#math-and-meta
1 messages Β· Page 347 of 1
the amount of RF produced from 1350 oil with this chain is 3272.(72).
so it is an error. user error.

I fr dont care if the calculator gives a bad number
i have a pen and paper
Its just there to show the scope and the production chain
you're literally asking for an amount that requires exactly 1349.98875 oil/min
so ofc it's gonna tell you it's 1349.99, not 1350
Yes
but the calculator shows 45 refineries
Thats 13350 oil?
it doesn't give bad numbers though
im gonna repeat this again
i recalculate these after by hand, yes im aware its one less clocked
if there's a 1350 oil input, it's not
but you aren't getting 3272.7 RF, you're getting 3272.(72)
which is 8/11 after the decimal point, not 7/10
yes
72 repeating, not 73
785.45 Power Gens in Total = 196362.5 MW
ik
but i dont use the calculator to that exact amount
i use it to get a somewhat overwiew before Chrunching everything my self with a 2.5 here, a Sloop there
I just try to get as close as possible
look at the picture i just send in it clearly says 3272.73
it's clearly rounded
no i looket at it
afaik modeller rounds to 2 decimals
wow it's 8/11, exactly like I said
and 8/11 is 72 repeating
7.27272727272727 is closer to 3
learn math bro
And thats why i use my Trust physical Calculator for the latest draft...
I think you should learn math because you clearly don't understand what "repeating" means
or just do this and you get the amount of power gen's
go, divide 8 by 11 and look for your .73
7.27 with 27 repeating still makes 27, 30 when rounded
but the game doesn't round, so it will make 27 repeating
Btw why the fuck did the devs kill the Power to the floor thing they had in the game files
i swear i hate Cables
yeah, it's 0.(72), which modeler rounds to 0.73? because it doesn't have infinite space to show infinite decimals?
after the 2 comes a 7 which is higher than a 5
it's still 8/11
we're not talking about how it rounds tho? we're talking about the exact number
even if !!!! only the first number after the rounded location counts which is 7 at that point and it wouldn't change even if there would be infint decimals
I could round it to 0.727 too π€·ββοΈ
Beutifull
yes
I geniuinely don't know what you're trying to argue anymore
and when you round it to the next locations it's 0.73 agian
but why does the rounded value matter if game uses the non-rounded one?
i should stop usng alt recepies...
they are genually pain
me too
let's just keep it 8/11 and don't go to decimal numbers or else some people in here forget how math works ;D
wtf
8/11 = 72/99 = 0.727272... = 0.(72)
I literally don't see how you don't understand
300 Osciliators plus 25 Uranium rods feeding of thet line
i wanted to make another beast anyway
my old one was 290
now its time for 300
Why?
no reason
Unless you never learned about rational numbers
fyi SCIM assumes all your machines are running at 100% uptime when giving this number so this won't be accurate unless yours are at 100%
I should be
The only thing i never plan to run on 100% runtime is Space elevator parts
BUT that is changing
I will build a full decicated favtory to also get the last stage parts to a 100% uptime
Once i fully figured out how much SAM i want to burn
But i think i have decided already
i just needa check what i need in older space elevator parts
Like i rly hate machines overflowing.,..
and i need to fix that
if it aint crashing most peoples power grid i dont want it
Everything for that magical 100
i don'T see how you don'T understand
The fact of the matter is, the game stores more significant figures than it displays.
iT#s same as saying 72.727272 would be 72 when rounding but It's clearly 73
At no point did I make that claim.
you sayed 8/11 would be 72 but It's 72.727272727 which is 73
it's 0.(72), not 0.72
I did not say that
0.(72) means 72 repeating
than yes
but saying
it's 0.(72) without saying that this mean repeating makes no sense there are 1000ways to say that this is reapeating
This is pretty standard way to do it when a vinculum is not available
that's standard notation for repeating? it's not my fault you don't know that
0.Β―27
That's what i know
I also made the equivalence explicit here
Very ambiguous
that's none of them
Also, not 8/11, that's 3/11 πΌ
and parentheses are the only one you can type from the keyboard
As a quick aside, any single digit integer over 11 is going to repeat forever
Except 1 if you have a strike when thinking *
1/11 = 0.09090909 = 0.(09)
ah, yes, the infinitely repeating fraction of 13/20
it's not standard across the whole earth though, so I kinda get their point
I think you meant single digit over 9
Probably both tbh
Any integer over a prime or a multiple of 3, yeah?
fuck 8 ig
I means that the following are Vinculum.
just because it's not globally exapted doesn't mean it's invalid
What do you mean?
Iβm finding so many exceptions to my own rules. I should stop talking
no 8
Oh yeah, it gets destroyed by carryover
Any denominator that has a prime factor other than 2 or 5 will give a repeating decimal of some sort.
π
you can get 0 though 9 as a repeating decimal
but the fraction is uhhh
Thatβs disgusting
Oh lord
If we're gonna move on to IRrational numbers
Champernowne's constant is cool
Also the numerical coincidences in e are pretty sick.
2.7[18281828][459045][235][360]...
Doubled block of 4
45-90-45; like the special triangle
2,3,5; first three prime numbers
360; degrees in a circle
And if you have trouble remembering the digits of Ο, remember this phrase:
"May I have a large container of coffee, cream, and sugar?"
May = 3
I = 1
Have = 4
And so on
(Math-tism spill over)
Refineries might have been the worst thing in this game
wdym i need 42 refiners π
On top of my already 32
I mean yeah
time to give myself more powershards cus i aint gonna do *2.5
Sharding big setups is a sure way to run out of shards (and power overhead)
Parts comes and go
Slugs are forever
I mean power shards are the one thing i aint gonna cry about when people cheat them
Cus i aint gonna build that many Refineries formy own sanity
better 42 than 1200 at max OC. cause that's what's awaiting me
Ok wtf???
I would advise against max sharding a recycling setup
I mean my average save ends up having about 2k of them
You will need to be able to adjust clocks more cleanly and evenly
Im running it with a bit of overhead and a unused oil node that will help out a bit
200% sure, but leave some upper head room.
nah, with a good setup you don't even need to touch the clock speed
a 10 TW power plant
I already upped the 15.3 refiniers for the resedue to 16
so im running cleaner numbers and a bit of overhead
i wanna just have cleaner numbers throughout
That was my original original orgiinal idea from last year
But i have scraped that
For funsies i wanted to use every oil node as for rocket fuel
i spend 200 hours into that project
Before deleting it
half of that was just math
My biggest mistake (and also biggest boon) was rounding things up to multiples of 3 so I could use my 3-ref blueprint, and that allowed me to clock everything down a bit, but the numbers were gross.
I barely use blueprints ngl
But I like math (as has been demonstrated) so I worked it out.
I just wouldn't clock them down π€·ββοΈ
I just build every production line as i need it
flexibility
I was gonna do that, but then the outputs of rubber and plastic weren't equal
throttle them with equal consumption and they would be
Also am i the only person that hates trucks?
they are so stupidly useless to me idk
I don't hate them, but they are useless
So how do you make a machine consume less/more?
My first and only truck route i did since the Open beta
I build everything with a final goal in mind. which is always x machines at 100% or 250% speed. they throttle everything downstream to that
They make a build seem lively
200% is lowkey goated
i just use trains for that lol
My old save had this wide train network cus i love Trains
What i figured is, since the recycling system is only getting rubber in, it has to have a little bit of extra capacity for recycling to plastic in order to level them, so I made a few extra Recycled Plastic machines.
But they are tuned down slightly more than the rubber ones, so in total, i guess that does make sense.
It was my first try at it π
I tried to balance it by making the fuel consumption math work out.
I love needing to have 1466/75 refiniers 
I love seeing train networks like this, but I've never built one myself.
I had a lot of time xd
Your mom took Tylenol?
that save is a gem
it has so much idiotic shit and so much insane stuff with so much spaghettie mixed with it
π
Like yes i did rely on no cost cheat, that i am fully trying to avoid in this save for now...
besides power chards ofc
Its just a mod
i mostly use it to fly for screenshots
but in my old save i just used it before creative mode was a thing
Ah, well yeah, creative isn't a bad thing
Creative mode and Peaceful mode are perfectly valid, don't let anyone say otherwise.
I did commit to 100% farming everyting
(besides shards and Slugs)
Btw justice to the Green power slug
Pour one out for the green boi
btw i need Smart mod to return
the zoopable building just aitn the same π
How else will i place 2000 THOUSAND batteries
wdym with that?
like, using up alll raw resources? O.o
No
Actually wait
I wanna do a run with everything unlocked one day where i use EVERYTHING
oooh you meant automating all components, i misunderstood
Its actually not that long
Also one day i will fix and unspeghattiefy my original save from the Open beta π₯
Is this a smart way of using recipes for a aluminium factory?
anything is smart if you like it
im trying to build here
First i was thinking on using coal instead of petroleum coke
question: to make aluminium solution, why not use the sloppy alumina recipie and produce silica using quartz? won't that give more alumina solution per bauxite?
Instant scrap is better (way less water hungry, sulfuric is not hard to make)
This is why i asked. I was trying to avoid using qwartz. It just makes the setup cleaner
And since this is going to be kinda of a big factory i might as well just simplify
Whats the best way to get Quickwire???
cus after my current model i need 990 refiniers fully clocked and slooped
and im crying π
well there's two recipes, pick one that makes sense for your current situation
i mean at this point just spam blueprints that autoconnect, and i think that purified caterium ingot is the best recepie?
Wait omg i have a error
i switched up my copper and caterium ingot numbers
its only 13.75
machinery for all of that stands...
now the belts π
Soo much QW π₯΄
That's a pretty standard way of doing a ln aluminium factory. I use those exact recipes basically every time
Nine mk 6 belts is crazy work.
I need mk8 belts
same as screws - make it in front of machines that needs them
Yeah, exactly
Or be like me and build a 20:20 balancer kekw
uhh
that woant rly fit into my layout of having all the refineries on a open floor and the machines stacked in a building
I wanted to try smt diffrent
How many blocks (splitters/mergers) would that need?
Isnt it lovely
still missing quartz and Iron refineries
well that's your choice π but items that are needed in large quantities are usually best to make in front of machines that need them
You doing pure quartz, or the distillation?
The copper and Caterium ones are fulls slooped..
Otherwise it would be sooo many more refineries
96 I think?
Wowee
Whatevr this sais π
Can i have that xd
Okay, so pure
If you need both silica and crystal, the distillation process is nice, you basically get to double dip on the raw quartz
this is gonna use more power than it produces if i keep slooping all the pure recepies π₯
But somehow i need to get 4297 copper ingots
That's not nearly as bad a 20:20 mixer, which would take 380 each
Probably not, you'd have to custom make it
Bigger plueprints mod go brr?
Even a mk 3? I feel like it might if you were super clever
And didn't mind some clipping
that clipping
That's a 20:20
Yeah, I think if you used more vertical space, it'd fit
Cuz i see 8Γ roughly 7? Foundations
So you could chop it up and stack layers maybe
Btw i need coffe stain to release a glass foundation without a Single stupid beam
either two or none
Yeah but how do you do that without making the belt runs horrendous?
It's laid out like this because it makes beltwork easy
they already run horrendous π
Fair. Maybe lifts would work, but that'd be a whole other mess.
A 20:20 mixer would be 80m wide, 8m thick and like 64m tall
Which is honestly perfect for me since it's the thickness/length that drives factory footprint the most, at least with my build style
Should i cover the trenches later on with glass or Foundations?
There will be a whole second logistical layer
i love calling these the backrooms
They are for bridging the trenches and just for stuff you dont want to see
like ores
and balancing 650000000000000000 belts
you can also balance 0 belts and just do direct input π
Where is the fun in that?
Also i dont think i can direct input some of these numbers lol
or ORE
direct input is always possible
Mhh yes im gonnna direct input my ore π
why not?
Why should it?
this is my only time i ever used direct input
Because it made sense number wise
and mostly after it just kinda does not lol
1:2 or 2:1 or similar also practically counts as direct input
Ok i did Direct input with a belt highway that goes around my main factory becaue space constraints
I don't understand your obsession with direct input and exact clocking. I tried it (and other methods) and DI was the least convenient to use out of all of them
I could say the same about your balancers π€·
The belts going from the trains are direct input and the belts coming from that belt are direct input to a production under my hub
yes that Highway was needed
the point is it's another way to play and it's not bad (at least for some people), and more importantly it's something that people not often think about
(or you built it in a weird way)
I mean later in the game direct input works
because you get back to normal fucking numbers
but even then i use mergers and splitters to reduce belts
direct input is very often paired with clocking to make it easier to match numbers
well then obviously direct input isn't ideal
Ugh, am i the only one who doesn't just max clock massive builds?
I sometimes have one refinery being 0.222 or so
I don't until I have shards automated.
Which was never before 1.0
I tune machines down and build more sometimes
But just going divide by 2.5 is like rly stupidly nice
Like no ficsit i aint gonna build 405 refineries
I mean same, because thats a way to optimise
maybe get more reasonable goals then π
Gotta squeeze out power savings wherever I can, so I don't have to keep building power plants
I ain't gonna do that when I'll need 3300 machines at 250%
Thats why you build stupidly big Power Plants
This aint that bad
Okay, fair
what are you making I mean
does anyone have a 8 to 5 belt balancer blueprint?
300 oscillators (25 are used for the fuel rods)
balancing the rubber and Plastic recycling will be PAIN
Probably not, but I can make one if you want
that would be splendid
what for lol. That's like 280 more than I'd reasonably build
Last save i did 290 or so, for fun
I wanna do 300 now
For fun
No real reason
I dont need one
i just need big number
Gotta keep up with those billboards fr
My original goal was 500
than i looked at the refiniery count
@ or DM me in like 2 hours if I don't get back to you until then. I can't do it rn and I feel like I might forget by the time I can
ok
fair, but then don't expect low building counts π
I mean yes
I will die on this hill
The refinery
and the pipes
are the worst thing ever added to this game
Also wtf did they do to the Straight mode for belts
it keeps bugging out
smells like skill issue
most of community: pls add pipes
CSS: adds pipes
most of community: pipes bad
NatΓΌrlich
I was always against pipes
pipes are very well fixable.
what isnt fixable is peoples obsession with using pure recipes and then giving themselves refinery PTSD
I mean yeah it would be nice for them to be more reliable, but I still stand behind them even in current state, they are perfectly fine if you realise they work like pipes, not like belts
and i stand firmly behind my QA post suggestion of tweaking the variables
It doesnt ruin them - it just makes them consistent to use
yeah, I'm not against it
just saying that even without it the pipes are way more fine than what people say
The have like 3 major bugs that are annoying
- Junction orientation and the confusion that causes
- the current variables making max flow and vertical manifolds harder to use than needed
- Some issues with Head Lift and multiple valves in series
Pipes lowkey just feel weird to place and build
thats my biggest issue
compared to Belts
also i hate when one pipe end keeps trying to attach to another when i build fast and it fucks with me so hard because obv belts dont
if those were fixed they would still be hard to use but consitent
- is indeed a bug to fix
- yeah, nice QOL, but I wouldn't consider it a bug
who would use valves lol
I feel like thats mostly a problem in tight spaces with many pipes packed in, isnt it?
Yeah
and just generlly the modes behaving weird
That Valve part is honestly just something to make them more consistent to use.
if that was fixed, valves would actually be perfectly fine to use
they still have a learning curve, but valves in series wouldnt completely kill headlift anymore
Like straight mode on pipes smt tries attaches the support to a invisible wall
well my problem with valves is that even if they worked perfectly, the need for them is very minimal if at all
Valves, when needed, are a life saver omg
Valves are nice on recycled water loops
Yeah, but if that was fixed, and if the pipes were adjusted, you could use them properly to split flow without any oddness
so never
they can still break there (and that's not related to the bug mentioned above)
They can help control flow in so you can ensure you use all the recycled water properly.
My whole alluminium plant would just not work without one Valve that regulates smt
much better to do separate fresh and recycled
The point is, if they were fixed, they do have a use
Recycling loops are moreso just subject to system stability theory
but the "breaking" isn't related to the bug
I love my gas recycle Systems
(i have one, and the train bottle loop)
the bug is just that 2 valves in series means you get no head lift
no I was talking about using valves for alu
Yeah it is a bit risky but like.... Ive done it. and it can work
you just gotta be sure about the risk
That one Valve there makes this all work xd
valves for alu are basically the same as no valves - once production stops, it usually breaks (compared to separate fresh and recycled water, which can easily restart after production stops)
valve after pump seems kinda pointless - are you sure you werent just exceeding head lift
i tried that too
And no
for some reason if that valve isnt there the other pipes dont have enough flow because these arent perfect 600 flows ofc
thats the pipe variables at fault
which is why i would like them to be tweaked
consistent flow IS possible
Also if the system is like fully stopped
it also woant restart normally without that valve for some reason
Still one of my most beutifull Pipe works
those pipe stacks now make it clear why you felt frustrated with building them kinda lol
was that in 1.1 with autoconnect or before that?
Before
ouch
Also this whole system still woant work correctly because i havent fully gotten my Balancer fixed for the stupid 1:1 belts
This number should never be above or below 400
THis whole system should NEVER stop
Every single BAuxit entering has one Ingot getting shredded
Smt smt trains is fucking with this
360 bauxite near the middle 
I tried to fix this after i unlocked mk6 belts..
But i need to completly just redo it
And ill just use the power of the Mk6 belt and do 2 belts to 6 and than one to 2 or smt
you can tell which one is not a 600/1200 belt on the other side of the Train network...
Wait no that one should be
Im gonna jump
Omg it works now fucking finally
the trains might actually be to frequent per station for this oops
time to reroute one train
forgot to ask: which belt tier?
did 2 versions with mk6 belts for now. when you tell me which belts and which version you want, I'll DM it to you
Yooooo
can i have those too xd
mk6 is fine, i think i like the left one best
(Doing my best Kristoff impression)
"I'm gonna tell him π "
Now time to belt up all the water...
Or the oil stuff?
I wish we had wireless machines π
DO you also do recycle Machine Balancing for people xd
do you really need an 8:5?
One day maybe
which one? both?
looks just fine for me
it only happens for me if i open it then immediately close it
had the game running for at least an hour both times
maybe closed too quickly after saving π€
idk, i have never had a problem with doing that before
I cannot decide if I should try to make a perfect circle and then place fuel power plans along the circumference somehow neatly, or make a 16 sided shape that looks somewhat circular.
There are no "perfect circles" here, only close approximation with large n-gons.
(Pillars and corner round foundations don't count)
I mean, yea I know. Just a question of if I try to make it less obviously an n-gon.
for the love of god, just use what's on your belt... you don't need nightmare balancers and it'll make your life much easier.
clock machiens to do what yo uwant and put what you need on the belts
nah
On a good note
All the stuff to do with Oil is now up and running
and ill just need to see if i did my Pipes correctly
Beuty at work
im running out of Power Budget so im trying to Completly isolate my Main factory from it rn
while keeping my trains running 
day 6 of overhauling my factory
I have now completed my powerplant
had some issues with the water at first managed to make it work thankfully
currently this is has a capacity of 555 MW
any tips or suggestions That any of yall feel is missing?
no such thing
ohhh good to know thank you :3
Only in the sense that it will be a longer pipe, so it will use more mats to build (insignificant in the long run)
Ficsit corp. say its inefficient to close the game.. So methods has been build in to prevent it from closing..
Realised I probably posted in the wrong channel
#satisfactory message
Is my math correct here?
I wouldnβt do LBF compared to SBF..
Biomass Burners only consume what youβre demand is on the grid.. So if you have say 1000kW Capacity, but production is 500kW consumption, your Biomass Burners will consume SBF at 50% rate.
Meanwhile at LBF while u do get extra bang for the bucks, (only by a little) the Fuel Generators will consume at 100% regardless of your grids demand
However.. LBF serves as super option for Jetpack fuel ;)
Packaged results in exactly the same energy output as liquid form, so any energy spent packaging it is wasted in this case
Liquid biofuel has 11% more energy than solid, so it kinda offsets energy costs of mixing and maybe packaging it
but mainly you would just want to use lbf for biofuel power if you are slooping, because it's an extra stage to sloop and doubles your net power because of that.
If LBF proves worthwhile I'll use that for the majority of my power needs and use SBF as a top up, which will automatically cap for me. No need for it ALL to be SBF
you slooping?
That's a valid pont. Once I'm at the scale of having a 250% refinery doing LBF then it's definitely worth slooping, that will help a lot
For example, I'll build way more fuel gens than needed, and clock them so they produce about 100MW less than I'm using. And I'll have a small manifold of 10 or so burners to make the difference and allow me some room for expansion. As I build more I'll adjust the clock rate of the fuel gens
Yeah, for me the Biofuel Generator with only SBF is much more preferred method, as the LBF takes much more space and time to setup - for (in my world) a marginal improvement..
I'd rather spend time to progress to self sustained power (it does depend on how you play the game naturally)
But yeah its just my opinion on using LBF as power generation, it ain't worth it, compared to what you get from it, and the hassle that you need to spend more time getting SBF, to convert into LBF
In a normal playthrough I'd 100% agree with you there. But I'm doing things a bit differently here π
Doubling all of your SBF with an extra round of sloops more than pays for the hassle of processing or burning liquid. It's a one-time cost to cut all of your future foraging time in half.
@storm imp for context, I started a new save last night where I'm gonna attempt to complete space elevator using only biomass for power
Yeah thats why i added that comment about (how you play the game) :)
I have completed Phase 5, using "Green" energy - meaning I had no Coal or Oil sources power, it was Biofuel until Geyser Generators and then from there onto Nuclear
Fun way to play. Limiting power options makes us more creative! I also have a phase 0 save (never built space elevator) with over 200 hours on it, have been farming doggos for parts to build geothermal, and have a APA built too, for no particular reason
did u use power storage to store powers from geyser?
bcs doing nuclear from biomass sounds crazy
The pain we put our self through π - But I get it, and yeah its actually a fun way to play, I was at around 250 Biomass Burners, only using Leaves and Wood (Fully sloped naturally, I'm not insane)
I had destroyed roughly 75% of the entire map biome from my Chainsaw to feed the Biomass Burners :P
Which made me think - how "green" was that tactic :D
fun fact, just by collecting every loots from every crash sites in the map, gives you enough to fully research geyser and place a couple of them
I have no doubt, but doggos are more sustainable π
That reminds me, use Power Storage instead. That way you can run on 100% lbf and just turn some generators on or off every few hours
Possibly, but I think that's more to think about
Lets say.. I had about 1000 Batteries setup, so I had enough excess power to power up the plant for Nuclear.. When I had setup the first 100 batteries it dorned me that Biomass Burners DIDN'T charge themup.. So they were all charges from the Geysers which took a minute :)
Are you running a separate belt for each Coal Generator?
Yes but one has a splitter
and a water extractor/pipe for each?
Yes
You are aware that you're leaving power on the table?
?
Each Coal Gen uses 15 Coal and 45 Water, you're producing a TON more of each
You can do like 24 Coal Gens in that spot easy, with higher tiers you can get something like 64
Ok thx for the tip
And then you can get rid of those horrible Biofuel generators
Alr
how can i split/distribute my water better for my coal powerplant ?
the pipes are locked at 300 /m
but i need 360 per 8 gens
If you clock the generators down a little you can do 120 (1 extractor @ 100%) into 3x40 (3 coal gens @ 88.8888%) with a very simple and short pipe. One junction, no pump so long as gens aren't elevated over +10m from the extractors.
That also reduces the coal consumption from 45 to 40 so it's still easy to work with multiples of 120 coal.
thanks
without doing that, you can make a common feed pipe for 8 generators and have 1 water extractor connected to the middle and 1 at/near each end
I prefer to use clocking to simplify the piping as complex pipes require more planning and are relatively easy to build wrong in ways that don't work due to obscure and confusing behaviors, and even a few bugs too. The simpler the better. If we don't have to connect multiple extractors together or go near pipe limits, great.
no clocking involved, needs a mk2 belt full of coal. That's it
4-1.5
On the other hand, biomass burners already act like power storage. And a ton of bio burners is probably cheaper to build than fuel gens and power storage
The cost of building them will be pretty negligible compared to space elevator parts. I'm gonna be on a relatively small scale here
Hi
The belts must belt
Time to pull out SF Optimizer and see which production steps should be slooped to save the most power lol
I guess this would be the place to get my learn on for clalcs and planners and such?
any reason to do this and not use the alt bauxite recepie and prouce silica from quartz instead of getting silica as a byproduct?
besides producing silica from quartz might take more space
SFTools optimizes for lowest world resource usage. making silica with default alumina is slightly cheaper in terms of WP than sloppy alumina and cheap silica. so it does that. I wouldn't do that, though
yeah that was i was thinking, i thought that maybe in later stages i might req so much quartz that i shouldn't use it rn, but i'll leave that problem to the future me
pop quiz how many recipes uses alumunnuim sheets?
uhhhh a lot?, ive seen enough kibitz to realize that every 2nd thing uses aluminium now xD
well wrong its 3
lmao, that's still a lot
even turbo rifle ammo req casing... like why π
i am talking about the sheets not the casing
ohh
wrong, 5
where are u gone store it?
the rifle ammo? in the dim depot
1 blender produces like 250/min ammo, mor than enough imo
i am not talking about hand crafting i mean production
i think i only shot like 100 max lol
well, you asked about "recipes" π€·ββοΈ
and those are recipes
ok sorry
well that "i have unlimited of this shit to this goes brrr" is a nice feeling
ok harder one how many "prdouction recipes" uses cable?
default osillator, default computer, default HSC and one of the automated wiring recipes (idk which one)
correct if u didnt google it
it's kinda trivial, every step from leaves to LBF will be slooped, everything else won't be
you won't be slooping project parts?
it's most efficient to sloop from the end backwards, so final machines in the chain first, and those are generally the highest power ones, when power isn't the concern absolutely go for it, but in this case that will cost more power than slooping the power production itself
that extra 30, thanks gaem
why not both? sloop power production and the most complex parts you're producing
Sometimes you hate SCIM.. Just because you have an alternative Recipe available, doesn't mean its very efficient to use - like here for making me do Alien Protein to convert Biomass into Coal, so I can produce Steel Ingots π
Yes I know I can just deselect them, but still seems like Alternative Recipes is being overweight over default recipes on these Tools
then don't use it? it's an awful calculator for several reasons
Well it has a neat feature to sync alt. recipes with save data.. Which i cant seem to find on SF-Tools (if its there)
that's not a feature that'd make me want to use that piece of garbage but you do you ig
(no, SFTools doesn't have that option)
I just enable all recipes in SFT and then disable the ones I don't have
The most innefficent belt layout yet π
the belt from the right is the main one
it goes till where it meets with the other lift next to the pipe
into a splitter
into the 3 lifts
Those lifts go into splitters
those into the machines
why?
It fills up space with belts and otherwise this would be dead space
What's your question?
just explaining some stuff for someone else, wasnt sure where to send them lmao
i need help i am pretty new to the game and i want to make this... question is how do i get the 39.785 / the 20 and the 21.505 from only 6 constructors? i need those 20 extra rods for a other factory that make modular frames
Smart splitter
how do i seth a amount on a smart splitter? the only thing i knew you could do is setting a filter for what goes where
Overflow
AFAIK, scim uses the first recipe needed in the list.
ow ok so i just make a sushi beld and the 20 goes to overflow
Why sushi? Just put overflow on the plate belt
ok i have now this so red is the plates and blue is the rods, what i understand is i just connect all the rods to 1 beld and for the 20 rods i just use overflow... or am i wrong?
or clock a group of machines that make exactly 20 rods pm and send them directly to storage
either works.
Just don't forget about clocking. It's the single most versatile logistical tool you have
Ok Ty for the help
I feel like I am doing something wrong
So i am using aluminium to make traigons and I thought most people did that sooo am I wrong
I mean there are 3 recipes. You can use whichever makes most sense to you
so im getting 630 water as byproduct, sooo connecting that to 3 refineries and putting a valve with 30/min limit will work well right? RIGHT?
Probably not tbh. Especially with bottom feeding
will the headlift pressure create problems?
or i could do this as well -
this produces 630 water as byproduct, so this valve gives the excess 30 back into the main pipe (the one with water extractors)
and then i could seperate these 3 from the rest 2
Best way to balance 3000 Items into 4 belts of 750, with 2 belts being 1200 and one 600?
just split the 2 full belts into 4 and than the 600 belt into 4 and merge those together?
or is there a way to make it take up less space?
I feel like anything I suggest will take up more space lol
Oh no
Yk maybe you should!
Efficency
My no clipping Solution is oversied anyways...
My numbers dont match...
Ahh i seee
Nearly starved my U8 nuclear plant by not hooking up literally half the concrete it needed. :D
Fun
I have 2 Recycle systems in my Nuclear and Oscilator Hybrid factory
I hope this works π
Caught it basically just in time; had been building from the "back" and letting things fill up as I built, so there was a pretty healthy concrete buffer available in the running machines, so it took at little while before it was actually looking dry. Just a chance glancing at the belts that I noticed the concrete belts were looking awfully thin
I have a bit of overproduction of rubber and Plastic but still
this will be fun...
@oblique hollow Sry a question
do Pumps have a sort of suction force in a pipe when there is fluid in it?
so it activly also sucks in Fluid isntead of only pushing it
no, no suction force
only push
the pipe on the pump's input must have enough pressure to push fluid into the pump
else the pump cant do anything
k
Ok so
if i sloop the manufacturers for 25 Uranium fuel rods...
How overkill would that be xd
If i need more ill just double my uranium production
i have enough quartz oscillators for 300
overflow manifolds with smart splitters. Least space
is this for bauxite? yeah don't feed from below or use valves
With my setup it would take up huge space lol
so 50 in total?
Central nervous system ahhh factory rn
50 rods is 625gw
if the belts are every near each other, like you're suggesting, all it would be is a few smart splitters and a couple connections. . I don't think you understand smart splitters if you think it'll be a mess
in 100 reactors
Btw with space i mean like Belts in the middle of my base
My problem is my "limited" belt spacing and the fact that the productions are so spread out decently
Also i dislike using Smart splitters for anything besides Overflow
I assume your beltsd you're 'balancing' are near each other at SOME point?
In the basement
if so they can split to wherever they want after the smart splitters.
you're the one complaining about taking up space. Obviously it's not actually an issue if you made that
I need smt that is compact enough to not use up to much space and visual space and needs to be simple enough that i will understand how it works when im full on Drunk...
smart splitters.
will take up like ... 1/50th that tower of mess and is extremely simple
if you hate smart splitters yeah go off, but then don't complain when there exists a very simple and compact solution in front of your face
I like
already have a solution now that is small enough
Also wait i just saw you replied to my quartz thing
i did the caterium thing in DMS
I mean it applies to all the belt balaning
Yeah no that thing is just 3 belts and 2 containers balancing it out xd
are you using containers to 'balance' things?
They are just there as a buffer for items lol
I like to put them in the middle of the balancers for some reason
I'm not sure why you would need to buffer them, unless it's from receiving items from a train?
but also , if you care about them actually balancing don't use containers
they don't split things evenly
Its after a recylce system so shit happens
and the priority of their outputs change
I use small containers
not big containers
Main thing is buffering and that i have a acces to the whole system for a emergeny situation with one of my two recycle systems
as both rely on Balancing for the outputs
Idk why i build a nuclear factory with recycle systems π
(One is just because im to lazy to get plastic to sink some byproduct water lol)
I'm not sure what you mean by recycle system, do you just mean the recipes recycled plastic/rubber?
That
and for the silica and quartz stuff i have left over water
that i use for the iron that produces the silica
ah, well it's easier to not have the plastic/rubber in an actual loop. Never any buffering needed or looping into itself. Easily avoided
plubber recycling is pretty easy to set up if you know how
you still get the extra output
This is the most annoying part of this whole thing
Cus fuck your 200 water per minute
Why? Just have a dedicated blender that uses only waste water
easily solved with clocking
Its just one blender
or use it in the previous step of disolved silica
never noticed this recipe just turns 10 water into 8 lol
It uses its own Water to produce iron ingots that are used in the chain for the Dissolved Silica
And so if the IRon Ingots have a problem this has a problem what cuts of the Water supply for the iron ingots
Keep your systems separate
thats certainly one of the reasons to keep seperate production systems isolated
Thats why i have this whole section xd
Keep the nitric and iron on its own system
just as long as you know you don't have to link them up
the linking was conviniant
it sounds like you were frustrated π
Cus it also power my cast screws and other stuff
Cuz they don't output any water, only consume
"This is the most annoying part of this whole thing
Cus fuck your 200 water per minute"
No
200 is perfect for 4 refineries
But i should have maybe not linked those exact refinneries back to the iron plates xd
But its efficent i guess
... you made interlinked dependencies with by product fluid
Like look how neat and efficent this is
I'm shocked it's working at all
If all your systems are interconnected by water, then one part messing up messes everything up
I gave it a bit of a kickstart
And it needs only 50 water per minute of byproduct to power itself
If you loop the output of the blender back to its own input, and scale down the amount of water going into it, it will work.
I have 12 blenders doing this same thing
That would have made the amount of pipes more by one
it's more that doing that is massive pain in the ass and depending on how you did it, a small kick might knock it over
The number of pipes is mostly irrelevant
It has now been working for about 10 hours
Not to mee!
My pipes are alerady a mess
This will simplify it
You just loop it back
Give it only the extra 50/min, and let er rip
It works
and it only needs a fraction
i could probably just switch out which refinery suplies the iron for the cast/Plate production
But this system should never stop flowing
and when it does it has a diffrent problem
So the number of pipes matters, but their length doesn't?
Or was this just to enforce symmetry
its a pretty short pipe
and a sepereate water pipe for those refiniers would be longer
I save one full pipe coming from the lake
And that yeah, the whole why it looks like that is just because thats where i had space to have a neat floor hole
the other side is half in a rounded foundation
I mean there's stuttering happening this image...
I'd be a little worried about the balance of the whole thing
Hmmm
I see it now
No space
I used to do this and it never worked
not rly
its just distantz plus DLSS
I switched to looping back the water because it worked.
This method always gave me the exact same issue you are having.
I mean that is the smarter solution
but you are more reliant on the output
because i not just use 1/4 of the output for the thing
the one next to it is blue and normal, the ones to the right are yellow stutter
Bro's got CHEATED ALL the sloops
long live the give command xd
Nvm
hey hey dont give me that look
either its 600 refiniers or sloops
And for my own sanity with pipes i went this way
overclocking*
I feel like people miss the point of sloops
You are not supposed to rely on them like that
You are supposed to be making big factories
i do try to avoid using them
Sloops are specialized tools, not standard parts
This whole part is slooped and fully overclocked...
because otherwise i would need all the space just for Caterium and copper refinieres
its also the only slooped part in my whole factory rn
because i hate using them
but i hate refinieres more
We are not amused
Yeah idc
You build all the refinieres for me and than ill delete them
yeah 400 refiniers aint bad
If its the only 400 refiniers you build lol
And if they dont use WATER
Water is not bad
I despise using water...
because i can never get the collectores nicely set up
You just have to use the waste water in the same place and not make other processes rely on it
Cuz then one fault fucks the whole water system up
Basement of shame
I mean thats the one part that is annoying me the least π
Because it looks clean and it works
We have very different build styles, you should see how MY basement looks here lmao
Yeah im sry for the mess lol
basement? whats that?
This first photo is where Refined Power mod is sick. You can put dams on all those water falls and get over 3000/min water and generate about 1500MW at the same time.
Btw dont question why there is no power... my main factory is out of service rn because of power constraints
i love using mods
but not using mods that i would rely on for my stuff to work
Cosmetic mods are fine
Like the giant statue and etc
I even shy away from structural solutions lol
And sadly my favourite mod isnt working π
Smart pls i need you back
Why do i have so many belt basements xd
My outpost alone has 2, plus now two more from the nuclear/quartz facility
and my main base has 4
This aluminium highway is still the most stupid thing i ever build
Need some math help guys :c
at your service
I'm limited to mark 2 belts currently
Everything else is set up nicely, just struggling to work out how to split this up using only mk2 belts/lifts
build the screw constructors feeding directly into the assemblers.
you're gonna need 3 assemblers clocked down.
have each of them fed by two up-clocked constructors that merge.
you will stay below belt limit cuz each assembler only needs 100/min
is there a solution that doesn't require using overclocking?
i think i understand.
40 screws pm * 3 = 120 but underclocked to meet the needs of 1 assembler (100 screws pm at normal clock speed)
so i need 100 screws coming out of 3 constructors per minute?
yeah, so have them each produce 100/3
you'll also save power by underclocking
(might be usefull early in the game)
so i could do this in the future, what's the math formula i need to use to work out the clock speed of each of the constructors making screws?
100 can't go into 3 perfectly, they would each need to make 33.33333 right?
yes, and you can also type formulas into the clock speed/production rate fields
so you could literally just type 100/3 in the bottom field
π«‘ you're very welcome
That's not accurate though (but some people don't care about perfect 100% accuracy)
Two make 33.333, one 33.334
Or any other combimation (e.g. two make 40, one make 20)
this channel has math and i htink I have math problem
so I made a BP with 3 stories of 2 rows of 4 assemblers
put in recipe for rod and reinf plates making cubes
so it should be 12 * 24 = 288 rods per minute
so the input belt is mk4,
first splitter takes 2 sides that feed 3 assemblers each, meaning that it passes 216 rods/m in its central output
but, for some reason, the setup is not stable
after about 2 iterations fursthest assemblers are not getting enough rods
and I don't understand why
guys I built a factory from satisfactorytools but it seems I need to increase output of some items, can I do that and view somewhere what changed so I know what machines I gotta add or tweak
you probably have a low mk belt hiding
sorry can you explain what you mean exactly?
so I made a factory in satisfactorytools.com and built it ingame and now I need to increase output of some items but when you change that it doesnt tell you what changed
I don't wanna go through each machine to see whats missing
what exactly are you trying to change?
many things
if you want specific answers you're going to have give specific details
clone the tab then make the change in one of them and compare?
but this is why it's generally easierto jus build a new factory
this took me days to build...
well thing is that I don't. I double checked. there aren't as many of them
ok follow the problem backwards, is something choking? that suggestions a flow issue
ok be specific. Like link your plan and what you're tryign to change
Its supposed to be a mega factory so ill always be changing it
oh and you're actually trying to make it run in a stable way? changing the whole thing every time you want ot add a new section? no wonder it took you days.
I think thing is that after turning on power for assemblers, they stat filling their buffers, which makes the ones closer to input get many more rods, starving those that are further
yeah don't do that.
if you DO do that, make it once and don't touch it again
am I wrong or in the past it was possible to fill buffers without power?
that sho9uldn't matter with a manifold. If yo uhave enough parts per min and a fast enough belt it'll balance out
only generators ever
it shouldn't but it does
guess belts have enough to feed first couple iterations but then it starves until first consumers fill their buffers
but I don't have enough rods around to test it for longer time π
You e either mathed wrong or you have a flow issue
Or both
Flow issue coukd be one machine not connected to its output
So like I said, follow the items backwards. If you have a flow issue your producers will be clogged
If they donβt end up clogged ? Math issue
so SFT reccomends using this recepie, but if i go with the one that req silica, i produce double the amount of iron ingots, so if i can, is it worth it to bring in silica to produce more ingots (im assuming they will be needed a lot in future, that's why)
for assemblers making frames to get clogged that's 25 minutes IRL
even if they were... I wouldn't notice yet
First - tools picks recipes based on its own weighted values.
It has no idea where you want to build or what else you want to build or what other values of recipes you have
So really, swap recipes in and out until you get something that uses the resources you want
with this recipe, when assembler is steady working it takes 12 rods per minute
but right after starting, it will consume as much as belt provides until buffer is full
which is more than 12/m, which makes consumers further down the flow starve
i mean im fine doing what the tool recc (less work for me xD) but producing twice the amount of ingots is tempting
thats all xD
Like every thing it depends on if itβs worth while to you
Personally I always do pure ingots. Much less works easier to just make more scrap
just to check - are you using maximise?
what do you mean by maximise?
uhh it's a very vague list of products that i thought i should do first , like 10/min heat sink, 10/min supercomp etc etc
You probably want to break that up into multiple plans
so like a single factory producing just supercomputers?
well i produced every single item for phase 3 in a single plan and then slapped dim depots on them, and it worked out perfectly, so i thought i might do the same again but on a much smaller scale
yeah that could work
Itβs an option, but often easier broken down. Really up to you and your approach
Personally if Iβm just going up the tiers o donβt even make plans
it's just that when i input all the products in the list i get an exact idea like "oh i need 44 refineries to produce this much copper ingots" etc etc
I just slap things together and let it build up
lmao that works too
But you do you, all of this is very subjective to how you like to do things
I found I changed my style a couple times over the course of a few run throughs
Hell na my Save game corrupted?
I clsoed the game after it was finished wtf
fuck this autosave very 10 minutes
I avoid this cause I don't like making the same low-tier parts factories at different scale all over the place
so that's why I tend to make it compute everything and then break down at chokepoints, like oil products, ingots etc
it's a lot more logistics planning an d building vs more factory and location planning. Really up to you what you like
There is no way to do radioactive shielding for a factory?
So the lower floors of of my factory arent as bad
And only the backside and upper levels where i do radioactive stuff
No, radiation is only affected by the item type, the item amount and distance
Mhh
this is gonna be funny
There is like a small bubble where its fine on the entrance and above
And and like 2 floors up you die of radioation without a suit because of a production on like level 10
All the belts are done
Now i just need to hookup the ai limiters to the 20 Manufacturers xd
do you have machine buffers full of radioactive material?
Not rly
they are just at the top floor
And one uranium belt waaay at the back in a seperate tower
what are those manufacturers making
The two on the top are fuel rods
but the lower floor is basically unusable without a suit
you have them connected in series, so you have 7 manufacturers but 5 of them are going to have a stack of 200 encased uranium cells in their input buffers
15 of them then will have 200 encased uranium cells in input buffers
the radius of radioactivity gets higher the more you stack them right?
yeah
if you run them in parallel, you can produce that item with 0-50x encased uranium cells in the buffer (avg 25). Which makes about 15% of the radiation of having a 200 stack in each one
that would be better yeah
But i just finished the belting and i dont rly wanna change it now π
that's even a bad case because this recipe takes 50% of a buffer of encased cells to make 1 item, which is unusual
Ill just have to life with it
or find a mod or so
I now need to wait for my quartz osciliators to spool up
Having 80 manufacturers in manifold for AI limiters is kinda stupid
and its such a low quantity item
will take a while xd
Oh shit i need to be fast...
Im draining my batteries already
Time to disconnect my steel plant 
only my train network and this damm Nuclear/oscilator facors has a Consumption of nearly 92GW
Actually send help
Mhh yes...
That is just the turbo fuel plant
So everything else is the new nuclear factory π
I need to be fast with the reactor building
this realy hard i wanna make 45 HMF and these are the stuff i have and i cant get any more limestone the closest node is 2km away from the base
Big belt time?
idk what recipes to use
like for screws i can use the compact coal to make steel and then use the steel screw but i need concret
and that's exactly why you don't use modeler to plan recipes
ohhhhhh i forgot to tools lemm give it a try
these wont work let me give it my stuff and see what pops up and i guess i am going a hard drive huntagain
welllll i guess i am getting more limestone
Put 0 for bauxite
ok lemme try
It bugs out when there's no number
Hello, hope this is the right place to pose this question: I've just recently started dabbling with vehicles and I've encountered the load/unload pause... I'm still early game and only have mk2 belts. Am I correct that the only way for 100% efficiency for 'downstream' factory is to use 1 tier higher belt and overclocked miner (+/-10%) on resource side of route to fill station and downstream also use 1 tier higher belt on output of station into buffer and then go out with the lower tier belt? example: i want to move 240 items per minute to a factory. I would need mk3 belts so that my 2 slightly overclocked mk1 miners can move slightly more than 120items/m each into station. At the other end i would also need mk3 belts into storage containers as buffer (and smart splitter for possible very slight overflow) and then go back down to mk2 belts to feed a constant 240items/m to my factory correct? If so, with only mk2 belts now it wouldn't be worth it setting up multiple stations because i'd need to step down to mk1 belts...
300 FOUNDERYS !!!!!!!!!!!!!!!!! FUDGE MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY WHARRRA I DO
thank god i am gone get power shards by the time i do this
why are you using compacted steel?
this is right nect to my rocket fuel plant so i thought i do use the compact coal
If you're talking about tractors/trucks, i'm not sure. For trains, they have 2 inputs so you can put 1 belt into an industrial storage container and 2 belts from the container to the train.
I have never really exploited tractors/trucks, i use belts/trains/drones instead. They kinda work better.
but trains also suffer from load/unload pause do they not?
they have 2 inputs so you can put 1 belt into an industrial storage container and 2 belts from the container to the train.
This allows you to transfer at a 2 belt rate, when you only need 1 belt on avg.
but a buffer will eventually drain at the downstream side would it not?
so the storage container stops the input belt from idling, and then the station drains it to catches up from the locked periods
1 belt into a container, 2 belts from container to platform.
reverse for unload
ISC = dobule container, P = platform
the main issue really is your train return time
even if you have 1 train going between 2 stops, you can often only do 1 belt per platform (buffered)
if you plan on hitting many stations, increasing the travel time, you might get less throughput
1 in 2 out into station, then other end 2 out into buffer and only 1 out to factory.... dont have that container yet but i think i get it... my solution seems pretty much the same but I have to compensate with belt speeds and a little more resource input... the higher tier container only eliminates the need for higher resource input at the beginning, but effectively speaking it's only one belt in and out per station but at least you can get 100% in and out that way... i think i get it... i guess i'll do some manual crafting to unlock the industrial container... thx all
is the water usage of a nuclear reactor linear or exponential?
linear right?
idk why i remmeber it as exponential
mhh..
i might just make the needed water a Pakckaged water loop..
And no way in hell that im laying those pipes
Build reactors in front of water extractors
Uhh
i aint gonna ship the fuel rods around the world to the enxt big lake
Or ocean
the lake is already mostly coverd by buildings
the reactor building will be right here in the void behind the tower lol
to complete the city
what i could do is 2 unpackers per reactor
direct input from below or later above
1 Extractor to 2 Packagers
4 packars to 2 unpackers
2 unpackers to one reactor
simple enough
so 50 * 2 * 4
oh yeah belting makes way more sense
25 belts both direction and no Pumping to deal with
That's easier than the piping π
yeah true
and a beach side Plant would look rly nice
i also know a spot for it
But i have diffrent plans for how i want my nuclear plant to look like,
the beach asthethic is reserved for a future project
so a 50 belt packaged water closed loop it is
another question about vehicles and station transfer rates... Am i correct that wait time+loading time+trip time should either be exactly right OR SHORTER so that the resource side never overflows. I'm thinking if it's shorter yes it will load less but at the unload sight 'less time has passed' for belts to move stuff so i wont run dry, but if i overflow the resource side because of too long wait times for example then those resources are 'lost' and wont make it to unload sight and there it will run 'dry' eventually even though the vehicle has a full load because of long wait time????
to put it another way, if enough time passes that resource side overflows it means enough time passed for unload sight to drain correct? But if a roundtrip is slightly shorter than exactly right it shouldn't matter?
Overflowing or not is based on throughput because storage containers exist. The trip time only matters indirectly because of its impact on throughput (but it's not the only variable there). A trip time of 1 minute or 1 hour can work fine.
if input resource side is 120 and unload sight where factory is uses 120 then my statement should be correct no?
if the vehicle moves less than 120/min, recieving end will starve. If it's capable of moving >=120/min, it won't
you seem to be making it very complicated
the vehicle im my example is not the limiting factor... it's time... (and max capacity of vehicle and stations etc etc... but my route is quite short (2,5min round trip) so i have to add wait time for buffer sto fill). if i wait too long the factory side will have drained....
If the vehicle is not the limiting factor and you have enough storage boxes on both ends (which is usually just 1 box, but may be more in extreme cases) then your stores on the output side will be refreshed before they empty.
If the vehicle is the limiting factor, there are many ways to improve it; trip time is a variable but not the only one. Twice as many carts/trucks for example can move twice as much stuff.
Irrelevant when the three are merging again anyway, the final output from all 3 will still be 100.
We already had this discussion a while back about the floating point errors and the massive time scales required to manifest issues with it; it didn't seem pertinent to a first-time player, andi don't care to rehash it.
Relevant for people who want 100% efficiency π
Only really need 100% on power production
not even then, it's easy to downclock a gen so that your actual consumption is 99.999% of what it should be on paper and everything runs continuously
or to put the error in your favor (it will try to slightly OVER produce, rather than under)
Another fun thing to do with Comp.Coal. -- bring a bit of extra sulfur and make Fine Black Powder to feed an ammo factory π you probably have a bit of turbofuel and aluminum to spare.
nahhhh that is another project boi a crazy one
i am actaly gone do this
Can't wait to see you throw a nuke every 3 seconds until the end of time
oh trust me i will
aint no way you see any tree when i am done
OHHHHHHHHHHHHHHH S--- I FORGOT
nah not using them that much like i have 1 chest worth of them
Fair (for now)
You probably have resins sinking from the HOR step, just turn em into fabric. You already have coal and iron for the steel foundries, just make a few plates, and you're golden
wait until you do a nuke plant and burn through the entire container in 15h
i am not going to do nucluar "power" in my world
Yeahhh... plus, once you bring rebar into the picture, you'll be using quickwire (for stun rebar), so at that rate, you just need aluminum casings and you got radiation filters as well.
Also fair
Y'all got any more of them pixels??
I recommend not using pipes at 600/min exactly
help how do i place signals on this?
found the factorio player π€£
naaaah this is my first factory game π
anyways i found a yt vid, will update if that worked or not
What did you use to make this or what's your source?
i need help i designed a blueprint but i cant place it when i save it and i want to place it its just invisible the only thing that i see is a arrow and when i try to place it there is nothing but i lose my materials. how can i fix this?
Try relogging the game, this happened to me once and that fixed it.
i tried but didnt work but i found the problem, its known by satisfactory becaus my session name had a space and i had to change my name without a space
Wait huh?
Like, a space anywhere in the name?
yeah so you cant have a space in your server name otherwise your blueprint get buggy and you cant place them... its a crazy bug but i fixed it i just had to change the name of my server and it was fixed
That's strange, cuz my session name is "Wild World" and i never had that (the bug happened in my friend's world, which was called "ballzzz")
trying to kickstart one of multiple Packaged water loops rn π
Im letting it all the 5 belts overflow with packaged water before i start the flow into the plants
yeah its a name bug so lets say your friend server is ballzzz well the game will punish you becaus the name is inpropriet
That's where adding some storages might prove useful ^^
Im currently trying to redesign the flow of it with a mixer to balance all 25 (future 50) belts and have one extra with buffers
The cube of "sanity"
i think i lost the point lol, ill finish this tmr because i think its funny to have a random cube of belts for no actuall good reason ππ
i will also have to make a reversed version of this ππ
what am i looking at :-
a 25:25 mixer with a buffer lane so i can put items in by hand ππ
its rly stupid
i cant tell if its genius or if im stupid pprobably both
(packaging loops can be done via easily-blueprintable closed loops which require zero package management
)
I just finished phase 2 of the space elevator and as of now, I have steel production set (i can scale it up a lot with the extra space I set aside), I have motor production (but it isnt very good) and all the other regular parts (plates and reinforced ones rods wire cables konk creet etc) and I'm running off 1500 mw of coal right now. Could anyone point me where I should go next? I was thinking small plastic production -> fuel power as fast as possible but I'm not sure thats the right choice.
Jetpack with liquid biofuel, rifle, explore for hard drives / mercers / sloops until you have all of the good p3 recipies
whenever you get a hard drive you can drop MAM and start it researching, then delete the MAM and it will still be working
stuff to get: heavy encased frames, encased industrial pipe, heavy oil residue, diluted packaged fuel, recycled plastic, recycled rubber etc
(preferably with heavy oil residue + diluted packaged fuel) you can make a large fuel powerplant and then go from there
I usually suggest some tickets to buy items that unlock e.g. mk.2 pipe if you don't have them automated. It's not much.
Im lame and i play with alt recipes unlocked, would this change your recommendations for what to go for?
You still benefit massively from picking up some mercers and sloops, but it's a lot simpler that way. You can go build HOR + diluted packaged fuel powerplant
600 oil = 1600 fuel = 20 GW
what are they used for now? i havent played since the 1.0 release
Sloops double production on machines without increasing input resource cost, so you put 1x in but get 2x out. For some things like liquid biofuel you can sloop multiple steps like wood to biomass to solid biomass to liquid biofuel, and get 4x or 8x multipliers. They also increase power draw to 4x, but that's not a particularly problematic drawback given their strength and convenience.
Mercer spheres let you make item uploaders which can automatically send items to an extra inventory for you, allowing you to access those items from anywhere - e.g. for build gun, or to pull out into your real inventory and do stuff with. They're massive QOL
oh wow thats actually insane, so if i connect all my basic resources to the uploaders i dont need to carry them around?
yeah
and the sloop is even crazier, thanks!
Could it be worth building a large scale packaged fuel plant so i can take it around the map where i need it or should i worry about trains and large scale transport later
trains run on electricity only
trains or drones are pretty good for moving fuel around, other vehicles not so much i think
for the most part you just need to burn it for power
so i could just build my power at the fuel production plant?
yeah
wow... first time i did this!
yes BUT, i want it to be perfectly balanced when im already doing 90k items a minite
Uhm... Balancing requirements shouldn't be affected by the choice of making fuel in small loops or not 
Arguably, smaller systems are easier to handle (and, thus, keep balanced)
they would be balanced? as it's a 1:1 loop
this is a water transportation loop for my nuclear power plant
sounds like you're talking about diluted packaged fuel?
not the amount of empty canisters
Sure, just replace "fuel" with "water" in my sentence π
i want the amount of empty canisters to self balance between 50 belts and the end
with one buffer belt for about 4 containers worth of canisters
i have by accident produced maybe 10 big containers of canisters

this whole system is unreasonable from the start
so im gonna make it even worse
This seems excessively over-engineered
im german, thats my speciallity
i did btw remove the water loop iron thing in my quartz production
it worked but i wanted to be fully sure it will work forever
Im struggling to figure out how many generators I need for 4800 rocket fuel per min
Im bad at math
a loot
4800/(4+1/6)
so 1152
Ok, thats what I got too but assumed it would be wrong, cause that means i would have 4 mil power lol
it's gonna be 288 GW
Finished the packing facility for 30k water xd
that looks like suffering with suffering flavor and extra suffering
yes
But im saving like 2km of pipe per pipe minimum
and if I suffer i want it to be Overkill asfuck
anyone got tips how to make it more readable?
Use something other than Modeler 