions, etc.
the main issue here is you're branching the manifold over multiple floors
fluids are generally unhappy with this
all refineries are at the bottom floor the top floor is just for blenders
sure but this pipe is feeding HOR to both the refineries on this floor AND the blenders above right?
heres the plan if you need it btw
yup
"the main issue here is you're branching the manifold over multiple floors
[4:14 PM]
fluids are generally unhappy with this"
so i should split the fluid before it goes up?
here basically
that would be your best bet
clock a group of machines making HOR to make HOR just for the refineries and pipe it
clock a different group to pipe it directly to the blenders
this has the added benefit that lower flow pipes are easier to manage

it's not impossible to branch manifolds, even over multiple floors. But it can be a pain in the ass
so this should work now ?
from what I see? sure. There might still be other things around the corner that messes it up
hopefully it works
Hello can someone help me with math I'm not sure how I'm supposed to split pipes into 225 for a blueprint I made
Im making turbofuel the normal recepie
Its 2300 fuel
To turbofuel
I made a blueprint that's 225 to 187.5 for a mega power plant If someone can tell me either how to make that set up work or if I shoud use another recepie
Put 255 in the pipe in the first place