#math-and-meta

1 messages Β· Page 348 of 1

twilit mango
#

I need to use it to easily expand the factory

#

I have a megafactory so..

dusky dust
#

Honestly if you're in the app, all the mouseovers and such should probably make it pretty reasonably easy to read

#

But Modeler graphs when exported like that are, IMO, some of the absolute worst available for information conveyance

twilit mango
#

yeah it should show direction atleast

dusky dust
#

If they just had an "export with labels" function it'd be a million times nicer

#

Instead you're stuck trying to decipher tiny icons and hoping that you recognize which recipe is which

#

Though, again, exporting graphs isn't really Modeller's intention anyway, so c'est la vie. My recommendation is to just stick in the app where you can at least move things around and make use of mouseovers and such

#

Though honestly any tool is going to have a hard time with anything that calls itself a "megafactory"

#

Production graphs in general are going to benefit from at least breaking them out into modules, etc.

sullen light
#

this is my current coal production
each generator has a pump and miner detecated to it

#

any suggestions or tips???

twilit mango
twilit mango
#

3 is enough for 7 trust

#

just split them between machines so all pipes are filled

#

one in middle, two at ends

sullen light
#

ohh oops i read that wrong

dusky dust
#

The usual recommendation is to build coal generators in groups of 8, with 3 water extractors feeding water to 'em. That requires some creative piping, though, since that's 360/min water being sent over pipes which can only handle 300/min.

#

8 coal gens at 100% is 120/min coal, which tends to work quite nicely with coal nodes

#

If you're happy enough with what you've got now, though, then keep at it. :) You will soon find that 5 coal generators will be pretty restrictive, though, and you'll probably want to build more

sullen light
#

yeah i was planning to build more

dusky dust
#

It's common to end Phase 2 with anywhere from 32-64 coal gens, all told. :)

sullen light
#

thx for the help!

wind spade
#

modeller usually isn't readable indeed

twilit mango
#

I guess I just gotta work on it a bit

wind spade
twilit mango
#

I tried the satisfactorycalculator, that was very unreadable, then I used satisfactorytools, that was ok but neither of them seemed to have support for expanding factory

#

so I could see what I need to add

twilit mango
#

that's why im using modeler so I can manually set values and see what I need

dusky dust
twilit mango
#

I have a megafactory, which requires a planner

dusky dust
#

If you're looking for something where you actually plan out a factory bit by bit, then a calculator/solver really isn't what you're looking for

#

Personally, I think the best factory planner is just the game itself

twilit mango
#

yeah thats why im trying to import my plans to modeler rn

dusky dust
#

If you spend a lot of time planning things out in an external app then you've just gotta turn around and do it again in-game

#

May as well skip the step and just do it in-game the first time. :)

twilit mango
#

I already built it in game

#

using sftools website

#

but I need to expand on machines to produce new items

#

if I change on website it all gets changed and im not sure what was changed

#

thats why im trying to use modeler

wind spade
wind spade
vapid gorge
# twilit mango I have a megafactory, which requires a planner

that's where you're going wrong then.
an expanding megafactory will be a nightmare.

avoiding megafactories are the first thing to do

if you can't do that for some reason, you plan it from the very end and don't edit it. As that becomes ... really awful

if you can't plan from the end so it doesn't change? Don't make an efficien't one. Just belt parts as needed into buffers and feed new systems as needed. It's not efficien't but it's also not insane

#

the reason you're having issues isn't really the planner you're using (though its awful) it's you're basically doing it in the hardest way you possibly could

twilit mango
#

I turned on manual calculator, why are the machines red, how do I fix that

#

is it because too high inputs?

vapid gorge
twilit mango
#

where do I find
the discord

vapid gorge
#

google? steam forum? on their steam page?

twilit mango
#

ok

vapid gorge
#

basic investigation

twilit mango
#

im too sleepy to think clearly sorry

vapid gorge
#

sounds like sleep is your first goal then.

#

can't think your way through if braining bad

twilit mango
#

I slept too much actually

vapid gorge
#

then whatever it is you need to do to wake up your brain :\ that might just be waiting I suppose

twilit mango
#

I did it

#

I figured it out how to organize it

#

and all the values are correct

#

needs a bit more work but its taking shape

wind spade
#

yeah that doesn't look organised to me πŸ˜„

knotty hornet
#

This is way too many things for a single modeler

unique cypress
dusky dust
#

Well, as with everything Modeler: so long as it makes sense to the person doing it, it'll do the trick

#

Modeler (IMO) sucks at information conveyance, so a rando Modeler graph isolated in a channel is (to me) nearly always incomprehensible. If it's working for OP, though, then good on 'em, I guess. :)

#

(I will say that at least with that one it looks pretty clear that it's a graph that's producing a lot of disparate end products, at least!)

#

But yeah, if you want a "clean" graph; isolating stuff into subfactories/modules will nearly always yield cleaner plans

twilit mango
#

the thing is, I needed to see outputs of items exactly how they were planned before, now I can easily see what stuff is unused and what I can expand upon

#

without everything getting wiped and then having to guess what changed

dusky dust
#

Indeed, designing your factories that way requires a lot of admin work and planning overhead. :)

#

(Which is why many of us recommend you instead Don't Do Thatβ„’. :)

twilit mango
#

I like being organized

dusky dust
#

You can be organized and still Not Do That. :)

twilit mango
#

no you see, I have a need to do that

#

A need to make everything as easy as possible

#

programmer mindset

#

yes right now I went through hell to get what I want but in the end it will pay off

dusky dust
#

Centralization and making "megafactories" is far from the easiest solution possible for your factories, btw.

twilit mango
#

yes but megafactory is awesome

dusky dust
#

It may not be obvious, but you really are creating a lot more work for yourself

twilit mango
#

its ok, the game is all about building factories

#

so may aswell take on a challenge

dusky dust
#

And it's only going to get worse as time goes on. Not trying to convince you to change your plans, just know that you're actually making your life far harder than it needs to be by doing it that way

#

(Again, not trying to convince you to change: just know that it's a choice, not a necessity. :)

wind spade
grim pelican
grim crane
#

Ok pls stabalise you stupid Power plant

unique cypress
grim crane
#

Its the water rn
i have not connected every nuklear plant rn
im actually sinking some Fuel rods because i have like 4 full containers πŸ’€

#

And till the full loop is not working i think the water will be the problem

#

Oh SHIT

#

Ok time to plan a plutonium plant

#

Littelery my heartbeat when i hear the fuse sound

grim crane
#

its now stabilizing at around 400gw

#

i had some pumpts not connected and now im balancing the chain tiself

#

might still add a mixer

#

But its slowly seeming stable

crimson moat
#

how it looks when you have too many pipes on your save πŸ˜„

vapid gorge
grim pelican
brisk smelt
#

never used oop in their life

knotty hornet
#

uhhhh.... i need the programming people to explain this one to me

#

monitor was placed in a blueprint that i previously made and just loaded up

#

both of them in the blueprint show the same

thin heath
#

I've got a really "simple" question but it's holding me back a lot. Question is: How do you build a mega factory? Not in the sense of construction or design...but rather how do you know the amount of resources you need or parts you'll need. Like I can build 10,000 iron ingots...but what do I do with them

vapid gorge
#

if you want a 'mega' factory that keeps growing (doesn't have an end point)? don't plan at all. Just link things up as needed and let them pile up in buffers and don't care about efficiency

wind spade
unique cypress
crimson moat
crimson moat
grim crane
#

Omg my whole water loop wasnt working because two waste lifts didnt connect to the mergers like they should do πŸ’€

#

3 hours of trouble shooting and it was waste

grim crane
#

So i have been thinking...

#

Oh yeah this seems fine

#

it only like consumes half its output in itself

unique cypress
grim crane
#

Yeah
but some items need sam
let me just deactive the conversion stuff

#

When i finally get my loop fixed i might set up drones and send my stupid waste to the other side of the map

#

To recycle

#

But idk if i wanna do only plutonium or full circle

grim crane
#

Wtf is this thing calculating

#

omg i hate when it uses 2 diffrent recepies for the same item

#

Jesus standard plutonium recepies are the WORST

#

i mean maybe they are more efficent
but what

unique cypress
grim crane
#

Its slowly getting more and more stupid xd

unique cypress
grim crane
#

I had it active before
I just removed the other recepies

#

33.33333333333333
Is a nice amount xd

#

Might only use like 30 of them

#

Oh jesus πŸ’€

#

That would actually be the most efficent option lowkeyyyyy

#

AH yes very cool

#

oh its limited by the Quart oscliators 😭

#

Btw wtf do you mean "byproduct"

#

I mean..
825gw from the Plutonium
And 412.500 GW from the Ficsonium

#

while not even 50% of the waste used
This seems totally fine

crimson moat
#

incredibly wasteful and should only be done as a last resort

grim crane
#

Its using 10k sam already πŸ’€

grim crane
#

but the amount of particle accelerators is stupidly costly on power...
is plutonium even worth it omg?

neat relic
#

I apologize if this is in the wrong channel... I have a question.

In factorio you need to use belt balancers to manage lines. In satisfactory I built a few belt balancers... but can belt balancers be fully omitted in favor of smart splitters with overflow settings?

crimson moat
#

mostly

grim crane
#

πŸ’€

#

WAi this could work

grim crane
#

Thats like what
14%? power usage

#

ok yeah 25% is the sweat spot it seems

#

20% it actually consumes more power xd

latent flare
#

Whats the best way for making plastic and rubber, I got 1920 Oil to use for the plastic and rubber

grim crane
#

thats a lot of oil

crimson moat
#

HOR > diluted fuel > recycled plastic and rubber

#

makes 3 plastic or rubber per oil

crimson moat
grim crane
#

I mean yes

#

but at some point you will use more power because you need way to many of them

crimson moat
#

nope

grim crane
#

ok im just bad at math than

#

do we have the power formula for it?

crimson moat
#

ye 2 mins

#

new power = base power multiplied by

[clock multiplier ^ 1.32192809489]

grim crane
#

oh nice thx

#

Is the base power for that the minimum or the maximum of the Range ?

crimson moat
#

whatever it is

grim crane
#

Cool thanks..

crimson moat
#

the increase/decrease is the same across the curve on variable power machines, so it will use e.g. half of max, and also half of min when it cycles down there

grim crane
#

k

crimson moat
#

encoders and particle accelerators are the best underclocking candidates, since few machines consume massive power with them

grim crane
#

I have some accelerators slooped and fully overclocked rn πŸ’€

#

like 2

#

or 4
I dont remember

crimson moat
#

if you wanna make that many rods you will have to plan out extremely carefully

unique cypress
knotty hornet
#

Yeah, aeryn already said it, but the exact formula is P*C^Ξ±
Where
P = original power consumption
C = clock speed as a decimal (0 to 2.5)
Ξ± = log_2 (2.5)

crimson moat
#

I took a day to research and it wasn't enough πŸ˜„

grim crane
unique cypress
#

yeah that is what a lot of people do when they see the numbers lol

grim crane
#

its just soo not worth it

#

maybe for fun as a side thing one or two

vivid plaza
#

Im insane!!!

#

πŸ˜„

grim pelican
#

i just unlucked rubber, but i am searching for a good spot to make the factory where water and crude oil are not 5km away from each other, my start wass in the desert, any suggestions

vivid gazelle
#

Hi, im new to the game and i want to ask if anyone can help to make my constructors and Assemblers 100percent efficient

unique cypress
grim pelican
#

and huge mountains in between

unique cypress
unique cypress
#

there's water there, but only like 2-3 extractors

grim pelican
#

oh where? like i tried to plece there but it wsnt deep enough

unique cypress
grim pelican
#

yeah that spot i know its not deep enough

#

its full with geizers

unique cypress
#

I have 2 extractors there

grim pelican
#

wtf...

unique cypress
#

someone on reddit said you can fit 3 but I didn't figure out how

#

also, up north there's a few more lakes. and they're up the cliff so you don't need pumps

grim pelican
#

ok nice

#

also maybe silly question but how do you guys take care of roads and mountains like do you guys go over or around?

crimson moat
#

for water there, i'd run pipes down the cliff

upbeat summit
#

question - i have like 50+ ficsit coupons, should i just buy my way to miner mk3? instead of producing all the parts?
i feel like getting mk3 later would then cause me to re structure many things, right now i'm using nodes like crazy and maybe that could decreased the amount of nodes that i req

unique cypress
upbeat summit
#

hmmm

#

currently doing this lmao

#

gonna do something else till i get 100 sc i guess

unique cypress
#

that's how I got the T8 unlocks

upbeat summit
#

true, brb

rich pawn
#

what website/app is used to make this?

unique cypress
brisk smelt
#

it doesn't work properly its not optimized

dusky bronze
#

Works fine if you turn on manual mode

#

Better than tools for most things too imo

dusky dust
#

Yeah, Modeller's got plenty of fans; I assume it does what it tries to do pretty well. Clearly there was a niche for it among players, or it wouldn't be so popular. :)

dusky bronze
#

For me it’s following instructions (tools) vs making your own instructions and then following them (modeller)

#

One is quicker and the other gives you a much better understanding of the factory

knotty hornet
#

By that description, I'd prefer modeler. I do it on pencil and paper myself, but I keep losing my notes -_-

#

I guess I'll have to try it and see if I like it.

dusky dust
unique cypress
#

One advantage of modeler is that it has very easy custom recipe support

#

Idk about custom machines tho

#

So does Optimizer if you want something more Tools-like

#

Even better if you ignore that it's just a Python script using jsons as inputs and outputs

tired gazelle
#

Does this look good for a rocket fuel plant on the gold coast?

#

I've found it to be more efficient than using the Blue Crater.

vapid gorge
#

definie 'efficient' ?

#

people just seem to throw that word around at anything they like

tired gazelle
#

It uses the amount of resources i am willing to use on this project with a projected output i am happy with.

deft lichen
tired gazelle
#

i will take suggestions if there is a better way to do it

vapid gorge
tired gazelle
#

mostly logistics

tired gazelle
deft lichen
tired gazelle
#

ok i got steel over there

deft lichen
#

Are you intentionally using both rocket fuel recipes?

#

One is resource efficient, the other quick and dirty

tired gazelle
#

which is which

#

i was just trying to avoid byproducts

brisk smelt
#

alts are more than often the former

deft lichen
#

Nitro RF is quick and dirty

brisk smelt
#

hmm nvm lmao

tired gazelle
#

so normal RF recipe is better but like how much

deft lichen
tired gazelle
#

I just want to have a big RF plant im not to sure on the production chain

vapid gorge
deft lichen
#

If you disable a recipe, you force it to use the other one

tired gazelle
#

taking out the NitroRF recipe seems to make me use more resources for 100 less RF

vapid gorge
deft lichen
tired gazelle
deft lichen
#

But resource efficiency is just one factor

vapid gorge
deft lichen
#

Nitro RF is less resource efficient but much simpler to build

tired gazelle
#

My other question is if i use that much sulfur/other resources will there still be enough resources left for a maxed nuclear powerplant

vapid gorge
#

make a max nuclear power plant plan and find out

#

also, do one or the other. You don't need both

tired gazelle
#

sounds like you like to think small

vapid gorge
#

You physically wouldn't be able to use all that power

#

your computer will catch fire first

#

if you just want lots of power for no other reason than having it? sure.

dusky bronze
brisk smelt
#

its perfectly doable, with 2-3k to spare

brisk smelt
thin heath
crimson moat
dusky bronze
crimson moat
#

it aint mega unless it's from the mega region in france, otherwise it's just sparkling big(tm)

thin heath
#

Any suggestions on an item to start with? As the end goal

knotty hornet
#

It ain't mega unless it's kilo-kilo-

dusky bronze
#

when do big things i usually start with a forge/basics area and then work towards the end goal

crimson moat
dusky bronze
#

as for what to make as the end goal i think nuclear, rocket fuel, plastic/rubber, and space elevator parts are usually the big megafactory culprits

#

also aluminum

#

my rule of thumb is that if you only have to do it once you might as well go all in on it

thin heath
#

So say I want to make 500 battery per min....I just start at what I need for 500 per min than go down the list of whats needed

floral mica
dusky bronze
#

torture

floral mica
#

Perfectly reasonable

dusky bronze
#

the coupons tho

thin heath
#

Thanks for the link @Aeryn....looks helpful, confusing too lol

floral mica
#

I recommend satisfactory modeler

dusky bronze
#

^^

floral mica
#

An app on steam

dusky bronze
#

modeler and tools are 2 very different things, i prefer modeler for big things

floral mica
#

You do the math yourself but can pick and choose alts and mess with splitters logistics

#

*and logistics

thin heath
#

So you've got to work out how many parts I need for 500batt per/min, than how many machines for those parts, than how much resources for those parts

dusky bronze
#

start from the bottom or the top

floral mica
#

If you start at the top it will do a lot of the math

thin heath
#

which means you need to get resources from all over the map perhaps, which means you''ll then need logistics

floral mica
#

And if you set a limit at the bottom it'll balance itself

dusky bronze
#

it does the math and stuff automatically, you just have to plan out how many you want, how many resources you want it to use, etc

floral mica
dusky bronze
#

tools is a little more friendly for setting the end goal and working backwards but you cant really do outposts or plan out logistics with it

thin heath
#

and then getting it all to a central point and maing sure that your central point is large enough

floral mica
#

For me it's setting up train lines

dusky bronze
#

worst part about megafactories is like the first 10 hours setting up trains/drones

floral mica
#

Exactly

#

Im doing a big smeltery in northern forest

#

And decided I'd just do belts since it's so much easier

#

But belts can't honk :(

dusky bronze
#

ive got a phase 5 random stuff factory in the works rn and i need 8000 coal and 12000 limestone

#

lowkey dont know where im gonna get the room for more train stations in this area

thin heath
#

hmm, very good. Thanks for the input ya'll. I'll have to prepare my brain mentally now lol

floral mica
#

Good luck

dusky bronze
#

just start at the bottom and work your way up

floral mica
#

Trains are worth it I think

dusky bronze
#

they can be overwhelming but so long as you take it step by step it should be fairly chill

dusky bronze
thin heath
#

certainly simple thats for sure.

floral mica
thin heath
#

But they have their own problems with distance

floral mica
#

Just slap on more trains

dusky bronze
#

nothing that cant be solved by lowering the throughput per cart or adding more trains

thin heath
#

oh yeah thats true

floral mica
#

A 2 track network is easy to add more distance and more trains

thin heath
#

drones?

#

not really suited I guess to a mega factory

floral mica
#

For low throughput drones

#

So mostly drones for output, trains for input I think

#

Haven't used drones before tbh

dusky bronze
#

drones are really nice if you need a small amount of something/dont want to set up a train

#

i wouldnt really go higher than 600/min for one item on drones unless you want to put down like 2-6 ports for it

thin heath
#

hmm interesting, never thought about output for drones...kind of makes sense especially later end game with items that are far more complex and thus are produced less

floral mica
#

For things like project parts

dusky bronze
#

they're only produced less if you want them to behehe

floral mica
#

60 nuclear pasta a minute is the ultimate end goal

dusky bronze
#

30k copper ore my beloved

floral mica
#

That's a lotta copper

knotty hornet
#

Light work

dusky bronze
#

2/3 of whats on the map

floral mica
#

Just Boop it

knotty hornet
#

Boop the sloop?

#

30 pasta would be 15k ore, which is only β…“ rolljace

dusky bronze
#

although at that point only having 1/3 of the world's copper to work with probably wont be much of a problem because you'll have all the other copper stuff set up and for almost everything else you can just use iron recipes

knotty hornet
#

You just gotta run 60 slooped accelerators 😭

jovial jacinth
#

Kibitz did 60 pasta/min already, go bigger

sullen light
#

day 7 of overhauling my factory
i am working on my power production and this is what i have so far
i have 4 normal nodes all with m1 miners on them
any suggestions for things like the water extractors or something else???

deft lichen
#

!wikisearch CG

#

hnnnngh no bot

knotty rapids
#

that's how I build at least. usually there's enough coal to feed all of them

valid copper
#

what if i just make 30 power plants and hope it works?

knotty rapids
#

idk, I like my shit to be efficient

valid copper
#

same

knotty rapids
#

well, 4 normal nodes with MK. 1 miners is 240 coal total or 16 power plants. I'd probably just do 7+7+3 to make it easier

#

if I wanted to use up those nodes fully

#

now that I see that 4+4 generator setup, that's pretty genius

deft lichen
knotty rapids
deft lichen
#

If the water is far away then the problem is that the water is far away

#

A full belt can support much more generators and doesn't need head lift to overcome terrain

#

So you should always build this setup right beside water

#

And there are plenty of locations with both coal and water in proximity

twilit mango
rich pawn
twilit mango
#

I tried organizing it but it keeps getting worse

rich pawn
#

I’m having to move my entire factory into a new place so let’s just prayge I use the app correctly

#

Looks good to me though

sullen light
#

Update on my overhaul:
i finished piping everything up, If im not mistaken the headlift provided by the extractors will be able to get it up the first ramp and the pumps finish the rest of the way to the coal generators
and because i dont have valves i needed to improvise for my reserve water and just cut off the pipe. When i need extra water i will connect it back to the system
but overall how does this look yall??

wind spade
#

underclock the extractors if you have extra water. no reason to do buffers

wind spade
sullen light
#

incase there isnt enough water for the 10 generators
and i havent got anything running yet but ill keep yall updated

#

still need to figure out the conveyor belts

dusky dust
sullen light
#

i see

visual ocean
#

How can I make this work?

I just dont know how.. Either i have a water issue or a aluminia issue

visual ocean
#

I'm talking about the water recycling

strong loom
#

Do different fuel sources impact the speed of vehicles?
I have learnt that they impact the speed of drones, so the question arises for trucks etc

dusky dust
charred saffron
# visual ocean I'm talking about the water recycling

Either don't (arguably easier + you can make useful by-products like a metric heccton of wet concrete), or supply the missing water with extractors, preferably keeping the recycled and freshwater systems separated for consistency

strong loom
charred saffron
#

Tested or found somewhere in-game. The exact numbers are on the gg wiki page for fuels

dusky dust
#

Yeah, I dunno how "official" of a test has been done for it, but the fuels definitely don't impact driving speed

#

As always, can test for yourself if you like! :)

#

It's handy to have a second Advanced-Game-Settings-enabled savegame where you can run tests like that if you like

strong loom
# visual ocean

Are you using the electrode alu crap recipe or the regular alu scrap one?
In case you use the electrode one, I might help you with a nice setup

#

@visual ocean
For the Water recyling numerical problem with the electrode recipe, this is my setup (BIG):

Step 1:
28+12 = 40 Sloppy Alumnia Refineries clocked at 75%. 28 of them need 4200 Water input. The other 12 are filled with water extractors.
Their output is 180 Alu Solution each.

Step 2:
40 Electrode Alu Scrap Refineries clocked at 100%. They produce exactly 4200 Water which is recycled into 28/40 step 1 refineries
Their input is 180 Alu solution each which matches the 75% sloppy refineries from step 1, so you can put those two different types of refineries behind each other πŸ‘

In case you don't run the electrode recipe, the numbers are far easier to work with anyway. But you miss out on extra aluminium =)

visual ocean
strong loom
#

Nice, if you go big enough you can use the setup I posted.
Otherwise you might want to sink the overflowing water (with limestone to concrete or something) and just call it a day πŸ‘

visual ocean
strong loom
#

Btw, all beauxite on the map is enough for 2 of those setups (i think there is like 300 left over or something)

visual ocean
#

I'm using 1500 bauxite, but i can get my hands on 2400 more

#

how much bauxite are you using on those setups?

strong loom
#

6000 beauxite as input 😎

#

It's like 48% of the beauxite on the map

visual ocean
#

Thats a lot of bauxite. So in total i can have 3,9k. But i have 3 in the swamp that i can probably ship

strong loom
#

Total is I think 12 300 on the map (I checked last at 1.0)
Most of it is in the middle of the map on the plateus and red forrest from left to right, it's like a beauxite belt

visual ocean
#

I might just remake the whole thing then

knotty hornet
#

Not sure if that was added to the convo.

strong loom
#

Yeah it was in my question but thank you anyway for trying to help πŸ™

visual ocean
honest ivy
#

465 000 MW is good for final part of the game ?

visual ocean
#

So I'm sticking to batteries. Rocket Fuel for power.

strong loom
# visual ocean you are using the pure aluminium ingot recipe right?

For my first setup like this I use the one with silica since it yields more.
But I don't have enough Silica for a potential second one... so whenever I build it again I will use the pure one.

I really hate working with Silica :D
I'm just using 10k that I have from the quartz purification that I needed

If you don't plan to use the distilled silica thingy, just go pure tbh... it's really painful building hundreds of assemblers for the limestone-silica thing

visual ocean
#

I'm going to miss on 2k ingots but damn that quartz need is crazy

#

i could use converters to ease it but still

strong loom
#

Yeah it's so crazy that you can't use the regular silica recipe at all basically

knotty hornet
#

That's where setting up a distillation/purification facility is super useful.

#

It can be tedious to manage the fluids though

upbeat summit
#

if i attach 2 engines to a train, do i need to have 2 stations as well?

knotty hornet
#

You can use empty platforms to fill out space

magic island
wintry crest
#

@tame kettle Here are the screenshots.
So in essence, i have a train station down the line from here. It picks up coal and then loops back to this location and then doubles back to my factory using the rail on the right. I just added a rail to the left which is supposed to deliver oil to the same station thats taking coal. This will require two trains. Id like to have them stop at this intersection if theres already a train in that loop. However the path and block signs yell at me about looping back to each other. Is there a specific way i need to set them up to make this work?

tame kettle
wintry crest
#

This would be a better spot to have them stop, but again, it doesnt like the loop πŸ™

wintry crest
tame kettle
#

-# (forgot a signal)

wintry crest
#

Okay so ill want 4 path signals and then 2 block signals?

tame kettle
wintry crest
#

alright, lemme give that a shot.

tame kettle
# wintry crest alright, lemme give that a shot.

theoretically your signalling system should stop shitting itself as long as you put one of the two signals shown on the far side to end the signal block before it merges back into the junction, but the path signals will hopefully prevent a deadlock from forming

#

youd want to put your station within this signal block

#

and ideally as well that block should be at minimum the same length as the longest train you expect to be using the loop

wintry crest
#

I forgot about photo mode lol. I just grabbed some more computers, heading back up there now to try it out.

wintry crest
tame kettle
wintry crest
#

Ooof

wintry crest
tame kettle
dark kelp
#

turns out... the manufacturing of power shards is a process that can result in positive dark matter residue.....

The whole map nuclear power (with ficsonium) might be the creation of a stupid number of power shards....

#

also, after looking at the math and building some absolute wack factory templates in the Modeler, im convinced the nuclear power plant needs to be 5000mw not 2500mw... maybe more tbh.

#

Whole map nuclear makes about 1TW of output (with waste) or about 600MWH without waste, whereas rocket fuel/ionized fuel can eclipse 2TW without waste, and this deeply disturbs me.

vapid gorge
#

You need 10x the fuel gens to create stupidly ugly fields, versus far fewer gens.

And it’s not like you’ll use all that power

dark kelp
dark kelp
unique cypress
unique cypress
dark kelp
#
  • 295GW is what I get IF you can convert entirely to 118 Ficsonium Fuel rods
unique cypress
dark kelp
#

how do we get 50.4????

unique cypress
#

Infused cell and fuel unit alts

dark kelp
#

imma have to look into this a bit more.... maybe I have an alt wrong somewhere

unique cypress
dark kelp
#

yep no I see your methods.

vapid gorge
dark kelp
dark kelp
# vapid gorge Then why are you caring about nuclear gens? It’s Efficiebt so you shouldn’t care

I have read both your comments back a handful of times and I still cant tell what your point is, can you clarify that for me.

I care about nuclear because quite frankly, they suck compared to the alternative, their complexity and limited resources used to have massive upside, but with rocket and ionized fuels, and the sad sad output of ficsonium has made nuclear very meh, and I would love to see that changed for the better.

unique cypress
#

At least for power production

dark kelp
#

yeah I mean thats fair.

I guess it would be worth looking into if its actually a net positive once you pay for all the machines

#

Superposition Oscilators definitly a better way to go for creating DMR, I see the potential of AI Expansion as it creates a TON of DMR but it also eats SAM which isnt ideal due to its lower availability

unique cypress
#

If you look at it in isolation, it is. But if you add the opportunity cost of not burning the rocket fuel it takes as an ingredient, it's not. At least not without some serious power boost from augmenters

dark kelp
#

Do you think its possible to make 10TW?

unique cypress
#

The theoretical max is 15 TW, or 19 if you're fine with storing about 800-900 plutonium waste/min

dark kelp
#

Fueling the augmenters becomes the priority I guess....

unique cypress
#

That's with all resources on the map dedicated to making power though

#

Not completely. Neither of those use all 10. One uses 8, the other 9 (I don't remember which one was which)

#

All of them are fed Matrices though

dark kelp
#

I guess if your already fueling the augmentors with Matricies your DMR production will be plentiful

#

rather then feeding shards to the ionized fuel you use it to make matrices and any extra's can go to ionized fuels.

#

if you make 10 augmenters using the 106 sloops you get a bonus of 5000mw and a 300% bonus, resulting in 400% power production, makes 15/19TW seem very doable.

wind spade
#

@compact pendant there's no "better" or "worse" in general, just pick whichever you like more. Also I'd recommend to ask in channels where we can write πŸ˜‰

upper gust
#

And if you don't like either of them, you can rescan the hard drive once

opaque relic
#

Right is best I think

wind spade
opaque relic
#

"I think"

#

Thats my opinion. Its true there isnt a best

vapid gorge
opaque relic
vapid gorge
#

? both require 2 items
make 2 different things

#

if you don't need silica it's completely useless right?

wind spade
#

right one makes it more complex πŸ˜„

opaque relic
#

Yeah. Indeed. But if you dont need silica you wouldnt ask it. I think left one is too easy and user is actually having that in mind

unique cypress
#

I'd take silica. Who tf wants to save iron by paying limestone. With a worse total resource ratio to boot

opaque relic
#

We dont have enough information to make a true complete statement. You can argue both ways and both id agree with

wind spade
opaque relic
opaque relic
vapid gorge
#

there's so much limestone xD

opaque relic
vapid gorge
wind spade
#

people so often look at whole map and are like "how can you run out of iron", not considering that local resources are a thing and sometimes people just don't want to move tons of iron across the map just because someone else thinks that trading limestone for iron is bad

opaque relic
wind spade
opaque relic
vapid gorge
opaque relic
opaque relic
wind spade
vapid gorge
#

opinions without backing them up are worthless. And you contradicted yourself a couple times

vapid gorge
opaque relic
wind spade
opaque relic
vapid gorge
#

but you have no idea what is best for them

opaque relic
wind spade
vapid gorge
#

god I hope for your sake you're a troll

wind spade
#

their preferences are most likely different than your preferences

opaque relic
#

I understand the situation. There is no best. But I think at every solution with no info they know there isnt a best. And if they ask us to pick one we can argue for preferences

opaque relic
#

Im not a troll

wind spade
vapid gorge
#

stop feeding teh trolls greeny. There's no point

wind spade
#

(or "better")

opaque relic
opaque relic
#

Im trying to say the same thing

wind spade
#

(which is basically equal to "neither")

#

there may be "best" or "better" for certain situation, but there's no absolute "best" or "better"

opaque relic
#

Im also giving my own opinion on what I find best if I was on that ocassaion. The occasion may overlap with theirs and thar could help

wind spade
#

so the question is weird

opaque relic
#

It is. So why blame me for trying to give an answrr

wind spade
#

you said "right is best", without any clarification

opaque relic
wind spade
opaque relic
#

Yes. I think

wind spade
#

"I think" doesn't provide ANY clarification

opaque relic
#

I. Not general but I

#

It follows after that

wind spade
#

yeah, you said the right one makes the recipe easier, which is very much untrue, it literally makes the process more complex by adding another ingredient

opaque relic
wind spade
#

I'm not doubting that

opaque relic
#

And if for him and for me overlap. Great that is awesome he can try and do the same

wind spade
#

I'm saying that you first just gave an opinion without clarification and then when asked about one, you provided one that's wrong

opaque relic
unique cypress
#

I think people who ask these kinds of questions should get a single "1st" or "2nd" answer. If they don't wanna think about it, I ain't here to make them do that either

opaque relic
#

Yes and not providing any info results into escelation which this time luckily didnt end up to hard. Thanks to @wind spade staying calm and helping me

wind spade
#

(and then we'd have to deal with people who come here and say that they've been told to use something they don't like)

unique cypress
#

It should be very obvious that for 2 different recipes for 2 completely unrelated items there is no answer to "which one is better". It doesn't even depend on anything because they don't even make the same item. You're never in a situation in which you'd be choosing between using A or B in your factory. They're completely independent choices

opaque relic
#

Yep

wind spade
#

I had an answer like that back in the old "pick from 3" days

#

wasn't really updated for 1.0, I could do that I guess

wind spade
#

yeah but I'm at least trying to reduce it πŸ™‚

vapid gorge
#

oh absolutely

wind spade
#

it's like elections, one voice probably doesn't do much, but at least I can say that I tried my best

knotty hornet
wind spade
dusky dust
#

(Technically I think some resource deposits (the ones you can make disappear by manually chipping away at 'em) are randomized. Though I have no clue if there's an actual "seed" or if the game just populates them as you go)

knotty hornet
trim verge
#

625 dark matter while mk 2 pipe only 600?

queen slate
#

Gotta stay in the limits.

#

You cam also OC the giant flashlight Photonic matter production for 3000 or so. Pointless.

unique cypress
trim verge
#

but why not

wind spade
#

because then you have more than 600?

unique cypress
#

it'll be running at 96% uptime anyway

knotty hornet
trim verge
#

but it is stupid

knotty hornet
#

It is an inanimate object controlled by you

#

So.... πŸ€·β€β™‚οΈ

dusky dust
# trim verge but it is stupid

Would you prefer that the vanilla recipe was slowed down, for no other reason so that someone could overclock it to 250%?

#

Could do that via mods, if you like. :)

#

Should vanilla recipe rates also take sloops into account?

unique cypress
wind spade
unique cypress
#

just because it's game design doesn't mean it's good game design

wind spade
#

there's multiple recipes not capable of making 250% clock doubled product

#

it's just a limitation you have to work around

opaque relic
knotty hornet
#

really, anything whose base output rate is > 240/min will max out mk6 belts

dusky dust
#

Yeah, I have a hard time thinking of it as a problem, personally

#

Like the only "solution" is "make the recipe slower"

knotty hornet
#

Exactly

#

There have to be some limits, and engineering is all about working around those limits to get something to work anyway.

dusky dust
#

I do think that there's a good case to be made for output buffers to be (heh) buffed to account for faster outputs, though

#

There's some recipes where you can run into output-buffer problems due to the chunks produced with each cycle

knotty hornet
#

Ah, yeah, like if a recipe produces more than 25 of a fluid, it will pause until the buffer clears a bit.

opaque relic
#

Btw correct me again if im wrong another time. I actually like it bc making mistakes helps

knotty hornet
#

Oh I will

opaque relic
#

Already like you pal :).

knotty hornet
#

we'll see how long that lasts

amber iron
#

Is there a good guide on water flow anywhere? I'm very confused why my flow is inconsistent when math-wise it seems like everything should add up

dusky bronze
#

download the manual

#

the person who made it is also in this server

zinc jungle
#

So I had a container of Assembly Director Systems that I found that were useless after completing the space elevator and sunk them and hit 427 million SP a minute. Is there a cap? I mean theoretically you can just get unlimited storage containers and fill them all with top tier items and then connect those belts to individual awesome sinks and then just power them all at the same time to really hit a stupid high peak number but is there a programmed limit anyone has tried?

crimson moat
#

there's a limit on the display, but otherwise no

unique cypress
#

I wonder if maybe there is a limit. 2147483647/min is the max the display can show (because for whatever reason it uses a 32 bit signed int), but what if you got more than that within a single game tick? Would it overflow? Depends how it's tallied up I guess

#

At 30 t/s, you'd only need 1.5 million BWDs/min lmao

#

1300 sinks fed by 1300 mk6 belts perfectly in sync so the BWDs all enter the sink at the exact same time

dusky dust
#

Mm, yeah, definitely depends on how the game's ingesting items in the code

crimson moat
#

we could set up some sort of trigger to instantaneously unclog thousands of belts πŸ˜›

zinc jungle
#

πŸ™‚

crimson moat
#

actually, just having a single power line to a farm of sinks aught to do it?

#

they don't ingest without power

#

and merging 2 grids so that they all get power happens instantaneously with a game freeze (or just enabling "No power" probably works)

knotty hornet
#

Is that how I can get it to subtract points?

crimson moat
#

could put 2000 sinks in a manifold, put a splitter as close to each sink as possible, then feed enough BWD's to saturate the input belts only. Apply power, now ingesting 2000x1200/min BWD's for some game ticks.

#

you know the item count, so you know the sink point total that it should have and you can see if it's dropped any or not

#

it just might take like an hour to build

zinc jungle
#

Isn't that 6,948,801,600,000 points per min? Lol

crimson moat
orchid brook
#

took me 12min to figure out i can divide 600 by 3 to get 200

#

i am stupid AF

knotty hornet
#

Bruh lol

frosty owl
orchid brook
#

indeed it is

orchid brook
#

why why why why why
So i wanted to expand my rocket fuel plant later when i get phase 5 stuff and that means i souldnt finish the build like leave it as a work in progress buttttttt i didnt and now future me will be mad AF butttttt again future me is the problem here it aint me rn so yeppie

#

i hate myself

twilit mango
#

guys im planning out phase 4 factory, what alt recipes are must have, im using:

  • wet concrete
  • heavy encased frame
  • electrode circuit board
  • molded steel pipe
  • adhered iron plate
#

should I change anything or what other recipes are a must have

#

im trying to be resource efficient

frosty owl
#

None are, without knowing your own preferences ^^
Is your whole objective ore efficiency? (ie: recipes saving ore)
If so, in what order of ores? Some recipes just trade one resource for different amount of others...

twilit mango
#

hmm

knotty hornet
#

I like adhered plates cuz it gives a use for the rubber that is effectively byproduct of my power production

frosty owl
#

Imo, recipes just balance 3 things:

  • Items used for input (what kind, thus how convenient the inputs may be to collect)
  • Output per machine (so how "compact" a setup with that recipe can be)
  • Input efficiency (similar output to other recipes, but very different amount of input used)
unique cypress
knotty hornet
#

I like molded pipes cuz it saves steel and concrete is easy, especially with Wet or Rubber.

twilit mango
#

hmm ok

knotty hornet
#

Electrode CB is slow, but requires nothing but crude, so that is nice

frosty owl
#

I like that recipe as an example of "situationally cool"

knotty hornet
#

Heavy encased cuts out screws, but is slower per cycle

frosty owl
#

Flexible always looks cool to me for some reason harmonious_hannah (also, it's quite fast)

unique cypress
unique cypress
knotty hornet
#

Yes, but still, only oil

#

It has its place, I'm sure. I've personally never used it

frosty owl
#

Looking at you, oil coast...

unique cypress
#

I don't see any value in using only oil for CBs when whatever I need them for cannot be made with only oil. Might as well use caterium or quartz for both CBs and comps, not just for the latter

knotty hornet
#

Exactly

frosty owl
knotty hornet
#

These are all things to take into consideration when deciding what recipes are "good"

frosty owl
#

Also always remember that "good" is completely objective

unique cypress
knotty hornet
#

Maybe just make em and sink em? 😭

wind spade
knotty hornet
#

Oil-to-sink factory lol

unique cypress
knotty hornet
#

Not too shabby

#

I'm sure there is better lol

orchid brook
#

i have a 780 belt and i want to remove the 80, how?

wind spade
orchid brook
#

i am gone sink it

wind spade
#

another option is to not merge the 80 into the 780

latent anchor
#

You need to extract 4 per 39 off the belt, which is doable but annoying

orchid brook
#

i have 16 blenders each takes 100 sulpher and i have a 780 belts and i just need 700 so do i just leave the 80 and just sink the extra at the end of the line

wind spade
#

if you need 700, make only 700

orchid brook
#

i dont have 700 i have 780

#

i need to remove that 80

wind spade
orchid brook
#

OHHHHHHHHHHHHHH WAIT

#

I GET WHAT U MEAN

#

Ok I under clocked it

latent anchor
#

If you don't want to do some input modification, I'd do it by making two 54-splitters, (1 -> 3 -> 9 -> 27 -> 54) and then feeding the right amount of outputs from each back in to achieve on each of them:
4 going to the sink
35 going to the blenders
15 back into the splitters

#

Complex, but that's how you do n-splitting

#

(Except for 2^m * 3^n)

#

Anyway, this is why you don't talk to a perfectionist! Greeny saved you a bunch of splitters and a headache there

unique cypress
orchid brook
#

ok that is another way

#

but i will just underclock it a bit

vapid gorge
#

highly recommend scouring all the recipes possible. If you feel pressed to make a choice between them right now? pick something that might affect your next project

orchid brook
#

i need 2,500 cable and 1,000 wire soooo yeppie

unique cypress
#

That's really not a lot

orchid brook
#

that is like 1k coppor ingot

#

wait its not that is 500 coppor ore

#

another thing i can make 10 turbo motors with just 80 quartz and 600 iron ore and 120 alummunium ingot which is not that alot tbh

crimson moat
#

See here i placed a wonky rail (not straight) and the next rail i just fixed it. I didn't use the straight rail trick. You could not do this in 1.0, it was impossible.

In 1.1, you can set the direction of the rail independantly so a little mousewheel wiggle will fix it 100%.

#

And for the other build method, see https://youtu.be/Yq1UnsjD82c?t=617

you can see immediately how that problem would never exist, and that you can't accidentally make an unconnected rail.

This update is already incredible!

πŸ‘‰ Guide to signs: https://youtu.be/aRfgA8sIFbg

Like what you see? Subscribe and ring that bell for more tips videos, factory tours, and other gaming content.

https://www.youtube.com/...

β–Ά Play video
#

@wanton raptor

#

in 1.0, there was at least 1 less point on the spline, so if your rail started bending right then it would ONLY bend right, and making it longer would increase the turn angle.

#

But in 1.1 you can have it bend right, bend back left, and then end at an arbitrary angle and distance.

#

It was torturously bad in 1.0

wanton raptor
crimson moat
wanton raptor
teal dust
#

dont understand why this pipeline pump is not reciving any water?

vapid gorge
vapid gorge
teal dust
vague ibex
#

I was reviewing the factory I'm working on and uh I think I have made a mistake in starting this

#

At least I have infinite shards

queen slate
#

It's not too late to re-plan this. Good luck!

deft lichen
vague ibex
#

And before you ask why: Yes

queen slate
#

What about oscillator alt?

vague ibex
#

Planner didn't use it. So either not available with inputs or this is more efficient with the inputs

crimson moat
#

or this is more efficient with the inputs
caveat: tools' definition of resource efficiency is questionable and unadjustable

#

it just gives pretty good answers most of the time

vague ibex
#

Oh

#

Well that's awkward, I've already built "half" of the factory

queen slate
#

It's not questionable, it just aims to use minimal percentage of planet's resources per minute (if you let it).

crimson moat
queen slate
#

Um, will changing the max amount of resource fix that?

vapid gorge
# vague ibex Oh

any planner will need to have some method of weighing recipes/resources

that's why you plan and check only the recipes you want to suit the area you're building in.

swap recipes in and out untilyou have a good fit

crimson moat
#

Will it manipulate the weights? I'm not sure if they're hardcoded as max map amounts or flexible to what you have set as available, but changing the available resources will have other effects that make manipulating it in that manner have limited usefulness even if it worked

It's easier to take the auto calculation as a baseline and evaluate other recipies step-by-step. You can duplicate the tab and swap to another recipe for example.

queen slate
#

Can't paste the image, check out the "Items, Input" tab, it has default max amounts there.

vapid gorge
#

well if you use maximise and have different resources available the plan will change yes

#

it'll plan around fewer or more resources

#

maximise isn't a good way to plan things out in general.

queen slate
#

But yeah, if your optimisation criteria is "minimal amount of buildings used", gotta do some of planning yourself (at least by comparing the amount of buildings the planner tells you for different scenarios). Not sure if someone already made that planner.

crimson moat
#

Even for building something like i am doing where you just care about resource efficiency, if you work out each production step or factory independently then the resource weights will have you spending 30% of one resource and 150% of another.

It would rather use 15% of B instead of 16% of A, but when it makes that choice 10 times independantly, you end up with it asking you to spend 150% of resource B without having touched A at all. That's quite an undesirable outcome that you have to guard against.

queen slate
#

Example, please.

#

Since quite a few alts tend to use stuff abundant at least in some places: water, iron. And it's fine.

crimson moat
# queen slate Example, please.

Tools chooses to use Copper Rotor, expending copper instead of iron.

On my total world plan, copper is somewhere around 120% utilisation (it must be slooped or the build cannot be finished) while iron is below 70%, despite funnelling everything into using as much iron as possible (e.g. iron pipe, iron wire, iron-only rotors in massive quantities). Without my manual intervention, building all of this stuff in seperate tabs would try to use far more copper and far less iron because the weights are quite wrong in this instance.

It's simply the case that 10% of the map's copper has a much higher general value than 10% of the map's iron when you're building what i am (Everything, with a particular emphasis on project parts). It's more likely that you'll have to draw more of it, more often, and that you can't sub it out.

It's just that way because of the recipe pool in the game. To weight 1% copper the same as 1% iron implies that they will be used equally as often by recipies, but that's not actually true. It's an alright simple generalisation, but in reality some resources are demanded more often or in greater numbers than others by the other recipies in the game. Without considering how the other recipies in the pool bias resource demand, any weighting calculation will be much less accurate.

Say you want to build recipies 1 through 10. Recipe 1 can be built with 9% of the copper or 10% of the iron. Recipies 2-10 can only be built with copper. Tools will pick copper for recipe 1 unless it literally cannot do so (recipe disabled / 0 resources left). Even if you put it all in one tab which consumes 100% of the world's copper, it will still spend as much copper as possible on Recipe 1, and only fill out the remaining production with iron when it has no other choice. If you then decide afterwards that you want to spend any more copper, you're stuck in a corner and have no choice but to tear down that last factory and swap recipies because it ate every last pixel of headroom.

A player looking at all 10 of those recipies can see that Copper is going to be in short supply and choose to spend Iron for recipe #1 instead, knowing that in the future they're likely to face copper starvation while having plentiful iron.

Custom weights could get the initial calculation much closer as well. For example, we could have a bunch of people upload their endgame save files and literally parse how much of each resource they are using, and then use that data to modify weights to improve some metric (like how many times they could build their world over before hitting 100% of any resource). Those weights could then predict which recipies are least likely to cause lopsided resource depletion in the future, even when calculated independantly (in their own tabs, not knowing what the future holds).

queen slate
#

Ok, i'll try some stuff when i get home to see how it goes. Or if you made a planner for your world, please share the link.
(btw gonna be back in a while)

crimson moat
#

dm'd

orchid brook
#

dude the rocky desert is stacked like i could fit most of m phase 5 project in there

#

like the only things i have to get from outside are rubber, plactic and aluminium

crimson moat
#

nothing a train stop to the southwest can't fix ;D

orchid brook
#

wait hold up i just realised i only need the dune desert and the rocky desert and i could fit my entire plan in there

well never thought i say this but dang the deserts are coming in clutch

#

i am thinking on even making the project bigger

wind spade
crimson moat
#

Not as a law, but i'm sure that there would be powerful trends to help inform weights. Bias is an issue.

You can use curated world plans and scale them up til a resource hits 100%, modify weights so that it conserves more of the depleted resource then recalculate, scale up more, repeat, look for common trends. Should offer a good improvement.

wind spade
#

The problem is that people making full world plans are very much in minority. I'd say that custom weights solve the issue just as well and don't introduce any bias

hushed kernel
#

Could anyone explain how i find the percentage for underclocking? I have 1 limestone going to 3 smelters at 120 pm, so i do 120/3, but then how do i get the percentage of what i need to underclock at?

vapid gorge
#

because the base recipe, iirc, is 45 limestone pm per constructor

#

you'd need to run 3 machines at 1/ (45+45+45) %

hushed kernel
#

that is correct, i have 120 pm coming off my miner

vapid gorge
#

so go 120/45 , what do you get?

hushed kernel
#

is it called load balancing or something like that?

#

2.666

vapid gorge
#

so you need 266.66666% clockign split up between however many machines you like

#

you could do it with 2 machines or more

#

if you want to do 3 machines you'd go 120/3 = 40 per machine, so 40/45 , into the clock section. It also accepts equations

#

make sense?

fading swan
#

I'm probably planning this wrong but oh well. Does anyone have recommendations for a production chain for oil if I'm bringing in 1200 per min, and also want to use some as power? probably gonna build it all together

vapid gorge
#

depends what alt recipes you have

#

if you want to make maximal use of oil you'd need

heavy oil residue alt
diluted fuel
recycled plastic
recycled rubber

dusky dust
#

(and residual rubber! Not an alt, but important as part of the chain)

vapid gorge
#

that's not an alt though iirc?

dusky dust
#

Yeah, just clarified. Coffee hasn't kicked in yet, should probably just be lurking right now. :P

fading swan
#

Im lame and i play with alt recipes on so they shouldnt be an issue

vapid gorge
fading swan
#

not yet

vapid gorge
#

I highly recommend making 3 seperate systems. It'll make your life a lot easier

fading swan
#

i will then, thanks i never knew that resource existed!

vapid gorge
#

well worth the effort

vapid gorge
fading swan
#

oh thats about what I was thinking, would it be worth making turbofuel for power?

vapid gorge
#

because you can always just make more diluted fuel

dusky dust
vapid gorge
#

there are very few spots that have all the resource on location. Maybe just 1 I think?

dusky dust
#

But yeah, the usual one it gets pitted against is Diluted Fuel (packaged or otherwise). That's just a recipe (combined with the Heavy Oil Residue alt recipe) which lets you make a lot more fuel from the same amount of oil

#

(There's nothing stopping you from using both Diluted and Turbo, but IMO that's just way too many refineries)

dusky dust
fading swan
#

I'm at spire coast so I'm guessing that carting compacted coal from the dune desert isnt worth it?

dusky dust
#

The near-Titan-forest one has the nodes a little bit more spread out, I think, and one of them is way up on a cliff, but I think it's just a few hundred meters so long as you build centrally

vapid gorge
#

ugly but worked

dusky dust
#

But yeah, in general you'll see folks recommending finding the Diluted (Packaged) Fuel alt instead of Turbofuel. Your game, though! I've done "silly" Turbofuel in the past

#

So long as you're having fun, it's fine. :)

fading swan
#

is diluted packaged fuel just fuel in term,s of energy productio?

dusky dust
#

The main upside to Turbo is that you don't have to engage with hard drive RNG to find the Diluted+HOR recipes. If you've been "keeping up" with hard drive scavenging/scanning then that's less of a problem

dusky dust
fading swan
#

so would it be more worth making that than reg fuel?

dusky dust
#

If you do go for Diluted Packaged Fuel, here's one unasked for tip: You can make a "closed loop" 2x Packager + 1x Refinery system even in the vanilla 4x4 Blueprinter. You can even include Empty Packages inside the input buffer of the building, so it becomes a one-click-placement kind of thing

#

One example of such:

vapid gorge
#

I mainly did it because I wanted to make a bit for my jet pack becaues iodized rocket fuel for my pack was going to be a ways off

fading swan
#

What else do I need to bring to my factory for it?

vapid gorge
#

for turbo fuel? coal and suflur at this point

fading swan
#

for diluted fuel

dusky dust
vapid gorge
#

that's why diluted fuel is so convenient

dusky dust
#

So you'd want to build somewhere that's got both of those nearby; you typically don't want to transport fluids a long distance unless you've got no other choice

fading swan
#

im at the spire coast so I should be good on both

#

I was planning on making the factory out in the water because then i can build it up and make it fancy

#

so i'll have to deal with transporting the oil but i'm ok with that

vapid gorge
fading swan
#

ahh i just realized that since im in phase 3, i cant get access to diluted yet.

dusky dust
#

Remember that the full Diluted Fuel chain also requires the Heavy Oil Residue alt; there's two recipes you need to find

dusky dust
fading swan
#

oh there it is

dusky dust
fading swan
#

so that blueprint takes in both fuel and water pipes and outputs the diluted fuel pipe?

dusky dust
#

(Diluted Packaged Fuel is technically a little more power-hungry than the non-Packaged version, since Packaged produces 60/min but non-package produces 100/min, so you need more of them. The difference is quite slight, though)

dusky dust
fading swan
#

ahh ok

dusky dust
#

You'd need to pre-seed each loop with maybe about 20 Empty Packages (could do a whole stack if you want, but ~20ish should be more than sufficient)

#

(Which, again, you can include right inside the blueprint in the Packaged Water packager, which is super handy)

fading swan
#

and you end up needing one of each of these setups into each fuel generator?

dusky dust
vapid gorge
#

heavily depends on how you clock your machines. You could make it so each package loop feeds one I suppose?

dusky dust
#

You can, of course, combine the fuel output from a bunch of them and send it down the line to a fuel gen array. Personally I've become very fond of building in little "modules" nowadays, so I tend to just have each supply exactly the number of fuel gens it supports

vapid gorge
#

if you want ot keep it simple I'd probably make sections of like 300 fuel. You have to worry about the piping less

fading swan
#

how much more power would it end up making over 600 oil into regular fuel?

vapid gorge
#

a LOT.

vapid gorge
#

diluted fuel with the Heavy oil alt greatly expands how much fuel you make over hte base recipe

fading swan
#

ill go figure out how to use it

dusky dust
#

Comparing recipe chains in there is A+; every change you make will redo the calculations and update the graphs if need be

vapid gorge
dusky dust
# fading swan ill go figure out how to use it

In case you did want some pointers, btw:

  1. Go to the "input" tab, change the amount of Crude Oil to something like 30
  2. Head back to the "production" tab, change the resource to Fuel and the dropdown to "maximize"
  3. Clone the tab (green button to the far right)
  4. On the new tab, go select some alt recipes (Diluted Packaged Fuel, HOR)
  5. Compare!
#

(can also just change the recipes on the original tab, of course, and the graph will update in realtime, but this way you've got two tabs to compare)

#

Can similarly have another tab which is looking at what's possible with Turbofuel (though keep in mind that consumption rates are different for Fuel vs. Turbofuel, so the numbers in the planner won't be directly comparable)

#

In some cases, when comparing recipes, the solver might continue to use the recipe it first chose, even when you choose new ones; you can always disable a recipe in there too, to force it to not be used. In this case (looking at Diluted efficiency), the solver will definitely use Diluted if it can, though. :)

queen slate
# crimson moat Even for building something like i am doing where you just care about resource e...

UPD. Tried some stuff in plan you suggested, in my opinion, the planner tries it's best considering crazy amounts of intermediate products that were ordered (say, 2400 concrete/min, every intermediate SPElevator part besides final ones, and other stuff). First time i see such plan as well.
My opinion: i'd order only final products, switching mode to maximize and switching recipes if i need. In these conditions, there's no real under-utilisation of more abundant resources.

wind spade
plush path
#

where sould i make my phase 3 parts factory

wind spade
queen slate
#

Anywhere you wanna transport stuff to, but i really support Greeny's suggestion.

plush path
#

ok thnaks

queen slate
#

Enjoy building!

plush path
#

thx:)

dusky dust
crimson moat
# queen slate UPD. Tried some stuff in plan you suggested, in my opinion, the planner tries it...

My opinion: i'd order only final products, switching mode to maximize and switching recipes if i need.

All of this is already done, plus a bunch of recipe curation. I did not and do not use maximize mode though, i maximised manually.

If you build it one product at a time as you go through the game without forcing it to use other recipies, it tries to use 200% of the world copper.

If you constrain via resource limits then there is no change of behavior until it hits 100% copper with other resources heavily underused. After that happens, it starts doing a mixture of:

A: Using non-copper recipies, even ones which save less copper than recipies that it could have used before - because there is simply no copper left, it no longer has a choice any more.

B: Telling you to dismantle your previous factories and rebuild them on recipies which use less copper whenever you non-negotiably need more copper.

What i've suggested with adjustable weights would allow you to tune the recipe selection so that it's much less likely to do those two bad things, even when lacking knowledge of the future and of the rest of the world.

On a global scale, it's only applicable for huge builds - but it would help locally too, as the same problem exists there.

#

That's the worst case scenario for stressing weights: build something, then build something else in another tab, then build something else in another tab until some resource runs out - then check how lopsided the consumption was. Unfortunately that's also kind of how a lot of people use or want to use Tools, as they build one thing at a time without knowing what or how much they're going to build next.

Some resources are generally more demanded than others though, so we can make fairly good general predictions of what will probably happen with X or Y weights even if people play a bit differently and make different amounts of different stuff.

exotic sluice
#

guys ive been upgrading my factory and optimizing it ive notice that my iron bar production says it is outputting 30 per minute and the plate producer says it takes 30 per minite but their is a pileup before the plate Constructer. What would be the best way to optimize this or what sould i do difrently?

vapid gorge
exotic sluice
#

they arnt taking in enogh per minute

#

i think

brisk smelt
#

well which machine is idling

exotic sluice
#

it was my constructer but it seems to have been a isue with the outflow rate

vapid gorge
eternal hare
dusky dust
#

Though IMO that often feels kind of excessive at that stage of the game. If I'm gonna spend my life putting down endless fuel gens, I'd rather wait until I do have RF. :D

eternal hare
#

Yeah, it feels a bit silly to put down one oil extractor on a pure node overclocked to 250 %, and then only use like 30 % of it. 🀣

crimson moat
#

turbofuel is basically just converting sulfur and coal to oil, not significant benefit unless oil is running out

wind spade
#

I'd go diluted -> nuclear

sweet kraken
#

what could cause the power fuse to blow? my max consumption is under the production but it still blows

sweet kraken
#

my power grid

#

im still on coal, only started a couple of days ago

vapid gorge
#

if your power is unstable it could have dipped under what you're using

sweet kraken
#

I think I might've found it, one of the conveyors were still a mk2..

vapid gorge
#

that'll do it

gaunt tartan
#

How many rcu should I make a min for drone building I'm thinking 25 or 30 a min and then just dd them?

wind spade
#

most items are only needed in like 5-10/min amounts

gaunt tartan
#

Fair just they take 20 for the drone and port and I'm thinking of using quite a few

#

Cuz once I have them unlocked I have plans for them

deft lichen
#

You can sink excess

#

For building even 10 is plenty

gaunt tartan
#

Like mainly computers and hmf

#

Okay I'll prolly do 15 just for the extra points and just incase

deft lichen
#

Yeah, you can manage to squeeze out some alt recipes that use RCU, in that case you could go for 30

gaunt tartan
#

That's only 2 machines

#

I have alot of quartz

deft lichen
#

Beware the oscillator manufacturer count

#

Crystal oscillators need a ridiculous amount of them

gaunt tartan
#

Only 1.5 per

#

Once I get heat sinks I can scale up production for I think super computers

visual ocean
#

How do you guys calculate how many stations/freight cars are needed to move like 2100/min with a stack of 100?

unique cypress
#

or rather, time

thorny shoal
#

Is this a good use of a buffer?

#

Or should i remove it?

unique cypress
thorny shoal
wind spade
thorny shoal
#

Or another false myth?

wind spade
#

looping the pipe often helps, if done correctly

visual ocean
# unique cypress depends on distance

I don't know that yet, it's something I am going to test out.
Let's say the trip would take 5 minutes.

Would it be something like 2100x10mins=21000.
Then 21000/3200 (max cart storage)?

Or am i missing something here?

unique cypress
#

The trains also need to be at least 2 wagons each, because you can't unload 2100/min with a single platform (at least not with stack size 100)

#

But that shouldn't be an issue because I don't think anyone's insane enough to run 7 1-1 trains lol

visual ocean
crimson moat
# thorny shoal Or another false myth?

Splitting the pipe to feed in multiple places which are apart from each other does help. Ends are consistently the worst performing spots. The best spot if you have a single input/output is the middle.

No scenario that i've seen requires more than 2 perfectly placed and built inputs, although 2 badly placed ones may fail in extreme cases.

unique cypress
unique cypress
#

That's the formula btw. s is stack size, b is belt speed (in items/min)

gaunt tartan
unique cypress
#

It's how much you can load/unload in/out of a single platform

gaunt tartan
#

I see

#

I think my factory will be fine then

#

Haven't connected my aluminum plant yet cuz im figuring out storage and training it out

#

So unsure if the trains will keep up but I did 8 cars

#

So I think I'll be fine

#

My main issue is training stuff out I think I want it too follow the same track in parallel too the ones that bring in the ore but I worry about causing traffic jams or issues

#

Which makes me think too do a roundabout but idk when too use them tbh I assume it's prolly the better idea

vapid gorge
crimson moat
#

When i have autosave or other stutter, my miners are dropping an ore now

#

they don't put it on the belt correctly

#

leaves a very obvious hole on saturated belts:

"11111110111111111"

exotic sluice
#

im trying to make a automated power supply station with coal generators however when i split my resources they are spliting with 1/3 and 2/3 distributions this is what it looks like so far does anybody know why the convayer belts wouldnt be sliting at 50/50 when going into a splitter?

deft lichen
#

Screenshot?

exotic sluice
#

this is what it looks like. I ran a sample into the machines to see how the distribution worked and the left side all got around 60 while the right side all got around 30

graceful tundra
#

so uh, oil, is there anything to make with them other than plastic, rubber and power (and a bit for weapons/ jetpack fuel)?, are oil based diamond any good if you plan to use as many plastic/rubber alternates as possible, and make all your power out of nuclear energy?

#

(perhaps to the exception of stuff like coated cables because dealing with fluids is annoying)

oblique hollow
#

do the math for the efficiency and then pick based on that.
check the wiki if you want.
Oil products are really just different fuels, plastic, rubber and coke

graceful tundra
#

nor how much you need diamonds

oblique hollow
#

then go beyond diamonds

#

check what NEEDS diamonds

#

no sense in making 20000/min diamonds if you have zero use for them

#

if you dont have a use then you should just make a small amount

graceful tundra
graceful tundra
# oblique hollow check what NEEDS diamonds

yeah it doesn't seem like i'm gonna use that much, but uuuh, another question, dark matter, what's the strat? use the SAM recipe when you aren't producing it as a byproduct and rerouting byproducts as you need the sam for other stuff and as you have free dark matter?

oblique hollow
#

honestly: up to you

#

if you wanna delve into getting Dark Matter Residue from byproducts or if you wanna burn the SAM for it

graceful tundra
oblique hollow
#

heh, better ping @unique cypress then

graceful tundra
#

and that'd take almost 2000 oil in diamonds

#

just for the singularity sells

oblique hollow
#

Im not a fan of biggest nuke setup possible in all honesty, so im not the person to ask tips for that on

graceful tundra
#

and that i'm ever using that much power

#

but i feel like that's one achievable large goal

unique cypress
graceful tundra
unique cypress
# graceful tundra both

you can't have both most power and most plutonium/ficsonium. most power maxes uranium first

#

also, uranium conversion allowed or is the 2100 natural uranium a cap?

graceful tundra
graceful tundra
graceful tundra
unique cypress
#

no, it's been a thing since plutonium was a thing

unique cypress
#

you can switch recipes as you like

graceful tundra
unique cypress
#

less total available, not left

graceful tundra
#

no it's not, hmm weird

unique cypress
graceful tundra
#

holy shit

graceful tundra
graceful tundra
graceful tundra
graceful tundra
#

aw :/

graceful tundra
graceful tundra
#

damn, that's gonna be expensive

unique cypress
graceful tundra
#

and i'd prolly save a smidge for weapons and utilites

#

smokeless powder, rocket fuel for my jetpack, etc...

harsh zephyr
#

Nobody in there right mind needs this much dam rubber a minute

#

Or plastic

graceful tundra
#

nah tbh i might drive it down, i'll never convert it all to rubber or plastic

visual ocean
#

I need some help with a 6 to 5 balancer. I normally use satifactory calculator for this but they onlycover 2 and 3s (i cant merge the 6 inputs into 3 since they are full lines)

unique cypress
visual ocean
#

I'm going to try and wrap my brain around that

wind spade
visual ocean
#

These are bauxite lines. but they come from different spot and need to be split into 5 1200 lines so it's fed to the machines perfecly

#

I have 4500 from trains and 1500 already there

wind spade
crimson moat
#

if you feed belt 1 with belt 2 with belt 3 with belt 4 with belt 5 with belt 6 with belt 7 etc then regardless of the initial ore distribution, you will get 5x1200 on belts 1+2+3+4+5 at the end with leftover on belt 6 (in this case, no leftover at all).

Smart splitter: Left any (merge this into the next belt), Center overflow.

Ore will move left if it can (condensing it onto fewer belts) or go onwards if it can't.

you can make it even less complicated if some belts are 1200 already as they don't have to be connected. You can do this with arbitrary inputs and outputs.

#

i call it a waterfall merger but some dudes might have beaten me to calling it a condenser πŸ˜„

unique cypress
vapid gorge
#

now is a compressor something that feeds machines as a load balancer or manifold?

#

πŸ€“

crimson moat
#

last of the resources, trying to make this not untidy

graceful tundra
crimson moat
graceful tundra
dark mason
#

hi guys how much reafinery wil enugh for this oil rig

#

I'm trying to get the most fuel power from a single and pure oil rig.