#math-and-meta

1 messages · Page 342 of 1

visual yarrow
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Wait, no, quickwire can also only use caterium.

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Only copper.

vapid gorge
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well. And iron

visual yarrow
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*since you can use iron, or even only copper, is what I mean to say.

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Quickwire's two options are both also ways to make wire, in terms of type(s) of metal.

vapid gorge
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I was looking at the numbers and it looks like QW cable is more Rubber efficient than insulated Caterium wire

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by a reasonable margin. But you'd probably only really care on a big project

visual yarrow
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But it's really the production speed that drives me nuts.

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The fact that it's lower than the default constructor recipe.

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I can handle adhered iron plates because they are using an assembler no matter what.

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Well, that, and they have beautiful production ratios.

vapid gorge
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well you often pay for compactness by needing more resources

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which, comparing Insulated Cable vs Caterium Cable, that's what's happening

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like Bolted plate is less resource effcient but it goes BRRRRR

visual yarrow
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Oddly enough, coated cable? Never use it, but don't have an issue with it.

vapid gorge
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well it's less processing than insulated but much less oil efficient

visual yarrow
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I find it at least more interesting than quickwire cable.

vapid gorge
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like significantly less oil efficient

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and needs ... a refinery 🙁

visual yarrow
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Yeah, using raw HOR is gonna do that.

vapid gorge
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a big plus for any recipe for me is avoiding refineries

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recycled plubber is a nescesary evil

visual yarrow
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Do you not enjoy hard drive hunti- oh

vapid gorge
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fingers not keeping up with the brain

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happens a fair bit

visual yarrow
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I managed to isolate quickwire cable on a drive with charcoal. That was fun.

vapid gorge
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gonna use QW cable on my next project just for you 😛

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made using also copper and iron obvs

visual yarrow
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You can if you want. I never had an issue with people using it. I just really don't want to use it.

vapid gorge
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actually no I won't. I don't want 4x as many assemblers

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I'll spend the extra oil

visual yarrow
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Oh, crystal oscillators.... you and your silly number of required manufactories.

vapid gorge
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1.8754 or something?

visual yarrow
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Insulated is 1.875, but that's half of 3.75 and thus an eighth of 15 and so on.

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Default is 1/m.

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But it just needs a LOT of manufactories to produce them in bulk.

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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.

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Oh, right. Rigor motors exist.

vapid gorge
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and is a fun recipe!

visual yarrow
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Hmm. I don't think I can build this rail around this SAM node in a way i'll be happy with.

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...Wait, I have a brilliant idea.

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Perfect.

vapid gorge
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sunk the miner into the ground?

rose ingot
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If you need 25 screws for a machine make 48 trust me

visual yarrow
obsidian spade
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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?

wind spade
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imo it's not good to have megafactory 🙂

obsidian spade
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Balright

wind spade
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make separate factories 😉

obsidian spade
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I already made a mega factory with a rail system

knotty hornet
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Do it

wind spade
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well you can still make separate extra factories

knotty hornet
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It'll be fun

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The belt work is bound to be a satisfying nightmare

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But you got this, just give yourself more space than you think you'll need.

obsidian spade
visual yarrow
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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

knotty hornet
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FMFs are a fun factory on their own

visual yarrow
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Oh, supercomputers, portable miners, sam fluctuators, quickwire, high speed connectors... uhh

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oh, stators.

wind spade
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stators are not needed

visual yarrow
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power storages

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wait.

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huh. okay, I guess those don't require stators now.

wind spade
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yeah

knotty hornet
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Stators are only needed in that, you need them to make motors

wind spade
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(and I wouldn't build those anyway)

visual yarrow
knotty hornet
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True

visual yarrow
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and power storages are always useful to have.

wind spade
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eh I'd disagree with that

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and ECRs will have their own stators

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that's not part of "production to storage"

knotty hornet
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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

visual yarrow
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yeah, that wasn't in reply to that topic

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honestly, power storages give you a lot more flexibility in how you approach the very fluctuaty power demands of endgame machines.

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some people just overbuild power so they can not care about it, which is fine, of course

wind spade
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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

knotty hornet
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That's his point though, is it gives you options

visual yarrow
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except power storages are specifically designed to be used with fluctuating power, and they are way easier to build

wind spade
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the thing is that power storages don't make power

visual yarrow
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and don't require resources, for that matter. well, the usage of map resources.

wind spade
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so you still need to build the power

knotty hornet
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We know that

wind spade
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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)

visual yarrow
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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

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now i'm only running like two quantum encoders full time right now, and... some converters and particle accelerators.

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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)

obsidian spade
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In rl people use capacitors to smoothen power output
Sometimes having a battery will do the same in satisfactory

visual yarrow
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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.

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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.

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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.

knotty hornet
visual yarrow
velvet warren
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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

visual yarrow
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well it's not that they're in sync

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or at least. not intentionally. i just have all of them.

velvet warren
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my geyser dip, I have 5-6 geothermal gens

visual yarrow
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yeah, that would be why. about the same production, but 5-6 vs 31 will make a difference, heh

velvet warren
visual yarrow
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it's a good thing to do at the stage of the game when you start wanting to get a lot more hard drives

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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

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on a different note.

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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.

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it also is one of those parts of the map that has an absurd number of lizard doggo spawns, and they are EXTREMELY DISTRACTING

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like, you can... possibly, since it's night... see the exact point where my soul starts to die

balmy frigate
brisk urchin
balmy frigate
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ooh I never actually thought of doing it like that, smart

visual yarrow
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it's also a time to get slugs, artifacts, and alien protein.

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incidentally, most hard drives that require power actually are located near geysers

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it.. may be time to head back. given that I am technically supposed to be building a railway.

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although i kind of don't remember why i am building a railway because it is not leading anywhere I need to go

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hrm

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well I guess thankfully it doesn't take long to get back when I am capable of extended overland flight

knotty hornet
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So many computers

balmy frigate
knotty hornet
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And 3 stacks of rad filters??

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Brother man, they don't go that fast 😭

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Also, mad respect for the parachute 🫡

visual yarrow
visual yarrow
knotty hornet
visual yarrow
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and i'm home.

sullen light
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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

visual yarrow
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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.

atomic folio
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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)

atomic folio
knotty hornet
visual yarrow
atomic folio
knotty hornet
visual yarrow
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also, in case you were not aware, you can use oil based packaged fuels for drones, now.

atomic folio
sullen light
visual yarrow
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fair enough. but to clarify something

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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

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shorter routes, in particular, will consume more fuel relative to the distance travelled. think of it like the cost of taking off and landing.

knotty hornet
atomic folio
visual yarrow
knotty hornet
visual yarrow
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i personally use ionized fuel for mine because i have it and it makes them go fast

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but i have no idea how many drones I might end up using, and ionized fuel is expensive and complex to make, so...

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i forgot where I was going with this

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well in conclusion: it is probably time for a break

atomic folio
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what's that?

visual yarrow
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ionized fuel? it's basically the end-tier fuel

atomic folio
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I meant a break XD

knotty hornet
visual yarrow
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it's when I go and play a different game that requires less subjective thinking and more punching things so hard they explode

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particularly given that about 99% of today's playtime has been fighting the local fauna as if I were playing a stylish action game

atomic folio
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I do wish that the splitters could organise harddrives. That way I can TRUELY come home. and just hit "deposit all"

visual yarrow
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ever since the advent of the dimensional depot, I haven't had much need to store anything

frosty owl
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Machines are the easiest way to avoid complex balancers to get all the numbers one wants 🤷‍♂️

visual yarrow
atomic folio
visual yarrow
deft lichen
visual yarrow
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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

atomic folio
visual yarrow
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and also I carry around like 12 stacks of computers because i still havent automated them

atomic folio
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once I get automated power. I automate what I every pops up. once i have the wanted alt recipes atleast.

visual yarrow
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i... take some time, sometimes. computers are next on the list.

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but they're kind of hard to get started on because of... numerous reasons, some less justifiable than others

atomic folio
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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

visual yarrow
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sorry to hear that

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honestly, I also am procrastinating on starting because I want to make something that looks nice. but I kind of need inspiration

atomic folio
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me. I'm a functionality over form kinda gal. function comes first. then comes aethetics

visual yarrow
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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

visual yarrow
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i'm a "desperately trying to balance form and function" person

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i need both.

atomic folio
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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-

frosty owl
# visual yarrow while i agree, why would you want to avoid complex balancers

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)

visual yarrow
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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

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im also kind of. needing coffee and not making sense, even to myself. so i am going to fix that

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tl;dr: i was making a joke but i forgot the punchline, basically

knotty hornet
visual yarrow
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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

atomic folio
frosty owl
deft lichen
knotty hornet
knotty hornet
deft lichen
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hmm hmm maybe I will mod the game after all

visual yarrow
deft lichen
visual yarrow
knotty hornet
frosty owl
deft lichen
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no thanks, I don't want any "quality of life" mods that are not actually QoL but just make the game easier

deft lichen
frosty owl
visual yarrow
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i find that the versatility and adaptability of having all five weapons on hand is too good to pass up

atomic folio
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am the kinda gamer that just stockpiles stuff "incase i need it later" and then. NEVER use it. cause ill "need it later"

knotty hornet
atomic folio
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"""""need it later""""""

frosty owl
visual yarrow
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i actually don't use inhalers anymore. i stick to paleberries

deft lichen
visual yarrow
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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

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that's how you end up getting blown across the map by a large spitter fireball or something

deft lichen
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mk3 belts are too slow to do sushi belting, but I can see it being used for HMF and computers with mk4s

visual yarrow
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but man, I would love being able to strap the rebar gun to the rifle and use it as an alt fire.

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especially with shatter rebar

atomic folio
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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

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the numbers are almost nice too-

visual yarrow
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anyways. touhou.

atomic folio
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if i had a LITTLE bit more nitrogen. I could make almost 2500 rocket fuel.

obsidian spade
atomic folio
knotty hornet
obsidian spade
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is like minecraft to mod?

brisk shoreBOT
deft lichen
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you download a mod manager and install mods through it

atomic folio
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kind offf???????? you need the satisfactory mod manager. which is like curseforge but made by decent people. and its just. click andd go

frosty owl
deft lichen
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curseforge but by decent people is modrinth

atomic folio
frosty owl
deft lichen
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the solution was to split the injecting belt, and do 2 injections instead of 1

frosty owl
atomic folio
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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

frosty owl
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Make them easily accessible for when you'll need them? ^^

atomic folio
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that would require me having a brain- but ye- guess i should do that instead XD

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amma go pass out now <£ good night yall ❤️

obsidian spade
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is it worth using power shards for general line production?

knotty hornet
nimble nacelle
#

Diagram for this thing.

obsidian spade
knotty hornet
# obsidian spade 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

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plus, because power use scales exponentially with clock speed, you save power by building two machines at 100% vs one machine at 200%

obsidian spade
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i might have some kind of space constraint but idk

knotty hornet
obsidian spade
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currently using mk2 miners with max powershards on pure nodes

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3 pure iron 1 pure copper 2 pure concrete

tame dagger
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That’s what we call efficiency

hoary oar
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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.

tiny leaf
#

this is a separate system right?
water from electrode scrap fuels some refineries
rest of refineries fueled by water pumps

unique cypress
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when you have shards automated, there's little reason not to overclock everything

hoary oar
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asthetics is a reason

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some people prefer having more machines

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and power, most normal players arent running on 1TW +

unique cypress
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the difference in power is only 34%

hoary oar
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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.

final otter
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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?

hoary oar
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programmable splitter doesnt do ratios

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its just a smart splitter that can have more than 1 item assigned per output

final otter
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ok thx

crimson moat
#

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)

oblique hollow
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btw @vapid gorge how'd the pipe tests go with the mod?

crimson moat
#

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.

visual ocean
#

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

unique cypress
visual ocean
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Okay, in that case i might need more input and output rework

unique cypress
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oh no anything but that please I beg you

normal latch
silk glacier
#

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.

brisk smelt
#

delete the fluid buffers

wind spade
brisk urchin
mighty mural
#

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

brisk smelt
#

fmf?

mighty mural
#

hm?

honest grove
mighty mural
#

no, just steel variants

crimson moat
# unique cypress oh no anything but that please I beg you

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.

vapid gorge
agile junco
crimson moat
unique cypress
#

more power per uranium

agile junco
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I mean, I guess you are uranium limited?

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Yea gotcha

unique cypress
#

net power is just a function of scale

crimson moat
#

and that costs less SAM than making ficsonium

agile junco
#

So why not just sink plutonium? I'm not sure I understand how it's more net power than just scaling the uranium power.

crimson moat
#

it's a vanity project, not a mathematically max power build

agile junco
#

Gotcha

crimson moat
#

if you can do math you dont build ficsonium, waste or wasteless

agile junco
#

Yea, I'm tempted to do that as well. Since sinking plutonium feels wrong.

unique cypress
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eh, we've been doing that for years to get rid of waste

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tbh it pisses me off that the new way is not better in any way

agile junco
#

If you have >1TW of power optimality probably isn't going to make or break you.

agile junco
#

Doesn't need to be a huge amount more, but it should feel worth the effort.

unique cypress
#

ig it is more uranium efficient, but uranium efficiency doesn't matter one bit if you can just make more of it

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and making more uranium for more uranium rods costs much less SAM than the equivalent amount of Plutonium + Ficsonium power would require

dusky dust
agile junco
#

It's going to be a while before I make a project that uses all the uranium on the map.

agile junco
dusky dust
#

I'm personally on Team Ficsonium. I know it's got many haters, but IMO it fits its niche perfectly

mossy ibex
#

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

knotty hornet
mossy ibex
#

correct

knotty hornet
#

Hmmm

knotty hornet
#

because that is a mod savegame setting for IZ

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i assume you do, based on your description of the zooping patterns you gave earlier

mossy ibex
#

yeah interesting, I do use it, never seen that option, but that's likely it

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yeah I see the option. Must have been on when I did those zoops. Mystery solved

knotty hornet
#

i was gonna say, reading that gave me a brain tickle, cuz i had seen that recently and decided not to use it

mossy ibex
#

it was pretty useful just then, accidentally, hah

weak zodiac
#

does anyone have a link to the current over/underclock power curve?

unique cypress
weak zodiac
#

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

dusky dust
dusky dust
#

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)

weak zodiac
#

sorry looking at the page again the images say "outdated as of update 7"

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so I wasn't sure what to believe at that point

dusky dust
#

Oh, yeah, some UI stuff might have changed since then. The actual clocking has been stable for ages though. :)

unique cypress
weak zodiac
#

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

unique cypress
#

yeah, idk why there are 2 different pages on clock speed tbh

visual ocean
#

Is nuclear pasta needed for anything other than space elevator/unlocks?

unique cypress
visual ocean
#

Ok that makes more sense

oblique hollow
#

looks like you are on the fandom wiki there

unique cypress
#

!wikisearch nuclear+pasta

brisk shoreBOT
#
Official Satisfactory Wiki

Nuclear Pasta is a component of Project Assembly. It is used to complete deliveries in the Space Elevator, which in return unlocks additional tiers in the HUB. As with all Project Parts, it cannot be crafted in a Crafting Bench and has to be automated.

visual ocean
unique cypress
agile junco
#

!wikisearch singularity+cell

brisk shoreBOT
agile junco
#

These are the portal fuel.

#

Oh that's what he said >.< I missread the thread sorry.

dusky bronze
#

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

unique cypress
#

but also, that is not the best way of building a recycling loop

dusky bronze
#

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

unique cypress
#

but yeah, it looks like it could be this

dusky bronze
#

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

unique cypress
#

making the mergers priority mergers would probably help

dusky bronze
#

yeah

unique cypress
#

(with the higher priority to the center input)

dusky bronze
#

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

dusky dust
#

If you don't care about either of those, then yeah, Ficsonium's not for you. But in that niche, it's lovely. :)

crimson moat
#

that is a very tiny niche

dusky dust
#

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. :)

crimson moat
#

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 😄

dusky dust
#

You definitely won't see me arguing for widespread Ficsonium production; obviously it's not for everyone (or even most people!)

dusky dust
#

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)

unique cypress
#

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

dusky dust
#

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

crimson moat
unique cypress
dusky dust
#

I'm not wasting any resource in the game

dusky dust
crimson moat
#

I see anything that isn't tapped as worse than being sunk

This save has 720 tickets from sinking ore btw

crimson moat
dusky dust
#

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

unique cypress
#

even if that means you get less usable power?

dusky dust
#

I've never said that everyone should always make Ficsonium

dusky dust
#

Sure, if I were literally min-maxing the entire map, then I would not want to be making Ficsonium

crimson moat
#

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)

dusky dust
#

But I'm not. I'm making some Uranium power, then making some Plutonium power, and then making Ficsoninum

crimson moat
#

so it's an interesting difference

dusky dust
#

And along the way I get to indulge in more of the game's factory lines, so win-win

unique cypress
dusky dust
#

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

dusky dust
unique cypress
dusky dust
unique cypress
dusky dust
#

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

visual yarrow
#

OOOOOO YOU THOUGHT I WOULDN'T SEE THIS

#

BUT I KNOW NOW

unique cypress
visual yarrow
#

am I mixing up who i've had silly arguments with, again

dusky dust
#

(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. :)

unique cypress
visual yarrow
#

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

unique cypress
# visual yarrow OOOOOO YOU THOUGHT I WOULDN'T SEE THIS

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

dusky bronze
#

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?

unique cypress
dusky bronze
unique cypress
#

Could be, though not necessarily

dusky bronze
#

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

agile junco
#

@fierce ruin

little dock
#

Is there anything extra i have to account for when using recipes with weird float number outputs?

frosty owl
#

Not unless you tend to freak out over extremely tiny miss-matches between production and consumption... ^^

little dock
#

Ykw i can live with that thanks man

dusky bronze
#

they're just the same as regular recipes except a little scary

little dock
#

3 is my least favorite number now

crimson moat
agile junco
unique cypress
brisk smelt
#

just round up each previous production step by a percent or two no problemo

dusky bronze
#

@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

frosty owl
#

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)

dusky bronze
#

it seems to be even weirder now

quaint condor
#

Personally I would've done something like this... (Assuming the yellow is going the gens, i drew two "rows" of gens as an example

dusky bronze
#

ok instead of having a handful of pipes below 600 now everything is below 600

quaint condor
dusky bronze
#

i can try that but this is so weird now

frosty owl
#

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

dusky bronze
#

all the HOR refineries are at 100% efficiency but the pipes are in the 550-590 range

quaint condor
#

So long as the blenders are not lacking, you're gtg

frosty owl
#

Worst case scenario, you can go "full simmetry" and actually load-balance the pipes simon_smile

quaint condor
#

Just "less noticable" as it's a shorter run.

dusky bronze
#

some of the blenders arent running at full efficiency but thats because they arent getting enough HOR

quaint condor
frosty owl
dusky bronze
#

it seems to be increasing but very slowly

frosty owl
#

Also avoids having to check multiple UIs or machines' lights, having all relevant info in one screen

crimson moat
#

One pipe feeding at the middle is functionally equivelant to 2 pipes feeding at each end

quaint condor
#

Going for nice straight lines like this: 😏

crimson moat
#

and either of those options are usually sufficient, but maybe not in extreme cases

quaint condor
agile junco
dusky bronze
#

while we're flexing power graphs

frosty owl
quaint condor
agile junco
agile junco
dusky bronze
#

will change in the next month or so

quaint condor
agile junco
#

The game should really add a comma, or convert to GW.

quaint condor
crimson moat
quaint condor
#

The only "splitting" that would happen is at the machines.

#

Again, if the main feed trunk/loop stays full...

dusky bronze
quaint condor
#

I.e. consumption is not greater than supply

dusky bronze
#

at least after this save i think i'll know what not to do for future ones

#

you learn a lot in 500 hours

quaint condor
#

Yeah, we won't talk about how many I have put in in the course of this year 🤣

dusky bronze
#

how many

quaint condor
#

"some" of that, admittedlly, is from leaving the game on a few nights... mostly due to falling asleep in the middle 🤣

dusky bronze
#

that is like

quaint condor
#

But I purchased the game August 18th of last year lol

dusky bronze
#

ive got some time on other games but 4k hours is a LOT

#

ESPECIALLY IN A YEAR

quaint condor
#

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.

frosty owl
#

Sorry, I replied to the wrong message

frosty owl
quaint condor
#

I don't know how I can really show though, given the way one has to bounce around to show things with fluid "status'"

dusky bronze
#

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

quaint condor
dusky bronze
#

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

frosty owl
#

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

dusky bronze
#

although some backup generators would probably be a good idea

frosty owl
#

Power storages help too~

dusky bronze
#

just to burn extra fuel

#

backing up on it because there isnt enough rubber/plastic to get the system going yet

quaint condor
#

Only doing 1200/1200/min though.

crimson moat
quaint condor
crimson moat
#

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.

quaint condor
crimson moat
#

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%)

dusky bronze
#

4500 rubber and 3600 plastic (theoretically)

quaint condor
dusky bronze
#

yes, im making 900 extra rubber from polymer resin

quaint condor
#

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.

dusky bronze
#

i would have oc'd everything but didnt have shards automated when i was building this

quaint condor
dusky bronze
#

a flow rate graph would be really nice so that i know im not missing anything

quaint condor
dusky bronze
#

but backup generators seem to have fixed the problems

quaint condor
dusky bronze
#

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

quaint condor
#

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.

crimson moat
# quaint condor <@105841837348036608> You talking about like this?

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.

dusky bronze
#

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

quaint condor
crimson moat
#

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

dusky bronze
#

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

simple jasper
quaint condor
#

I started the clip a little early while still in the air though, coming from somewhere else 🤣

simple jasper
#

I think my brain just shut down ngl I’ve played too much this week

quaint condor
simple jasper
#

Fair

dusky bronze
#

i might actually just rebuild all of this

agile junco
#

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.

knotty hornet
agile junco
# knotty hornet 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.

knotty hornet
#

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

agile junco
#

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.

vagrant pilot
#

Can someone help me

#

I don’t understand where splitters go and where to put them in order to make modular frames

agile junco
#

Different from something which "levels" or "balances", but these are both solutions to my general problem.

agile junco
knotty hornet
agile junco
vagrant pilot
#

Then you worry about under and overclocking

knotty hornet
agile junco
#

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.

vagrant pilot
agile junco
#

Great!

agile junco
#

Mk5 and Mk2 belts.

#

But I want a general algorithm for creating any set of speeds.

vapid gorge
# vagrant pilot Yes

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

crimson moat
agile junco
agile junco
#

it's much faster to lay down a manifold.

crimson moat
#

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

agile junco
#

It's just more uniform, and easier to build.

vapid gorge
#

or even easier, clock the machines to output 300?

agile junco
vapid gorge
#

ok first statement still stands

agile junco
#

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.

normal latch
#

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

agile junco
#

I made one with 900 oil -> 900 rocket fuel recently.

normal latch
#

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

agile junco
#

yea, I didn't have diluted fuel when I made mine. I need to go back and beef it up at some point.

normal latch
#

u got heavy oil residue thing?

agile junco
#

yep

normal latch
#

nice ya

#

im still looking around the map for a good spot to put the power plant

agile junco
normal latch
#

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

agile junco
#

Just fix the antialiasing and I agree.

normal latch
#

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

agile junco
normal latch
#

lol i didnt even think to ship in the oil/gas products

#

i guess there are fluid cars

agile junco
#

There is a lot of oil just northeast of here I use.

normal latch
#

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

agile junco
#

You can see my sulfur belt on the map... not too bad.

normal latch
#

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

agile junco
#

The other potentially better option is further north

normal latch
#

i dont wanna see heh

#

im trying to only build in spots ive scouted myself

agile junco
#

The oil just sucks.

#

Oh, ok. My bad.

normal latch
#

oil doesnt seem to be a limiting factor

#

in my calculations

normal latch
#

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?

woeful zenith
#

(Assuming it's more than one node for the resource)

velvet warren
#

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

sand epoch
#

Multi?

brisk urchin
#

set it to OR

#

could fix it

#

if it doesnt work ig rebuild the train

velvet warren
#

which I want it to do, wait there until all cargo have been unloaded to not clog up the train system with unnecessary movement

brisk urchin
velvet warren
#

oh which way do you put the locomotive because I have a pretty long train (6 freights), do I butt them together?

brisk urchin
#

yeah ig the best is one infront and one in the back

velvet warren
#

but do they turn in the same direction or with their back facing one another?

brisk urchin
#

you can scroll

#

like with any foundation

#

or building

velvet warren
#

yeah but which way is optimal I mean?

deft lichen
velvet warren
deft lichen
#

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

velvet warren
#

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

woeful zenith
#

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

unique cypress
#

Swap it to an empty platform, if it's not already one

velvet warren
unique cypress
velvet warren
unique cypress
#

Though all of my mulit-locomotive trains had the locomotives at the front but idk if that's relevant

velvet warren
#

but it's fast enough with just one locomotive so I can live with that jace_smile

woeful zenith
#

I'm gonna guess the train was attempting to reverse and that's why it broke

unique cypress
#

It shouldn't even be allowed to try to reverse considering the signalling

woeful zenith
#

Oh I see

velvet warren
woeful zenith
#

This is truly a
When the train doesn't train
Moment

velvet warren
#

yeah I don't have any idea what or why it happened too, tried that with different stations, same settings, and it consistently breaks hehe

mossy ibex
#

can someone explain the different train loading modes to me? I'm not sure I get them

unique cypress
# mossy ibex can someone explain the different train loading modes to me? I'm not sure I get ...

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

normal latch
#

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

normal latch
woeful zenith
#

Ah then yeah limited to belt speed

knotty hornet
normal latch
#

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

knotty hornet
#

Precisely, no waste

normal latch
#

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

mossy ibex
#

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

mossy ibex
#

my gf loves homing because she's not that good at aiming

knotty hornet
#

maaaaybe a tiny tick less

vapid gorge
#

? I enjoy it. Automate it, have infinite ammo, go brrrr

unique cypress
normal latch
#

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

knotty hornet
#

Yeah, tiny bit less

mossy ibex
#

haha, sorry, what KY said

woeful zenith
#

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

knotty hornet
#

Okay, so it is a tiny tick less, which just means that, in practice, it's basically the same damage cuz of RoF

mossy ibex
#

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

normal latch
#

respect

#

in real life protect environment for sure (hence my pic is lorax)

woeful zenith
#

Yeah if you're trying to conserve the environment definitely don't use nobelisks

knotty hornet
#

And tbh, if you have that much trouble killing the littler guys anyway, you need extra help.

normal latch
#

in game, blow everything up lol, at least for me

mossy ibex
normal latch
#

maybe in a second playthrough i can try to preserve

knotty hornet
#

Also, my point still stands, ammo automation is a good use for CompCoal, especially if you're just gonna sink it otherwise.

vapid gorge
#

You can just use SCIM to replace the Flora

normal latch
#

scim?

mossy ibex
#

eh, I tend to garden, so if I have been pruning then I have to readd it all, it gets annoying

unique cypress
#

we really need a !scim command

normal latch
#

that can replace flora in my save?

unique cypress
#

it's a save editor in general

#

iirc it does have a "respawn flora" button but I've never used it

knotty hornet
#

Would you really want to? 😳

#

You hit the button, and then you got plants growing through foundations like leg hairs sticking through socks.

mossy ibex
#

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

tall nimbus
#

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)

tall nimbus
#

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

knotty hornet
#

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)

vapid gorge
#

there's generally some place that will get you 90% of resources for any given factory on location. Unless you're doing something wild

tall nimbus
vapid gorge
#

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?

vapid gorge
tall nimbus
tall nimbus
vapid gorge
# tall nimbus 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

crimson moat
# knotty hornet It's the same damage

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.

knotty hornet
#

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)

slate crypt
#

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?

knotty hornet
#

Double check the load/unload mode on both ends, make sure the correct station type lines up with the correct car, etc.

unique cypress
# slate crypt

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: === [) [] [] [] [] ===

main thicket
#

anyone know exactly how much clock speed should i set a coal gen in order to consume exactly 100/min water?

knotty hornet
#

Or 222.2222%

#

Which is the math he said ☝️

#

Wait noyes

velvet warren
#

@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

knotty hornet
#

Yeah, definitely can be cleaned up with lifts, but that'll do

velvet warren
unique cypress
velvet warren
#

nvm I couldn't stay still, @limpid vapor what do you need again? 3 to 4?

limpid vapor
velvet warren
#

alright, thought of it now, so basically if half your system is blocked up (2/4)

unique cypress
velvet warren
#

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

unique cypress
#

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

velvet warren
#

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

limpid vapor
#

hmmm

velvet warren
limpid vapor
#

aaah, well, yes

#

funny thing that, i have a pretty kooky system going on the unloading end

velvet warren
#

just place a balancer both on load and unload jace_smile

unique cypress
velvet warren
#

what are you doing not spamming balancers lol

limpid vapor
#

uhhhhhh, well, im just not the biggest fan of building them

velvet warren
unique cypress
velvet warren
#

wdym you clip jace_smile

limpid vapor
#

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

velvet warren
limpid vapor
#

well, i need 8 outs balanced between 15 ins, this was my hacky solution for that

velvet warren
#

so how many coal lines do you have coming in? they can all be compressed down into 3x mk5?

limpid vapor
#

its 3 pure coal nodes with mk2 miners on them

unique cypress
#

do you even need 8 wagons for that?

#

that's a max RTT of over 14 minutes

limpid vapor
#

i just decided at one point that i wanted most of my trains to have 8 wagons idk, the system is already built

velvet warren
#

@limpid vapor how much clipping will you accept, is this much acceptable? I can make it less clipping at the cost of space

limpid vapor
#

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

nimble nacelle
#

just dropping my balanced ternary XOR gate here
good night

limpid vapor
#

damn that some gigabrain stuff

limpid vapor
#

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

velvet warren
#

now that's a 3 to 4 done

limpid vapor
#

that was pretty quick

#

will it suffice then?

velvet warren
#

definitely if your train returns to the loading station empty, there shouldn't be any imbalance

limpid vapor
#

it will 100%

velvet warren
#

done lol

limpid vapor
#

epic, DMs?

velvet warren
#

sure

unique cypress
limpid vapor
#

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?

velvet warren
#

I should blueprint my 6 to 6 in case this same thing happens again where I need to redo a balancer hehe

unique cypress
#

but as long as that doesn't happen and you get 3 belts sustained at all times, it's fine

limpid vapor
velvet warren
#

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 hehe

unique cypress
velvet warren
#

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 jace_smile

#

although that edge case would never happen, it's nice to know the system is as robust as it could

limpid vapor
velvet warren
#

just delete it and rotate it so the input is the same way as the other 2

limpid vapor
velvet warren
#

alright nice

#

just had to turn on my pc again to fix it on my end lol

main thicket
#

are fluid transfer rates on trains accurate?

velvet warren
#

comon, I turned on my pc to fix one splitter, not reworking the fuck out of the balancer for a more compact layout tired_jace

slate crypt
#

Rn my train has 3 carts but i only have 1 loader

unique cypress
brisk smelt
dusky dust
#

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)

unique cypress
#

More, if it's a gas, not a fluid

slate crypt
#

A large container fills up in about 15 minutes

noble timber
main thicket
#

it "sucks" from the buffer like 300 ish

#

its 2 buffers with 450/min each**

dusky dust
#

Something about their behavior can just make stuff weird; even stronger recommendation to never use buffers with gasses

main thicket
#

they do not play nicely with anything tbh

dusky dust
#

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

velvet warren
noble timber
#

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

brisk smelt
#

1200 > 600

main thicket
#

will a really long pipeline work? from the extractor directly into the blender

noble timber
# brisk smelt compression ratios

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

velvet warren
noble timber
velvet warren
#

just don't transport unpackaged nitrogen, package them

dusky dust
velvet warren
#

packaging them even gives a 4x compression ratio, so your previously 4 fluid wagon stations now shrinks to 2 item stations

brisk smelt
dusky dust
#

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

noble timber
brisk smelt
#

what difference does another station make

unique cypress
noble timber
#

If you are running your train at optimal throughput then it will mess up your calculations

brisk smelt
#

then you have shitty calculations

dusky dust
noble timber
#

No not really because you have doubled the wait time for no reason 😂

unique cypress
#

But you can with packaged, even with double stations

noble timber
#

Provided it is a liquid you are moving and not a gas

dusky dust
#

Oh, heh, right.

unique cypress
noble timber
#

Yeah I am 100% not suggesting you try and move gasses by train lol

dusky dust
#

So yeah, we're on the same page. :) I was talking gasses specifically up there. I'm Team Fluid Cars. :)

main thicket
#

so the problem now is i dont have space for another train station in order to return the empty canisters back

dusky dust
#

Let's see how stridently we can argue the same point at each other! jace_smile I mean actually let's not do that, but y'know.

noble timber
#

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

dusky dust
#

(Probably also a holdover from making building-material-logistics, pre-Depots)

main thicket
#

yeah i was 100% certain raw gas transportation would work (sad face)

unique cypress
#

And that's why I always build in areas that are open on at least 3 sides so I have no issues expanding

velvet warren
#

I just build my stations open air and the factory next to it, really easy to expand the train station

noble timber
#

@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

main thicket
#

i could use a belt to bring it back but at this point i might just build a straight pipe

noble timber
#

As I said earlier I did it a long time ago but cannot remember how I got it working properly

noble timber
dusky dust
#

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!

noble timber
#

Drones are my answer to everything in my lastest save because I am too lazy to extend the rails at the moment

dusky dust
#

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

main thicket
#

hold on drones can use coal as fuel right?>

noble timber
#

Nah

dusky dust
noble timber
#

All the fuels, batteries and the fuel rods

main thicket
#

oh

noble timber
#

but don't even bother with regular fuel tbh

noble timber
main thicket
noble timber
#

Wouldn't take too long to build a pipe across the entire desert lol

main thicket
#

at this point yeah i dont know why im thinking for other solutions

noble timber
#

If you have excess coal what about trucks?

main thicket
#

i dont trust them

noble timber
#

They are pretty reliable these days

dusky dust
#

Trucks (and tractors) can be 100% reliable, though I understand not wanting to spend the time to learn their ins-and-outs

noble timber
#

WIll auto-correct themselves if they ever get stuck

main thicket
#

if i was building a normal factory sure but im making a nuclear power plant so yeah

dusky dust
#

But yeah, anecdotally, long gas pipelines seem to have fewer problems than long liquid pipelines; running pipes along the desert would probably be fine

noble timber
#

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

dusky dust
#

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. :)

main thicket
#

well off to building a really long pipeline accross the desert

#

actually 2 really long pipelines cause i need 900 nitrogen

noble timber
#

I still need to build another 120 fuel gens for my fuel plant

#

Sick of this project honestly

main thicket
#

turbofuel ?

noble timber
#

Yeah

#

80,000 mw total

#

At least I get 1000 rubber and plastic out of it also

main thicket
#

it was the reason i quit my last world

#

i was making a 45000mw

dusky dust
#

Heh, I reached Fuel-Gen-Spam burnout way back in Update 3. :D

noble timber
#

I've overclocked half of them but refuse to do more than that

dusky dust
#

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)

brisk smelt
#

megaprint is your best friend

noble timber
#

This will tide me over to nuclear but I fear it is not enough power

velvet warren
#

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

dusky dust
#

Yeah, 5x5 blueprints help a lot w/ fuel gens, at least

noble timber
#

how the hell they have the will to do that I have no idea

noble timber
#

That is a good example yes 😂

velvet warren
#

dude I thought 288GW was big 😂

noble timber
#

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 🤣

velvet warren
#

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

main thicket
#

ahh yes. should be done by next week

noble timber
#

At least you can build the pipe under the rails

#

use the station for something else

main thicket
#

yeah thats the thought. dont really know how tho

noble timber
#

Have you unlocked wall mounts in the awesome shop?

main thicket
#

yeah

noble timber
#

Should be fine then

main thicket
#

it works with a beam

noble timber
#

My new favourite obsession is chrome painted pipe supports and belts

main thicket
#

it looks good at least

slate crypt
#

How big is the mk2 blueprint cube

#

How many foundations

deft lichen
#

!wikisearch Blueprint+Designer

brisk shoreBOT
trail matrix
#

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

distant knoll
solar junco
#

@vapid gorge

vapid gorge
#

fluids are generally unhappy with this

solar junco
#

all refineries are at the bottom floor the top floor is just for blenders

vapid gorge
#

sure but this pipe is feeding HOR to both the refineries on this floor AND the blenders above right?

solar junco
#

heres the plan if you need it btw

vapid gorge
# solar junco yup

"the main issue here is you're branching the manifold over multiple floors
[4:14 PM]
fluids are generally unhappy with this"

solar junco
#

here basically

vapid gorge
#

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

solar junco
vapid gorge
solar junco
#

so this should work now ?

vapid gorge
#

from what I see? sure. There might still be other things around the corner that messes it up

solar junco
#

hopefully it works

iron hamlet
#

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

wind spade