#math-and-meta
1 messages Β· Page 349 of 1
Depends on recipes, look at the numbers and do math
πlet me lookπ
This might be the easiest option.
I was looking into balancers and they were gonna look very ugly
If it's not for a train, you can also do a mixer instead
I'm using 2 trains to supply most of it.
1500 is from belts close (which are divided into a 900 and a 600 line.
I download a BP for one of those. I still don't understand it but I'll try anything at this point
You know what would be nice? A vertical merger with inputs in the top, bottom and side and an output out the other side (and vice versa for a splitter)
Having to move the items from top to bottom or bottom to top is annoying
Hey guys, so I once done some calculations and im not completely sure but using all of the uranium in the world (without making more in converters and without using somersloops) and if you turned the waste into plutonium and if you turned the plutonium waste into ficsonium and burned all that then you could get something like 2.4TW of power (2400GW) and you would need (from what i remember) the area of about most of the dune desserts for only all of the nuclear reactors (which is like 1000+)
Idk how you got 2.4 TW. 50.4 uranium to 22.4 plutonium to 112 Ficsonium is 1.47 TW
Did you factor in the fact of no somersloops?
Also 50.4 Uranium/min seems way too much to make 1.47TW when fully recycled
Without Somersloops it's not even possible to make that much due to a lack of SAM. You need to sloop some Reanimated SAM to even be able to recycle all the waste
For making ficsonium?
Without sloops, period (or resource conversion), the max is ~1.35 TW
Because of SAM limitstions?
Yes
No?
Max from 2100 uranium is 1.47 TW
No conversion, and sloops in Reanimated SAM
Are you saying that not recycling the waste will give 1.47TW?
^
how exactly do the splitters work?
they merge stuff back onto conveyors
Item comes in, gets sent to one of the outputs. Center, right, left (Or maybe right, center, left? Not sure about the exact order), repeat. If an output is full or disconnected, it gets skipped
thanks man that should help me
ive got another question for pipline if i want to run one pipe into 6 inputs should i slit the pipe evenly or run one pipe and split it along the way
so uh, aluminum, how would you go about finding out if you need pure aluminium ingots or the base recipe?
Trying to split pipes equally is a fool's errand
eh, i managed that on 16 machines in a row
but yeah, not a fun time
you really gotta fuck around and find out
Need? You can use whichever one makes more sense to you
yeah, misused that word, i meant how do you find out what makes the most sense?
One requires silica (and therefore quartz) but gives you more aluminium for your bauxite, the other doesn't need any extra resources but is less bauxite efficient
I usually use pure because it's less effort, and default uses a lot of quartz
@unique cypress So im gonna have to admit that i was wrong, but thankfully (for me) you were too
Its a bit more than 1.3TW (not including what all the machines would take)
And you would need to have the equivalent of 535.5 nuclear reactors and a hell of a lot of water
? I literally said the max without any sloops is ~1.35 TW
1.3471875 TW, more specifically
How, i got 1,338,750
Yeah i'll prolly do that too
Idk if this is right but..
my converters stopped intaking reanimated sam
Omg nvm i fucked up the belts
thats SAM fluctuators there
Yeah i just realised
I fucked up some belting somewhere
omg no π
I accidently put fluctuatoirs into the reanimated sam bin
Find Luigi ah
experimental branch update is missing for dedicated server https://steamdb.info/app/1690800/depots/
the most important one of them is an optimization weβve done a refactor of how we handle Spline Collision in-game, so now Conveyor Belts, Pipelines and Hypertubes should only have collision when a player is near them, this should also result in memory optimizations for bigger saves that use a lot of them.
I'l check this out with my save soon!
I have 1600 kilometers of belts and pipes
Okie dokie thanks
Any advice for placing 1152 generators for rocket fuel? Does anyone have some particularly compact or easy to place blueprints?
- Some people stacked dozens of them vertically, overlapping, like corn cob. I don't know if they needed some kind of cheats to achieve that
- If you are open to mods, https://ficsit.app/mod/ProgressiveBlueprinter & https://ficsit.app/mod/Megaprinters will allow you to place long rows of them easily. Just pave the desert, blueprint some rows with piping and wiring ready and spam the blueprint.
- Nuclear is always an option π (if you didn't build the fuel factory yet)
Unfortunatly im a little far along haha
I will eventually do nuclear, But I really wanted to make a rocket fuel plant first.
I will probably look into the megaprinter
You can look for blueprints on scim, keywords fuel generator stacked π -> https://satisfactory-calculator.com/en/blueprints/index/details/id/8707/name/Ultracompact+Generator+Block+for+600%2Fmin+Rocket+Fuel+(36GW)
how much fuel are you putting in each pipe there?
Yeh I just found that one.
Fuel going to the next set of blenders is 1 per blender, So 100 fuel out going into 100 fuel in
9 refineries outputting 100 fuel total?
Each will make 150 rocket fuel, so 4800/m total
Thats the exact layout
What i'm concerned with isn't the plan, it's your implementation of it. You might be overtaxing the pipe there
How so? Maximum flow is 600pm with mk2 pipes. each output 40 HOR, So 400 per pipe
At 400/600 it'll be fine, since there's plenty of flow rate headroom there
if it was 600 it wouldn't be, because fluid manifolds don't utilise flow rate efficiently - and the end of a manifold is the worst possible place to have an input or output pipe, middle being the best
These are not all hooked to 1 pipe, everything is perfectly fed with the right ammount per pipe
Yeah IK
just making sure it's not an issue
e.g. to move 2400 of something with a manifold on either end you would want 6 pipes, not 4, and it seems you have that so it's fine
I already did a small test on this area to make sure its pumping effeciently
that is good practice also (:
https://satisfactory-calculator.com/en/blueprints/index/details/id/4048/name/24+Fuel+generators+(6000MW)+v1.2
If I used this BP, how much fuel do I feed each array?
100/min at 100% clock
Into the array of 24? So I would make a total of 48 Arrays, Each with 100 fuel?
yeah
you also shouldn't upgrade the pipes, it will be fine with mk.1 and maybe even better than mk2
Oh really? Why is that? Just more full pipes?
I don't think it matters for gasses much, for liquids the dynamic pressure scales with square of the flow rate so mk.2 pipes can have 4x the dynamic pressure. That makes dynamic pressure dominate flow and makes it strong enough for some bugs / undesirable behavior to happen. If you don't need to use mk.2 pipes (for example a manifold input/output which is moving <200) then it's best not to
Ok so, Im up to the point where I need to feed these generators. Each line of blenders outputs 600 per min(4 blenders per row at 150 per blender). Should I seperate these to individual lines (150 per min) or is it better to bring it over at 600pm them split it into 6 generator arrays(24 Gens) at the end of the line?
merge to 300 and take those to 3 arrays
Oki
600 can be fine but are more picky with how it's connected. This is good for example (top down view)
And those black boxes are the blenders?
yeah
Unfortunatly Its not possible to hook them up like that
They are in a manifold line with connectors
those can start to choke over 400/min flow and especially over 500/min
but lower flows work perfectly
The red line is the rocket fuel output
Ill do 2 blenders each for 300 output
Using mk1 pipes
in that case i would put mk1 for the 150 pipes, but otherwise mk2
but that particular issue doesn't affect gasses i think
rocket fuel is a lot easier to deal with than turbofuel. You can have a nightmare trying to move even 500 turbofuel on one pipe because of choking at the inputs and/or outputs
Oh, Is rocket fuel a gas?
yeah
that's also quite helpful for building gens since you can build vertically without pump complexity and overhead
but your blueprint looks nice too π
Haha thanks, I spent ALOT of time on the blueprints so they are modular but can also be split off if needed
Ok, Pipes are hooked up to the main line to be fed to the generators. Now I need to make 6 floors of these generator arrays.
Also, if I dont have every blender outputting to an active fuel generator, is that ok? Like, can I start the factory before Ive hooked up every generator? Or will having full lines cause issues?
It's fine
it may take fuel in a lopsided manner (like blenders 1&2 are mostly on, and 3&4 off) but that shouldn't cause issues
Sweet, well, here we go then, About to hook this up to the main battery grid and hopefully its gonna work.
Im sry but that looks rly cool
hiii i'm hesitating between do a nuclear energy or a ionized energy, do you have any advise on what is the best ? i already tried nuclear in a old save but i haven't liked but idk if ionized is enough ?
Ionized fuel is absolutely awful for power
oh okay ! i tough it was more difficult to have a lot of
It is difficult to get a lot of it. It's just not worth it at all
okkk thanks ! so it's only use for the jeckpack ,
?
Yeah, it's great for the jetpack, and it's also not terrible for drones. It's faster than rocket fuel so it might make sense to use it despite its lower resource efficiency
perfect thanks for everything !
Rocket fuel vs. Nuclear would probably be a more reasonable decision
If you want to avoid nuclear, consider RF
With the right alts it's trivial to make and just needs a huge fuel generator farm
is there any tool to use to plan the splitters and mergers?
im trying to split 120 into 90 and i feel like it's not correct, so i wanna double check before i put power into the factory
So my reactors are having a weird behavciour where they just stop accepting fluid iit seems?
A single splitter will do that just fine if you connect it to machines that consume 90 and 30
Like this should not be backing up
omg im actually just stupid lol
i forgot to overclock some π
Thats why the Extractors stop
and than crash the system
the machines accept 45s
im trying to make an efficient small steel factory right now, i have one pure coal node and 2 normal iron nodes that im trying to split, the rest im trying to throw into a sink just to learn how that works
IMO there's two "better" ways to approach that kind of problem:
- Don't worry about splitting it "correctly" -- just let things even out (as KYO297 suggested). The one getting "too much" will back up eventually and then everything'll be getting what it needs.
- Instead of having a combined 120/min to start with, just set up separate, dedicated banks of machines -- one which outputs 90/min, and the other which does 30/min
Smart splitter then
i would do the 2nd option but this mini factory is just for steel right now
hm, ill look into that
Either of the options I suggested will work inside a mini factory for steel. :)
im so far away from this so unfortunately it wont work lol
Although, in the end, the split you want is 75% - 25%, which is easy enough with just splitters. Split once into 2, then split each of those into 2. Merge 3 of the outputs (that's your 90), and the other 1 makes the 30
will number one stay at 100% efficiency?
Yeah, just have to wait for the material to back up
The side that's getting "too much" will have its input buffer fill up, and then its feeder belt(s) will back up
i initially did this just so i can learn the math
on how to split and merge correctly for future factory builds
Once that happens, it's only going to be taking exactly as much material as it needs, so the other side will be getting everything it needs
i might have done this although idk how to fact check
without starting the machines, which i do not wanna do yet
? Smart splitters can be easily unlocked as soon as you have the MAM
Most people end up not worrying about that. You can apply "manifold logic" to a lot in this game
!wikisearch manifold
Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once...
smart splitters need AI limiters
^ like in manifolds, you don't worry about splitting things "exactly," in fact you intentionally ignore the actual ratios. Instead you rely on input buffers backing up, and the system just eventually balances itself out
That works even if you're not doing a proper "manifold." Like you can sort-of hand-wavey "balance" something without worrying about your numbers being right, and eventually the stuff that's getting "too much" backs up and the system evens out
so i can just split the coal once and the 2 iron nodes i can just connect directly into the foundries and it should be fine and dandy?
Which only require copper sheets and quickwire, both of which are 2 stops away from raw ore
But still: over time I've come to prefer just doing dedicated machines
If it were me, I'd have one set of machines producing 90/min and another set doing 30/min. Then you don't need manifolds or balancing or whatever. :)
What recipe is producing the 120/min? (Not sure what step you're actually talking about)
okay so
One coal node -> 120
Two Iron nodes -> 120
2 Foundaries producing steel - > 45 each
this is what im trying to split to make it 45 each
is it fine to just throw 60 for the resources in each foundary and not care about it?
So 2 Steel Ingot foundries gives you the 90/min. Keep the output for those separate and you've got the 90/min sorted
Then for the 30/min, you could underclock another to 66.6667%, which'd give you the 30/min output
Three foundries -- two of them provide your 90/min, the other provides 30/min
(Technically that's an annoying split because your clock'll be 0.0001% off; the game's only got four decimals of precision. But it'll be Good Enough. :)
can i send a screenshot of what I did to double check what i setup even makes sense lol
Sure, this channel allows image embeds
1 has 120 going into it:
- one belt goes into another splitter
- one belt goes into a merger
- one belt goes into another merger infront of the sink
2 has 60 going into it:
- one belt goes into the same merger as 1
- one lift goes into another lift in the merger infront of the sink
how stupid/smart is this
this was my thought process anyway, idk if i did this correctly
333.333 is probably already rounded
The actual value is likely 333.(3) so 1000/3
so its just 333
i mean i need it to split to 332 but like its fine
factory explodes
well im splitting it due to limited belts
so its 166 (166.667)
per assmbler
so its just 332 overall
adhd math gaming
will 3.192 be rounded to 4 right
depends, if you're making 333.33333, clock your consumers to consume a total of 333.3334
that way you'll always at least consume everything with only very rare stalls
i mean i just put it to 166 and its really just for smart plates
for phase 2
should i spam a bunch of copper wires
since im gonna rework a steel screws line into my lines in the future
all roads lead to screws
you can get rid of screws entirely with alt recipes
screws did not fall in one day i guess
good to know though
just using the stuff i have rn
the out come of this.
this should produce 20 smart platting
belts gonna need a rework ngl
is this a resonable goal
hmmmm
it's a lot
and impossible
you're using at least half of the entire supply of at least one ressource
like that is all the SAM in the world and i am using the sloops
where does the sam de animates in the process?
?
look closer
i need to go to sleep
i need to dream less
still a lot?
not appertnly
anyway i am gone sleep now
stupid way to split 22.5/coal a minute out or not?
could also do single splitter
I could, but don't want to
it's also gonna rob my main steel factory out of coal for a while
@cosmic quartz incase this helps
oh that's neat
should i take the cast steel plates
I would take the miner lol
What's the problem with mixing Mk 1 and Mk 2 pipes?
I would assume because the diffent flow rates and internal capacity will mess up maths and bottle neck things
You certainly don't want to create a bottleneck, but if you have a branch that isn't expected to get more than 300 fluid per minute, wouldn't it make sense to use a Mk 1 pipe? Mostly so that it stabilizes more quickly when machines are turned on or off.
I believe that mr mcgalleon means dont mix n match because different parts will then stabilze at vastly diffrent speeds
Will they? Wouldn't the whole system stabilize faster, being flow-limited on the narrow pipes?
what is a 'path' in a path signal situaition? is it a segment from one path signal to another? i.e. do I actively define possible paths such way?`
i saw this calc on a youtube video from whatdarrenplays and i was wondering what site this was if anyone knew
It's the set of rail that gets the train to the next signal toward its destination. Path signals allow, for example, two trains to cross the same intersection, when neither of them needs to turn. This is automatic when using path signals.
'to the next' , starting from the signal, before, I guess? so basically what `i said, a segment between two signalws defining the block
No, starting from the signal, ending at the next signal. The next signal can be a path or block signal.
i know what path signals do with trains, im just wondering/rubberducktalking whether that implies that i define the possible paths with the signals themselfs.. i guesss its realtively obvious thinking aboutit.. but now that i have that perspective, itll make it easier making working coimplex crossings and/or debug them..
yes nminus the limitqation to path signals, i alredy thought this makes no sense given of how entr/exit signals have to be put
not sure if other people will have explained this before i can but:
signals break the tracks up into blocks that only hold one train. path signals allow more than 1 train to pass through a block so long as they wont run into each other
bruh... hold your breath π
if the direction one train is going interferes with another, the train that was slowest to the intersection will stop and wait for the first train to pass through
completely wrong skill level (of myquestion not necessarily myself) you are assum,ing their
Placing more signals doesn't control the path, except that one way signals make rail one-way. It's not going to prefer a chain of path signals, or anything like that.
^^
just use block signals along the majority of the track, paths should only be placed at the entrances to intersections
(also a tipp: if there is 'thing type a' and 'thing type b' and someone comes in a 'math and meta' channel with a quewtgion about type a only./.. chances are a lot higher that no basic tutorial is required.. even th ough appreciated
just a habit from other stuff ig
but as it happened now, the discussion from theh outwside looks like completed, when you guys only began to understand my questioin π ... whichis my fault, aws im not god in asking these but still... im alwys sad about wasted help and feel bad about it even moreso when it completely distracts from the actual question
there are a LOT of people that have trouble with one thing because they didnt really understand how the whole thing worked
but thanks guys.. youworked as rubberducks as i was able to anser my own queston by askingit
yew of courwe but imjust talking about likelihood. the likelihood given the preconditions, of your assumption is just to low.. you wil most certainly gain more by either engaging to understand the context fullyor simplyignoring it.. now the three ofus produced two pages worth of almost nothing (besidesmy rubberducking)
true
Well, I think giving a general summary of how path signals work when somebody asks about path signals is not a bad idea.
i think i marked all 'paths' in this one. would you agree? note in the back the signal thats in between greenish and oange is an optional signal, hence defining two optional paths (not in particular important, just showing some edge case of 'paths')
when i I ask how to derive f(x) = x^2, you dont have to explain that the m in f(x) = m*x + n is the scale of the growth, even though its somewhat related..but all im saying is you wasted your time, politely.. i as the receiver of help of course appreciate it, it just didnt help π
Those are all the paths. That path might be optional in the sense that some train routes may use it, but not in the sense that some individual trains will take it to optimize their route during congestion.
by optional i mean: remove on of the other signals and the system will become dysfunctiopnal (some signals showing yellow exclamation mark)
the one signal i call optionaol on the other hand i can remove without breaking the system
hence optional
Yes, I agree that signal can be removed if all the other signals in the two blocks are path signals.
and since i havent said that clearly: i dont hve anything t odebug right now.. i just finished debugging the thing in the picture, and while doing that, some things clicked in in my head, i.el experience becoming useful finally
theres realy nothing to agree π I deliberately added the signal just for the picture, there is no doubt that it works without it as thats what it actually looks like π
i need to redo this now , the old station needs to be gone,, so i decided to built two new stations next to each other instead of just one π
and the way i made both of them join the track from both sides at first was kinda crazy and seemed impossible.. still looks too messy for my taste
(yes the frag nob is my cup of coffee)
(i often throw them into my base accidentally. fortunatelyits indestructible)
Well there are subtle effects at play here. If you keep the green-orange signal, then neither of the two blocks on either side is an intersection, so they can be made into block signals. But path signals do not let you enter the block if the next one is not clear. So if there is a train on the red path, then with block signals a train can stop at blue-purple, but with path signals that train will stop at purple-orange.
yes truel. also there is the more easy to see problem, that no train wil fit in between the path (which is one reason/aspect why i was thinking about hte definition of a pathin particular), hence that path will never be blocked without the path before it making it kind of unnecessary or in worst case harmful
one thing i want to eventualy figure out is why a train on the other side of the map (ie plenty of intersections and path signals and block signals away) can make another train wait for ever at a path signal.. somehow the intersection in the desert is notfiied by some train in the blu crater that a path got reserved
i can tell that those situations reliably resolve themselve as the productions depending on them trains dont stop to work, slower than i want oftentimes of course, but never stalling completely (other than one of my tractors which just stops driving eventually, fully fueled, and continueing be me entering and exiting it and nothing else)
can anyone hop into a call with me and help with my world? im new
maybe describe your issue first? chances are its a quick answer
sorry, im just trying to make a quick and efficent iron farm on a pure iron node
just not sure what to do really
you look at the recipe in the production building.. then you divide your fastest possible belt speed by the number of produced material per minute from your recipe
on the pure iron node itself you just put yhour highest miner and into it three power shards to fully overclock, so when you say your new... just put a miner and a bunch of smelters
i have this right now and then i put it into four constructors but idk really
then open your mam, chjeck research trees.. unlock dimensional depot as well as parachute and the object scanner (check milestones some unlocks are there).. with the parachute and the object scanner equipped you go to the highest point possible.. enaboe run... start running, jump jump and then fly somewhjere the object scanner tells you are powerslugs,mercerspheres somer slops or harddrives. be aware of aliens or set them to passive
okay thanks
later do that strategy with the jetpack aand liquid biofuel
okay
whenyou find harddrives: dont pick recipes you do not want to use immediately (like right NOW).. no penalty in keeping them undecided.. .opposite: will prevent the recipes from rollling again, faster unlocking all recipes (you will get all of them no matter what).. since you asked for efficient iron: watch out for these recipes: 'pure $something ingot' (water plus ore makes ingot), 'wet concrete' (same thing) and solid steel. furthermore molded steel beams and molded steel pipes (wet concrete and you dont worry about concrete) as well as adhered and coated iron plates, finally encased industrial pipes and encased pipe frames (or whatever. the cube frames made of encased industrial bla, i.,e,. the other 'encased' recipes). you canuse all the recipes you want. the ones i mention remove the All of the biggest pain points of early and midgame
turn it into whatever you need
with that being said.. ima pllay oxygen not included now
im not sure how much else you have set up but a pure node is enough to get almost anything you could want going
rods, plates, rotors, etc
could also just turn it all into whatever you need for space elevator parts
i would be surprised that the usages for iron ingots are relevant for a question about a pure iron node... i hope i havent biased anyones responses too much into the other direction now π
@steady sparrow are you asking what to do with the iron or how to make an 'efficient' 'farm'? not that any of the two possibilities allows for a more specific response, but... π
how to make it efficient but i just dont know rn tbh...
this what i got going its making screws plates and reinforced plates
well my short answer is: you cant make it perfectly efficient now anywys.. just use youru fastest belt and connect as many processors as the belt speed allows
and then your first way to improve is to use better recipes, which y ou have to find.. plus use overclocking smartly, which you need to colllect them slugs and slops for
pure iron node does 120 on a mk1 miner without overclocking my friend
mk2 miner which is not far away for you does 600 fullly oc
which you wont have belts for for a long time in comparison to the mk2 miner, so thats what i mean.. just do as fast as you can now and then improve
okay thanks
does this look decent?
all good hence im telling youl... we all wanted to be as efficient as possible thinking the belts are fast, when you can still co8unt them mats one by one π on an mk6 belt the game uses a visibly different method of rendering moving material because its so fast π
ah haha
as soon as you mention screws ima hae to mention recipes.. even if you keep using screws there still is much more efficient ways to make them than the default recipes.. and screws is one of these major pain points of the early game my recipe list (well its not'mine' the ones i posted i mean) solves
so yes it looks decent fo rhwat you got in the beginning.. i can tell without looking becaus it doesnt really matter as long as you produce enough to finish your goals (i can give you the tip that you most of the time dont need crazy numbers of things. likein my first playthrough i wasted hours in producing large productions for cheap midgame mats, when in my current save game, one producer per material was enough until late lategame for most things
okay. also also just one more question can i just put cables through the machines and itll work? and thank u so so much
you can clip everything
the game is designed to be as little restrictive as possible in favor of playing fun
more or less quoted from the devs
okay
the only thing thats not possible is you cant stack producer buldings fully into each other... producers are picky about their hitbox when it come to other producers.. but cables clip through them fullly, foundations do, train tracks (and trains) do.. also BELTS do (as well as the mats on them)..
in practice of course you will face some more edge cases, but they all resolve around certain things being a bit more picky about clipping (you need to harvest these mini resource nodes you can only pickaxe a few times and then theyre gone before building as they dont allow clipping at all (unless they respawn on savegame load π dont question everything π
okay thanks haha i underclocked my iron so its perfectly giving enough for everything
do you want to stay sane or make it 100% efficient?
i mean id love for it to be 100%
hey ohcibi the setup i got rn is working very well ngl
how best to pipe 6 blenders into 173 fuel gens?
1 blender to 29 gens
so i did some math cuz im bored and using every resource node for iron, coal, copper, limestone, bauxite, SAM, sulpher, quartz, and oil, along with every nitrogen, water, and oil well. along with somerslooping the final manufactures (which is possible since only 92 are needed), you can make 44.28 ballistic warp drives/min or 128.210.426.36 sink points/min.
now tbh, i did use some personal preference recipes along with the most efficient (when ignoring byproducts) so this number's prob gonna be higher so if yall wanna test, go ahead, just max out the BWD manufacturer somersloops and set its building limit to 26
huh also just did the math for that π https://www.satisfactorytools.com/1.0/production?share=kEkPyv7uIfP8M5Zcrj6R
im runnin on pure 1am curiosity rn, piss off
You can make 73/min even without sloops
thats surprisingoy close to 173 divided by six.. coincidence? πΉ
Or nearly 138 with sloops if this calculator can be believed
https://satisfactory-logistics.xyz/factories/calculator/shared/xjLJPhKzPcnzq9ssCMmiy1
Edit: yeah, checks out with tools + manual sloops (though that gives slightly more than 138)
i would rather think it like this`; how many fullly saturated 600/min pipes come out of them blenders... how many fuel generators can a saturated pipe serve. floor the result, built as many gens, hook in the second pipe at the end and repeat until no pipes are left (i might have written belt instead of pipein this)
for pipes you should in fact ceil the result... not that important but as you can effectively chain pipes unlimited ijust inject at theh right place. belts can be a bit more complicated on that
Also, I just noticed. 173 is a weird number of gens to have
might alrady account for overflow? lke actually being 172.323423414 but youre right, the whole area around that number is odd π
or even. but certainly strange
πΉ
@unique cypress 173/2.5 = 69 π€
69 stil odd. 6 blenders was likie exactly 60+1 or 59+1 for me {+1 not fully served )
24 slops for a non percentage amount of power sounds rough though π
1 RF blender at 100% supplies 24 gens (default RF) or 36 gens (NRF) at 100%
So 6 blenders is 144 or 216
There must be some weird clocking/uptime involved.
Ok, with nitro rocket blenders at 200% and gens at 250%, it's 172.8 gens for 6 blenders
i'm not inthe game right now but i remember building rows of 4 nd then i needed like not 2 full but 1 and a half row for onen pipe of rf
but im not sure anymore.. theres just an insane amountn of fuel gens inmy blue crater and i havent been there in a while π
i think i havent fullly oced the blenders yet... stupidly thinking the powershards were not enough,when i sharded ALL the fuel gens π
but i was on slugs still then
ah lul.. i had alrady forgotten about the 173. but now i remember π
but i mean in this case its actually super easy to build this, because 6 blenders at 200% is EXACTLY 3 pipes @wintry jewel one pipe is 57.6 gens fully overclocked, sol yout put 58 to the first pipe, join in the second pipe, put anothe 58, put the third pipe and then the remaining 57 gens
or clock the gens
damn it bro
why are you alwys onoly reding half of the text?
anyways.. its my sign to go...
? I read the whole thing
you clock 57 gens to 250% and one to 150%, no need to connect pipes
I would do 1 blender to x gens and that's it. No pipe connections between blenders
which is exactly what I said, so I hope you're gonna get the "why only read half of the text" treatment as well π
Well, no, your suggestion puts 2 blenders on a pipe
Yes, and that uses 600 RF, which is 2 NRF blenders at 200%
oh, I can't read π
anyway, it's basically the same point - not merging pipes
is it worth using turbofuel instead of fuel early on?
imo, turbofuel is very rarely worth burning for power. regular fuel is often sufficient, especially if you use the efficient recipes
reading the wiki I thought the energy amount was how much power we get per burn.. but now after building it I realize its just the burning time
energy amount is how much energy you get from the item π
burn time depends on generator power production
yeah so I didnt realize it doesnt change the amount of power the generators produce..
yeah it doesn't
so turbofuel more less produces the same amount of power as normal fuel, but takes more power to make?
one turbofuel produces 2000 MJ, one fuel 750 MJ iirc
yep, thats what I was looking at on the wiki, and I got excited that thats the amount of power that the generators are gonna make if I use turbofuel
that's the amount of MJ you get π
but now I see that its Mega Joules, not Mega Watts
I would still want turbofuel tho right?
we can't know what you want π
turbofuel converts coal + sulfur into more power π€· whether you like it or not is up to you
I wouldn't. But I wouldn't also say it's a terrible idea to use it. Imo it's just very meh
wait until I unlock rocket fuel and use the turbofuel for that maybe?
That entirely depends which rocket fuel recipe you use. And even if you use the one that uses turbofuel, you might want to use a different turbofuel recipe than you used earlier.
up to you - I'd suggest going nuclear at that point though. It's simple and doesn't requires a thousand generators
essentially, every fuel step processing you do, turbo, rocket ect, just converts other resources to oil. Since you can always just make more diluted fuel
that sounds goood. i would hve to reordermy stuff lot but i can definitely confirm from my alufac that having setups where mats are not merged and then split but directly fed work a lot better. however i wantn to point out thqt in my case it didnt solve a problem but made it much simpler too handle (which can be good as well of course). My additional water that you need to add to the output of aluscrap production wasnt working properly, i.e. the pipes became blocked over time. it wasnt because i messed up the priorities but rather because i the way I put pipes and belts was such that the refineries making solution would send their solution to different refineries, they received water from. so one batch of solution gets produced send to scrap refinery A. howeverthe solution refinery now drags water from scraprefinery B - which since, scraprefinery B gets its solution from a different solutionrefinery might not have produced in that moment. so our solutionrefinery now drags wter from B, which as it hasnt produced leaves a deficit in the pipe system, which my properly prioritised extra water properly fills up. however our scraprefinery A did produce the water, just not send it back to our solution refinery, so now we have a plus of 1 batch of wter from aluscrap in the system... few cycles later are pipe arer blocked and the refineries stop producing completely..
long story short, this could have been fixed the same way i buildit, just by fixing the piping . Given our observations in my small early game fuel powerplant as well as in my newer pklastic/rubberfac, i lost trust and created a blueprint cntaining two refineries, bauxite in, scrap out... works like a charm...
i know quiet a large description but i find the reason for the blockage kinda hilarious π
in fact you can make rocket fuel without turbofuel but still use the extra compacted coal that variant of RF generates to in fact create turbofuel to either burn it additionally or even build a second RF production chain that makes RF from TF π
Forgot to mention, every out going pipe of the blenders is 600/min, and 6 blenders technically feed 172.8 fuel gens rounding that to 173, or 174, 29 gen per blender, with the last gen per blender being 200% overclock instead of 250. I just dont know how best to spread the 29 per blender, 174 evenly across a 3d space
it was suggested explicitely not to do that as it's much easier to manage lower flow pipes
Oh god, i mathed wrong, 600/min out flow was cuz i slooped the blenders, which would need 345.6 gens......
Where was that suggested and how should i lower flow rate of blender outflow?
the very first person to reply
how is that lowering outflow? the blenders are still outputting at 600/min (300/min in the example because i hadnt slooped them yet)
each blender is outputing 600?
a single machine?
Well, the good news is that 600/min pipes with 1 source on them behave a lot better than ones with more
ick, duping mechanics.
yeah just 1 blender to 29 gens then. I don't know why you'd skip over the simplest solution
or however many gens you need to consume it all
I guess I'll just link each to 58 gens, I was just wondering how to best spread that across in 3d space
a line with a looped manifold in the gens?
huge masses of fuel gens take up massive amounts of space. Not much you can do about this.
keep it simple
jfc
I need 18 more items / min on a drone
Place a second drone on the other port
I'm already doing that
Oof
I need 525 items / min, they are only transporting ~490/min
or that is what the drone port is saying
I wouldn't trust it tbh
Measuring with the throughput monitor would be accurate, but you'd need to average it over like half an hour
And good luck with that, at least without some coding knowledge or a lot of determination
this is the context
idea: overflow into sink, measure items / min from the port
use faster fuel?
that indeed is a way, except I want it to be self-sustaining
what are you basing the movement numbers on? the ports? if so don't.
see how your machines that need it go
so using aluminum is out
vehicle stations and belt counters aren't super reliable
this is the 2nd time people told me to not trust drone ports
because the efficiency meters, items per min items, are sometimes just wrong. And you never know when that's the case
you're problem could actually not exist
see how the machiens go after the manifold stabalises
That's what I do when I really need to know the throughput but the issue is that it shows belt speed for a while and then 0 for another while. It's hard to get an accurate reading from that without external help
I see
Are you at least using packaged turbo?
yes.
the plan is:
the rocket fuel plant uses up 900 crude, makes exactly 2000 RF and 100 leftover TF
which is getting packaged with residual plastic
I could turn the TF into more RF, sure
idk if there is anything left after the nitric acid + sulfur miners though
maybe next time I should allocate more crude to send RF over to red forest
Then the only 2 options I see are:
Run the factory and see if it produces the expected amount or not
Build a 525/min belt limiter so the items are sunk at that rate to simulate the factory consuming them
Or I guess painstakingly time the length of the periods of 0 showing on the throughput monitor XD
525 = 480 + 45
45 = 270/6
not that bad
why use 2 different recepies for the same product?
send the share link instead, hard to tell from this
hm
it uses alt silicon HSC to process silica byproduct from alu solution, and normal HSC for rest
interesting
i fucked up indeed, i went like - why produce silica by product and used the original recepie, guess i'll just make silica using quartz now and stick to this
More like it chose to use default alumina to make silica to make some silicon HSCs.
I've seen it do that with silicon CBs before as well.
Well those two decisions go hand in hand
It seems that making silica from bauxite when you need aluminium costs less WP than making it from quartz
Max transfer rate: 4.9 stacks/min
Incoming transfer rate: nearly 5.4 stacks
Please make it make sense XD
Will this work for a 6 to 5 split?
They are overflowing to the right and the right one is overflowing left
is it optimal for my refinery to make rubber, plastic, and heavy oil residue, and then turn the residue into fuel, or should i be making fuel and polymer resin and turning the resin into rubber and plastic
seems unlikely but can't really tell
For plastic and rubber i use the recycled recipes
it entirely depends on what your goal is
and what recipes you have available
What do you see that go wrong?
I can't see all of it tbh. If those are regular mergers I can absolutely see them clogging each other up depending on your belt throughputs
are these going to a train or something?
the lifts are coming from a station, bringing 4,5k. The other 2 bring 1,5k
They are going into the factory, split into 5 belts
do normal mergers slow down throughput?
I'd have to see the numbers on each belt
and no, but if you split things off to another belt and the amount split to it goes over the total throughput it'll clog
Much easier to just process each belt as is and then clock the machines to send the scrap into the groups yo uwant
the train belts can be inconsistent. They should in throry be pretty close to 1200
do the train platforms on the leading end not have consistent belts?
are they fed on a manifold or something?
I kinda used the same method that i show on the unload platform
just one belt in?
if that's the case the average throughput will be the same on teh belts
No. I have 7 unload station. Each should bring 642.85
sure then it should even itself out anyway
in any case if you absolutely have to do it in 5 belts, make 5x 1:5 load balancers and merge one of each belts together
I am then using this BP i made to overflow in a loop.
Because i have 2 freight into a merger and to the. On the last i only have that 642, which gets fed by the leftovers of the other belts
that was my way to get from 7 outputs to 4
"in any case if you absolutely have to do it in 5 belts, make 5x 1:5 load balancers and merge one of each belts together"
and then those 4 go down to the factory into that system
imma try that then
but you've created a very messy way of moving items
idk what to do anymore. I have to bring 4,5k with the train. I made all the math and i need 7 carts.
Even on the spots that have the miners i only need 4 for the pickup.
But then if i do 4 cars trains, they put over 1200 on the platform and i cant extract all of it.
So i did 7 station everywhere. manifolded the loading stations (its a mix actually)
And on unload station my numbers are not perfect
yk what im going to sink test this
I don't think that will tell you anything
counters won't give you a good idea since bauxite will be coming in bursts from trains
doing the 5x 1:5 load balancers is your simplest bet at this point
compared to redoing everything
Like unless your train system doesn't work, the 1:5s will fix it up for you
1:5 it is
to power my factories and make rubber and plastic
then as long as you're making it in the right ratios, sure?
there's a lot of alt recipes in the game that dramatically change oil productions, so just keep plodding along π
which one should i pick?
which can help in your next factory?
i honestly need both
im noticing that both synergize really well lol
Is there a easy way to upgrade your production if u go form a mk1 miner to mk2 so u dont have to chance your entire streamline. Or do u just build a sec construction line? and share the mk2 input?
For me it's always a second construction line, nowadays. Just split after the miner.
also are cast screws really good?
You can build factories in such a way that they're easier to expand after the fact, but that does take some careful planning, and for me the effort's generally just not worth it
It lets you save one step of processing for early-game screws. It's a popular recipe, but IMO nothing gamechanging
thanks
If you've got cast screws and are making screws from Iron, then it's definitely a no-brainer for any screws you need to produce at the moment
thanks for the clarification, since people are acting like its the holy grail, while at the same time avoiding screws at all costs
Heh, a lot of people have an (IMO unfounded) phobia of screws. :D
In most cases that tends to stem from trying to centralize screw production in one area of a factory, and then trying to route that high-volume item around the factory with slow belts. Which, indeed, is kind of a nightmare. :D
If you just make the screws right where they're needed, a lot of those problems kind of vanish
But yeah, if your other screw alternative is ingots->rods->screws, then Cast Screw saves you that step. :D
The main downside compared to the vanilla recipe is that you can't take advantage of any alternate Iron Rod recipes. Like depending on your specific factory situation, it might be more resource-efficient to use the Steel Rod recipe to make rods, and then make screws from them -- something you couldn't do with Cast Screws since it bypasses rods altogether
(Although if you've got steel in your factory, you're more likely to be tempted by the Steel Screws recipe instead, whose output rate is quite lovely)
Anyway, as always with alts: just gives you options, in the end
makes sense
do i still have to feed the machiens from above if its a gas like nitrogen?
gas doesnt need lifting. you can do whatever
thank god
build a second thing, no reason to upgrade existing production, it makes the amount it needs to make
Yea i have also started to learn to always build up from raw material input never build from storage to new input.
It can sometimes be easier to build at 2x or 3x scale if you have a particular usage in mind for the product, rather than building the same production line 3 times over
but otherwise tends to cause more problems than it solves
Yea i have just made some spaghetti at the start of my game and now i have to fixx everything cuz i lost all early game materials that where fed into late game.
It comes down mostly to understanding and planning of what else is going to happen in the world, and 99.9% of the time people don't have every product and rate planned out before they start building P4, let alone iron plates. That means that they don't know how much they'll need later if they're going to feed those parts forward - so they'll almost certainly end up with either too little or too much, often massively so. If you can say in advance that i need 20/min of X to built Y and lock things in that way, that issue no longer exists
Later tech also helps e.g. it's simpler to build 800 of something with a mk.6 belt rather than mk.2, so the earlier you build in the tech tree the more extra work it is
ye we went through that math before... btw you shouldnt slop the fuel but build augmenters instead 5 slopped blenders are wasting an additional 20 percent bonus from your total power output
depends how many blenders you have, if you are only making 1 blender then you can get over +25% world power per sloop, whereas augmenter only gives +1% per sloop, so it's literally 20-25x better to sloop the blender
slooping 5 blenders can make up to +1500 rocket fuel, and +1500 rocket fuel is probably a lot more power than 1.2x world power for your 20 sloops
augmenters are mainly strong when you are making an insane amount of power, such that slooping 1 blender causes less than a ~5% increase in world power. If you have 25 overclocked blenders for example, it's flat-out better to drop an aug than is it to put 10 sloops in the blenders.
It also multiplies power rather than fuel, so it cuts the generator count in half - and that IS a huge factor in favor of the augs.
They just don't do much unless you have either a huge amount of sloops or a huge amount of power. Terawatt scale preferably. At 100GW you're getting +1GW per sloop, while at 1000GW you're getting +10GW per sloop.
They also help with power-producing stuff like ionized fuel and ficsonium where net and gross power are close together. Imagine you have a recipe which consumes 80GW to generate 100GW, that's net +20GW. If you can change that generate 120GW via two augs, you have +40GW now; your +20% gross is equal to +100% net.
ok, maybe a silly question, but does fluid dynamics/simulations apply to gasses like rocket fuel etc?
(Mainly in refrence to backflow etc)
I have not heard about the "no buffers" thing before. Does that mean it's best to avoid fluid trains by extension, or just buffers
in general, in situations where it's not trains, with liquids or gas, don't use buffers. But that's especially true with gas. Gas hates buffers
if you're moving gas by train? package it
if you're moving liquids by train, like solids you need some sort of buffer to keep flow going and need to set it up properly
Gotcha, never quite got into trains, but trying to get back into the game and figuring where I left off is a process
presonally I jsut avoid RF for anything but jet packs π
Fair enough, I have yet to set up any packaging for it, since I left off at aluminum processing, and trying to figure out what I was planning on using it for.
Instead I use the ~1k rocket fuel/m I have for power, so that I can take nuclear slow when I get there, as I've seen that it can take a while to set up properly, and it's not hard to mess up
btw, is this aiming for too much? I found the plans I had a while ago, and I have no good frame of reference of what I will need later
eh, you can kick start nuclear with just some power storage but you do you
personally I'd only make a handful and let it back up into a container
anything I make before unlocking everythign won't fit with whatever sandbox project anyway
trying to future proof is generally a waste of time
even if you make like 5pm you'll get thousands of parts while yo ubuild other things and explore
@regal lodge this is half of the uobject limit
but i have it raised above default limit anyway because 1.1, early versions at least, had a bug that would cause runaway uobject creation and crash the game regularly
might be fixed now
For my first playthrough I really should have done the build-a-giant-platform-over-everything method. This would've made things easier to organize and learn the game. That's huge.
This is ficsonium, from 2100 uranium, with max efficiency recipies and 100% or lower clock (particle accelerators 20%). One building floor. So yeah that would be a huge challenge multiplier
the belt length would probably double if it was weaving around and up and down terrain all over
So im Making a tier 1 reinforced iron plate factory and Im using copper wire and iron plates which one row is for the iron plates and the other is the copper and the ten ten assemblers at the back in that position to fit them in a 10 row space is this good or need fixing? it is though temporary until I get better stuff
I know I need to add a column or two for the belts
could be a lot easier with more room
you're gonna have trouble with the belts to feed them and move the stuff to the next machine
would have to do something like floor holes to get from constructors to assemblers
in general, a lot easier to just make things bigger
when belt limitations are a factor, it's also totally fine to make a "module" of 1 plate constructor, 1 wire constructor and 1 RIP assembler - then just tile that. Ingots go in, RIPs come out, now you only have to worry about belting the ingots.
You can blueprint a little later to speed that up further
does anybody have a blueprint for automatic nuclear plant with just uranium rods with a way to dispose the waste>
that's way too big to fit in a blueprint
and honestly you should build your own factories, not someone else's π
well i am building it for the first time and i just wanted to see how to properly build it
do the math and then build it π
Like any other factory?
it's no different to any of the production lines you've done before
i guess
whyyyyyyyyyy just use 600 only man whyyyyyyy
Because you selected a goal that needs more than 600
This can potentially be mitigated by using different recipes downstream
I tired sadly they all use more then 600 or 1200
use tools and set the limit or iron ore to 600
It doesn't work
It has to be 613
Sorry 15
What are you even making?
And this is tools btw I just copied it into modler
Crystal oscletar
You can make those out of just iron and quartz if you want
I mean you reduce your output or choose a recipe that uses a tiny bit less iron
I making a lot of them and I wanna save iron for other stuff
sorry, cat and copper
Wait how fucking many are you making that yet need 600 copper/caterium?
They're only 2.5 each
That's nearly 250 oscillators
Why???
More i think tbh I will check later
Now i am out
Then just cut it to 240 and you'll need 600 of each ore
I will try
Thanks for the idea
could have just used leached caterium
NOPE
smh its just sulfur 257 sulfur
the problem is that i plan to build it where there is no sulpher
and oh btw i am making 247
sooo i just need to get 7 out
Could use converter alchemy magic - but imma guess you have no sam to spare either
ooo i could
nope i wont i aint building an intire belt highyway for 11 sam
well it looks i am gone have to bite the bullet on this one
yeppie i found a way to lower the amount
drone
though at that point you could just as well drone in sulfur (if you had any left)
Kind of new to using Modeler, any folk know what change to make so this shows an example of more than 10 BWD? I'm "stumped" currently, I have a few guesses. π€ One is that more detail needs to be added? IDK π€·
Because you limited TPRs to 1 manufacturer?
Thank yaaaaa!
I love that these previews still use the OLD splitters
Is there anything I need to keep in mind with having gas in longer pipe lines?
Also, how do I make 2 drone ports both send and recive items? Trying to send back and forth packaged nitrogen, and not quite sure how to set that up
drones pick up everything you put in the input slot and move that to the other port
basically, just put it in and they will haul it
I also love that some of these are badly designed lol
yeah
i wanted to see if they have like a weird 16:7 balancer
and they dont
Btw i love that i just connected more batteries to my Network and my fucking game had 2 fps
how would you make a 16:7 balancer
16 in, merge each 2 belts, make a 8:8 balancer with 1 feeding back?
I'd first ask myself if I even need a balancer, or if there's other (easier) ways to do what I want to do
balancers are not that bad to design anyway, once you understand the principles
just hogs a lot of space
for the absolute worst use fibonacci sequences, e.g. 21:13
I'm not doubting that, I'm just saying that your problem probably is something else and a balancer is just one of the ways to do it, so you should rather be asking "how to do X", than "how do I make this one solution work" (unless ofc you are dead set on using balancers for the sake of using balancers, then go ahead)
I was referring to this comment
make 16x 1:7 balancers and then ask yourself where you went so wrong with your life
@tough ginkgo 90% of the connections here
I don't even know how you'd end up with 16 belts full of one material
If they're not full, you merge down to fewer
If they are full, they won't fit in 7 belts to output.
So the question is wrong
Yeah I waasn't making a joke π just over flow manifolds , use whats on them, then clock the machines as needed to output the next phase
which PIPES!
I think that the driving point is to have one pipe feed a line of machines without additional input junctions in the middle of the line.
seriously , what do you think it means 'extra connections' ?
ok ill fix it sir
I'm not saying that sort of thing can't work, but if you're up against flow problems and you have a set up like that? first thing to go. May as well not do it in the first place
no i was bored waiting for my friend to bring materials so thats why i added junctions for fun
is there any way that i could avoid adding anything in the frieght carts other than the last one, apart from building multiplt train stations at the place where i have to take the good of this frieght cart to
Put the freight platform in the last "slot"
rather than one which lines up with the middle of the train
it's on the last slot, like it's the 5th freight platform, so it would be loaded into the 5th freight cart
the thing is, on the unloading station i am also loading in 2 things at platform no 4, so it there any way that i could avoid loading that into this particular train
no
i was thinking if installing 4 engines might do the trick xD
actually, maybe
usually this situation is avoided entirely by not mixing unload/load and train types
yeah, but these mfs are huge af
and a slight over sight on my part, so my factory can only accomodate one train station
if i want more, i would have to redesign the entire factory which i don't want to + this is the last material that i need to ship in
blocking everything else with locos might work π
mfw
dude this is such a nice thoughtful feature
this simplifies so many things in my station, how tf did i not know this earlier
also something weird just happened, a train was going full 117 speed an a block signal apeared and just before it could cross the signal the signal turned red, so it instantly came to a stop?!
Yeah they do that
signals and stations have magic barriers
they have magical stopping (but not starting) powers
damm that's convinient
#math-and-meta message demonstrable proof here
yeah it's to make it easier to build because you don't have to test the full range of conditions to make sure that each train doesn't overrun each signal and crash into something
how would you weigh the iron and coal usage here?
(these are two ways to make the same thing)
either is fine, if you go with the bottom one then simplifying to iron alloy or even just regular iron ingots could speed it up even more
one more qs, why do path signals remain red by default? in a tri section (in my case)
they use a reservation system
they briefly turn green when a train reserves a path and is allowed through
block signals are "dumb", all they do is "train inside = red, else green"
hmm fair
at least this used to be the case, the video I linked demonstrates that even block signals now have some sort of reservation
as the signal turns red while a train is about to enter, not after it enters
IIRC Block reserves the next block, while Path reserves the next two on that train's route
possible
Trains don't communicate their intent ahead of the signals for simplicity and performance reasons, so you get scenarios where two try to reserve the same block at almost the same time and the second train gets the invisible wall treatment because it became unavailable at the last moment
Path signals reserve until next free block
Path signals reserve everything between themselves and the next next block signal. The train has to be able to pass through the path signal in question, all other path signals on its route and the first block signal in order for it to be allowed through
is this a good alternate recipe for a future powerplant?
I'm not sure, it's unusual, i'm not sure if it's bad
It's awful π
It has terrible oil and compacted coal efficiency compared to default turbofuel
that's compacted coal yeah?
Imo it's only useful for making turbo ammo and maybe TF for your jetpack
IIRC it's skipping the creation of diluted fuel, but costing more oil and compacted coal for that. Usually people will just make diluted fuel and go from there
With default TF and D(P)F, you get more than double the TF per HOR than with THF
for max efficiency rocket fuel, people also use turbo blend fuel which is yet another recipe
"good" depends on your preferences
do trains just get stuck docking if the freight isn't empty?
i have 120 and 60 coal going into 11 coal power, thats only 165, but no matter what i do 1 is always turning on and off and i dont know why
Depends on the settings
On defaults, the train will just leave half empty if it can't fully empty itself when it arrives
Is it turning on and off because it's missing coal? Or because it's missing water?
coal
A few things then:
- Do youactually have 120 and 60 coal, or is that what you think/planned you have?
- How are the belts laid out? And what tier of belts?
- If it's a manifold, did you give it time to fill up?
am I missing anything?
huh?
one of hte plans uses diluted fuel instead. I don't know what you're asking
That coke uses oil as well
And that it's a pretty bad idea to use turbo blend fuel, at least if you're trying to burn it for power directly
It's good for turbo diamonds and default rocket fuel, but pretty awful for power
if you don't want to import coal try this actual planning tool https://www.satisfactorytools.com/1.0/production?share=DpMqaBEd5Q583Z2StBUy
And I'm not sure why you're even considering default fuel
The benefit of turbo blend is there's a spot in the centre of the map that has oil right next to a sulfur node so you can make it there with no imports
also the splitting the oil into 3 parts and recombining them is rather satisfying π
Everything π
Ik ik direct imput
im looking to make one up here, above the blue crater
I've tapped all the ones at the blue crater
i have actually been using some more direct imput stuff
and I was saving the two pure a bit north for rocket fuel
ok?
i just unlocked oil processing and (almost there for fuel gens), how should i manage my oil ?
i.e what recipes and how much of rubber and plastic i need
For now, just manage it however you like. Mass-manufacturing will require diluted fuel recipe unlocked at 7-5
When that's unlocked you will have to dismantle old product lines
(Or expand it if it/part of it fits in new plan)
Idk how much you need, but i know you can get a boatload from recycled rubber/plastic, heavy oil residue, and diluted fuel
you are the only one who can answer that
what most people struggle with is "future-proofing", which I wouldn't recommend, just build what you need now
I agree, but also with the caveat that planning ahead is always a good idea too, that's why I wouldn't usually do a build where I overclock machines up to limit. Leaves you no overhead to work with if you need to.
eh, you can always build new machines instead
Is North Forest the meta for starting. So many materials make the start amazing fast and handy. Full of pure iron copper and limestone nodes
It's a great place, but difficult to build on a lot of the terrain
Not really
@cosmic quartz
should i put a sulfuric/nitric acid factory on the lakes in the southwest corner of the map? my nuclear related factories are all on the west side of the map.
keep all your nuclear things together in one spot
the stuff that you're making acid for will probably output water which you should loop back into the acid production
i wanna make acid in the southwest corner on that lake bc of the pure sulfer and nitrogen well
and only 2/3 of those nuclear facilities are radioactive. the top right one is the actual power plants
moving sulfur and nitrogen is easier than moving acid (and especially moving said water back to the acid)
i think i could move the nuclear waste on an independant train all the way down to the acid facility and make it into a nuclear reprocessing factory... or at least have a dedicated segment for it.
if you have a train, why not just put the sulfur/nitrogen on it
which of the computed recipes do you guys think is overall the better one to use? I have the suff for all of them, just not sure what to go with
bc i kinda want an excuse to build another building ig. is there anything better i could put on that lake tho?
They are all valid, caterium computer with electrode or caterium circuit board looks cool (just relatively basic oil products plus caterium)
What about supercomputer recipes? Considering OC supercomputers since I'm currently setting up radio control and cooling system production currently
i've only done OC, if you oversize those 2 components then you can skip a build for supercomputers and that can be nice. Best sloop ratio too. Downside: expensive
Otherwise i would probably use regular recipe and factor that in when building computers for them.
This is the way
the feet return
I'm back
mandolorian reference?
Yes, but also, agreeing with you. That's what I've done over there
Except I don't do nuclear yet still, but it is great for acids
im lowk stumpped on what to do for plutonium tho
There is also extra sulfur and nitrogen around
what do u do with the acids? @knotty hornet
Leaching factory, plus quartz purification
I leach the caterium from just north outside the Crater, and i use a ton of silica for aluminum
Also leach some iron and copper cuz why not
And I have a massive plubber plant on the east coast, plus some extra Nitro rocket fuel
Basically, a ton of little things
same
make it all in one spot π
67
the lion does not concern himself with radioactive contamination
and what they said before, you're probably going ot have byproducts yo uwant to loop back
on top of that, spreading out your core critical power system like that is like playing russian roulette.
one thing gets knocked off for a few seconds could collapse your whole world
oh man this is a tough one. still on phase 3. i think last time i had crystal computer first
IRON PIPE YUCK
moulded then encased, uses tons of limestone, but boy do you crank them out
both are extremely flexible options, though honestly if you're making encased beams you're probably going ot need some other sort of steel component. Just .. use solid steel or something. Iron pipe is an insane resource hog
Entirely depends where you're building. Iron pipe allows you to skip steel (and therefore coal) entirely
Molded pipe requires steel and costs a fair amount of concrete, all to save iron
So it really just depends on where you're building
Is there a good calculator for distance a train has to travel and amount of resources i want it to move? So i know how many cards i require
Or is it just build it and if its not enough increase
It depends on a lot more factors than just distance
Plus it also depends on the stop settings, which I don't think the wiki mentions
most of the time, up until mk6 belts, you can do about 1 belt per platform. Eyeball the time , if the platforms will fill up before the return trip, add another train to the journey
otherwise yeah use the throughput equations on the wiki
Luckily Iβm in the dune desert, so iron just might be right.
2x iron is rough but saving coal for other uses could be nice
there's loads of coal in the DD. top left top right bottom right
Is turbofuel viable for drones across the map, or should I make rocketfuel instead?
i use turbofuel personally
but if your drone goes long distance maybe another fuel is better
the only one that definitely can't get across the map is regular fuel. turbofuel has 2.5x more range so it should be sufficient
any fuel type drones accept can get them across the map
it doesn't take 50 fuel each way to cross the map
Haven't hit phase 1 yet and am currently remodeling my iron mines (I have about 6 being used, 2 more deposits that are available in a close but separate area). What is a good ratio of Plates/Iron Rods/Screws that the 180 ingots per minute should utilize?
Jesus how the fuck am i gonna remove 2000 Waste water π
my production line uses LESS
what is "waste water"?
Water i have over and i have no idea what to do with π
don't make it?
or reuse it in the process that makes it, afaik there's no process that has excess water
I have 2 refineries in the chain slooped to save on sulfur
Now the whole thing produces more water than it uses π
sloop next step instead?
i rly dont wanna produce more non fissle uranium
or just use the water in any nearby process that needs water
if you're making uranium, you can literally just put it into the nuclear plant π
Wait
you right
some of the 333 plants will need it
8.3 coverd
Nice
Now i just need to find some uranium for the recepie
and than just one step remaining...
preassure cubes 
There is not enough uranium on the map π
there's WAY more than you'd realistically need
i need to go check how much my nuclear plant uses
Because i need 1250 rn for this....
can make non-fissile uranium without using any uranium ore
Yes but that would make WAY less of it
you said you don't want to make more of it
and i have already set up the infrastructure to use 5k of it
100 Particle accelerators
each using 50
kinda weird to make infrastructure while you're still in planning phase π
Package it then sink
I tbh switched the recepies mid build
i used the other recepie at first
But 16 plutonium rods seemed... unspectacular
that's like worst option out of the 5 or so options you have
i did that with my second alu plant
way to much work
Wait no there is enough uranium on the map
there is 3k right?
im using up 1041,667 rn
there's 2100
Fuck
hHeehee
1058,333 remaining...
So 191 out of bauxite...
Oh yeah that is not THAT hard
i just needa find the next Pure Bauxit node
Ahh yes....
Fun
Wait i have 1200 Caterium unused....
ok so thats already 840 Uranium coverd... π
or i just sink stupid amount of copper
600 from 2 impure nodes
650 remaining..
2600 bauxite needed π
tjhats 3900 copper
yeah im just gonna kill off the remaining Bauxite i have
That uranium would be better used on more uranium rods
I mean
this is gonna produce over 800gw....
Could always be more π€
I mean
i dont think ill ever use up more than the 400gw im producing rn
I'll be making 10 TW and using maybe 1.5
damm
Ok maybe my main uranium plant is actually inefficent ngl
because its using the same amount of uranium for what
300gw
Nah, I'm using a mod
oHhh makes sense
I'm not sure how much you can make in vanilla from only nuclear (and augmenters)
only mod im using rn is to delete my nuclear waste π
so i dont need to build storage rn
i dont like using mods for production lines
I was pissed off about how Ficsonium is balanced so I decided to fix it with mods
i mean if i sloop my Manufacturers i could double my current output to 100 nuclear plants
and than double to 40 blenders each for 250
But gl finding enough copper and bauxite to get those fileld with uranium
Than sloop those too
than sloop the particle accelerators
And than sloop the fuel rods
Not vanila at that point because you need so many sloops but you could genually do insane amounts of power
Lowkey, ficsonium only works with small scale setups....
because there is not enough resources in the world for me to do Ficsonium even with less than half my planned plutonium output
Because im already using tons for my main setup anyways
We deserve more Bauxite nodes
And more fucking Uranium nodes
Also im somehow using like only 1/3 of the worlds oil
i love recycle systems β€οΈ
No, what we need is more SAM
real
Or more efficient processing recipes for it
HOnestly idk what to do once i finished plutonium
i aint gonna do ficsonium
im just gonna be at the end
might finish decorating everything i guess?
Well. I will be doing Ficsonium, but only because I made a mod to make it usable
genually first time i have had to think about what i do after this project in this game since 2019..
Like whats after?
do i just help other people in their saves?
I might look into that lowkey?
I mean as in any game, your goals are set by you π if you've run out of goals, you can do different game, different goals, or whatever you want
(f.e. you can have a goal to do ficsonium π )
Ficsonoum would be a multi month project at this point..
But i guess
i could look into that
im how much waste are 33 plutonium rods producing?
333 reactors
So like 333 per minute
33,3 Ficsonium and thats umm....
16.65 ficsonium fuel rods?
Can you sink ficsonium
Wow
No wait lowkey
i am cheating sloops anways...
If i sloop the preassure ciubes this might MAYBE not be too bad
But does that mean im gonna use up more resources in the world naturally..
Thats my one like boundary
Wait this aint too bad actually?
Huh yeah this is doable
why would you sink it when burning it makes no waste XD
to skip a step
ah, the rods
no to not needa do rods lol
Wait i have like 1-2k alu unused in my main production that could produce 3.333 conversion cubes
So having no bauxite left basically is not a problem
i can also stop using alu in my Sam production line, for what ever im actually using it rn there
This might actually be possible
yeah this is totally doable wtf
i should switch my main Ficsonium production over to caterium instead of alu
And i have enough for the fused frames and the radio control units
Plus i should have enough Quart oscillators over anyways
Im producing 300 ffs
Biggest hurdle might be Sam itself?
But im barely using 4 nodes rn
most impure
So 16.65 Ficsonium fuel rods
running these numbers now does not seem to bad honestly?
Im gonna kiss you omg
Thanks for making me reconsider
hiii
i love getting blown fuze notification..
With no blown fuzes
Btw i disagree
Every 1km there seems to be atleast one sam node lol
Most impure but its a lot of sam
might change my opinion on that soon tho...
huh
It seems more ngl
Btw huge missed opertunity to put sam down there
also i love the nudge mod
i never realised that there is quartz here omg
In my old save i needed to run to the blue crater for like 250 of it..
never noticed these two
I should use the scanner more often...
How good are you with fluids?
Because im trying to think of the least stupid 7 to 5 fluid balancer rn
yeah, if you really want a fluid balancer, you're gonna need to package it, balance that, then unpackage it
Sounds like a challenge :3
The packer/unpacker loop might be the way
but why
Because im to lazy to repipe the 20 blenders rn and i have them in groups of 4 already
Also the Sulfur area is to small for 1:1 stuff :)
i should have not switched recepies mid building
then group the next thing in groups of whatever amount uses the output from 4 blenders
then you don't need a balancer XD
a mixer will be sufficient
Mixer for fluids i guess
just build a 5x7 grid of junctions and it should work
eh at the end its the same functionally
Actually i might try to put a flow compensator into the mixer for funsies
Hello
break all the guidelines at once I guess
I will be honest here...
my pipe stuff is always just "I hope this works"
the only semi smart thing i have is a water tower for the oil and turbo fuel in my turbo fuel plant (also saves me on pumps completly in the factory basically)
And one weird direct connect manifold that just works
lets not talk about that waste waster...
it all just works because of one stupid Valve that seems rly out of place
Either this works or ill redo it π
my pipe stuff is always just "I hope this works"
one more reason to use reliable builds rather than crazy weird shit
Hey
if this works ill be very proud of myself and ill have smt stupidly complicated that just fills empty space xd
This whole plutonium project has stayed suprisingly conventional for the most part
Besides the recepie switch
Idk if anyone has a use for it, but i made a blueprint that toggles 1200/min belt flow via a Priority switch and 16 water unpackagers/packagers. A friend was using it for testing logic gate systems, but has moved on to a different concept.
how does it work exactly?
priority merger set to packaged water > stuff > unpackaged water, and toggling power off on the packagers?
if that works, i could use it for remotely toggling uranium flow
Yey, it seems to work
the piping might actually give someone a heart attack tbh so ill never post that in here π
It's literally just a bunch of packagers lol, binary balancers in and out, outputs to a belt that you can divert wherever you want for whatever you need, then loop it back to the buffer for reuse.
And controllable by a priority power switch for remote toggle.
I don't understand how that toggles belts though
If you have splitters and loops programmed in particular ways you can get them to interfere with other items and block flow
Hi there I've got a Aluminium factory like so :
but for some reason the refineries will saturate with water no matter what, I've purged time and time again, i've turned off the water extractors and let the whole factory run dry before starting it again I don't know what I'm doing wrong
don't merge fresh and recycled water
thanks for the reply, here are a few follow up questions :
- Why ?
- What should I do with the extra water ? ( the petroleum coke's resin is already being used at my Oil Generator plant/plastic/rubber factory )
It's possible to do it right, but it is so much more possible to do it wrong.
why? because it can break like it did for you, any pause in production can break it
what to do with the water? reuse it in the alu production
"doing it right" means either packaging and sorting those, or intentionally abusing bugs / flaws in the fluid simulation system
You could use the waste water to run pure copper instead, and that would also give you better conversion on that.
no reason to use it elsewhere, just reuse it for aluminum
1: you can't control the ratio or prioritisation 100% firmly, so it clogs.
2: Use it to make some of the aluminum that you're making.
I'm confused by you
?
that's a fair solution but i'm a weirdo who prefers convenient ratios over absolute efficiency (my ideal factory is whole numbers of nodes with mk3 miners at 250% with whole numbers of contructors/assemblers/manufacturors/refineries/blenders/whathaveyou running at without any overclock or underclock etc with neat output numbers as well
clocking is the most powerful and useful logistical tool
I understand not wanting to overclock, but underclocking is incredibly powerful for making that happen.
Also, always overclock miners/extractors
I'm still not sure what is the "confusing" part π€ legit question
I'm sure it is but I just can't be asked, I want to eliminate complexity at the cost of efficacity, I crave neat ratios neat numbers of machines and the all-mighty 100% efficiency running at the standard 100% speed
well then you'll have issues like the one above π
is there a way to calculate the pause in production and underclock one water extractor to account for it exactly ?
then you have to use some prioritization method
no, because it's not perfectly consistent. Such systems (when tuned to always run the refineries) accumulate error until they break
that isn't very Satisfactory
ba dum tsss
no, because my point is that any pause in production, no matter how it happened (e.g. accidentally disconnecting something, accidentally picking up some ore, game lag, etc.) can (and will) break your system
how are people not tired of this joke being repeated for last 5 years daily
hey I just got the game this august let me have my fun x)
My other question is, why are you doing that with your crude?
Just make it all from the one recipe.
here's the sitch :
backround left is my crude oil thingy (Satisfactory tools Production Planner screenshot incoming soon) that exploits all of the oil in the islands
right now all of the oil is being turned into fuel, i'm in the process of preparing the transition from fuel generators to rocket-fuel generators (yes I know it's gonna be a disgusting gigantic cube of Fuel Generators)
in the foreground on the right is the aluminium factory making with the planning that is according to the last screenshot i had sent
Current set-up
future plans
But all the crude from this aluminum setup is gonna be independent of all that, correct?
whenever I see yet another aluminium water question, I wonder: what was the devs' intended solution to dealing with the wastewater? none of them feel particularly correct
Definitely recycling it
yeah but how?
the only ones I found that are perfectly reliable is a VIP, which is an exploit/bug, and the other involves a new addition (prio merger)
that one ^
I like my method
in my experience, it can deadlock
But everyone says it sucks
afaik you're the only one with that experience
But I've never had problems since I switched to it.
Idk how to explain me logging on a save untouched for several months and finding a factory completely stalled due to aluminium split water deadlock
if it broke because of the pipe fix mod, it would've stalled when I loaded in and would be slowly spooling down
yes kinda (i have 600 crude oil coming being split in a manifold into 20 refineries all producing HOR, 10 of which are producing Petroleum coke, the other 8 going into a blender for regular fuel, the resin i'm turning into fabric (I was in need of filters at the time I first built this) before being sunk for tickets
but no, nothing was moving at all when I logged in. which means it was broken before I last logged off
not to mention that it was running at 100% before I moved onto my next project
the thing is - can you guarantee that there was no other problem with it, neither game versions which it was opened in had any problems or bugs, etc?
the very far future plan is to have the islands crude oil be 100% exploited for rocket fuel generators, and make a huge aluminium facotry either in the middle of the map or middle of the east coast exploiting all but 1 poor node of bauxite
Cuz my thought is, if you need 400/min HOR for your coke, then that's just 300/min of crude if you do 10 refineries on the one recipe. It uses a single vein, saves you crude and machines, and is better overall.
So why does your plan have it split up like that?
that's more or less what i'm doing but the execution is messy
Have you proofread and checked your plans?
Or are you just popping in numbers and following "instructions"?
I typed 16 and 8 refineries instead of 20 and 10 but I have 1200 petroleum coke/m which is according to plan so I'm doing something right
I built it entirely in vanilla 1.0. it was running at 100% for at least a few hours before I decided it had no more issues. Moved on to other projects. spent several dozen hours on them. when 1.1 dropped, I started a new save and did not touch the old one until I logged on to check on something.
that was in modded 1.1, which could've broken it, but the issue is that I went straight to that factory after logging in. got there in not even 5 minutes. and everything was completely empty of aluminum and anything produced from it. if the mods broke it. it would've been in the process of running out. and pasta accelerators can't chew through a stack of PCCs in <5 minutes, and neither can singularity cell manufacturers run out of said pasta.
so the only possible conclusion is that it broke while I was still playing it on 1.0. I checked the clock speeds and connections and it was all correct. flushing one pipe segment fixed it and it all went back up to 100%.
how did that happen? no clue. before that incident, I thought that the split system can't deadlock if clock speeds are set correctly
Pipes are literally black magic, treat them as such
Like I said earlier, the only 2 designs that I've had zero issues with so far are VIP and priority merging packaged water
VIPs very commonly donβt work. Constantly. Depends on pipe segments and orientation of junction
While keeping waste and fresh split is easily the most reliable
The only way it doesnβt work is basic human error which you canβt really take out of a design.
Iβd guess you were trying to link up multiple systems or something and thatβs just something you shouldnβt do with any fluids
Hows it going everyone? Can someone double check and make sure the math works out in this dumb little equation I made for storing uranium waste?
T = (((24000*C)/W/60)
C = Total number of industrial storage units in your storage facility
W = How much nuclear waste you are producing per minute
T = How long until your storage factify fill ups (in hours)
what are the particular ways
this is kinda like dropping a computer and being like "it seems to run on some sort of electricity"
Just throw so many empty and full cannisters on the belt when packagers/unpackagers are powered, such that say uranium can't merge on, but when power is cut the belts drain into storage and the belt isn't blocked so low priority stuff goes through?
In fairness, that's about all i know about computers. She made what was effectively a Fredkin gate. If you connect two input belts, it swaps their path. If you connect the third middle belt, it swaps their path again.
We needed something that could provide that third signal as quickly and losslessly as possible, so we used a packager loop. Mine was just special cuz it established full 1200 flow in about 2 seconds and cleared it in about 3.
pass save/bp? π
I can send it a bit later
Also wondering if you can scale this up without it being enormous (like 50 belts switched on/off by one)
but 2 uranium belts only would be fine
is there a way i make this better currently? i dont have enough slugs to overclock so its only making 2 smart plate per minute per constructor
define better?
more output or more compact
more output needs more input
add more input
as for compact, vertical manifolds tend to be far less compact
and can't really see what is going on in there. Except you have a lot of containers being fed things?
what are they for?
i just have it there for overflow
i just didnt know how to route it so it spit everything out evenly
also what do you mean by vertical manifolds?
https://www.reddit.com/r/SatisfactoryGame/comments/1h09qbj/build_tip_of_the_day_compact_vertical_manifold/ i did find this idk if this is what you mean in a way
oh it just looked like you were having machiens feed up and down
oh no just up nothing is going down
but yeah the image shows almost nothign about what is going on
if you want more output
process more material
more compact? get rid of a bunch of containers.
use a smart splitter to shove overflow into one of them
alright ill have to get the smart splitter
time for more ratios lfg
ratios?
tryna figure how much of everthing i need
i have base ratios tho so i can just multiply now
well you could compact thigns a lot by having hte machines next to each other or in front?
and this is probalby the best planner https://www.satisfactorytools.com/1.0/production?share=7xmTvWjvT8ouJHNjqFZE
gets you the raw numbers you need