#math-and-meta

1 messages Β· Page 349 of 1

vapid gorge
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look at the recipe , how much does it need pm?

wind spade
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Depends on recipes, look at the numbers and do math

dark mason
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😘let me look😘

visual ocean
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This might be the easiest option.
I was looking into balancers and they were gonna look very ugly

unique cypress
visual ocean
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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.

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I download a BP for one of those. I still don't understand it but I'll try anything at this point

unique cypress
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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)

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Having to move the items from top to bottom or bottom to top is annoying

little palm
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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+)

unique cypress
little palm
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Did you factor in the fact of no somersloops?

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Also 50.4 Uranium/min seems way too much to make 1.47TW when fully recycled

unique cypress
little palm
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For making ficsonium?

unique cypress
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Without sloops, period (or resource conversion), the max is ~1.35 TW

little palm
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Because of SAM limitstions?

unique cypress
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Yes

little palm
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Well if you had lots of sam then you could

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Get 2.4TW

unique cypress
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No?

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Max from 2100 uranium is 1.47 TW

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No conversion, and sloops in Reanimated SAM

little palm
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Are you saying that not recycling the waste will give 1.47TW?

exotic sluice
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how exactly do the splitters work?

little palm
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they merge stuff back onto conveyors

unique cypress
exotic sluice
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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

graceful tundra
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so uh, aluminum, how would you go about finding out if you need pure aluminium ingots or the base recipe?

unique cypress
graceful tundra
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but yeah, not a fun time

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you really gotta fuck around and find out

unique cypress
graceful tundra
unique cypress
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I usually use pure because it's less effort, and default uses a lot of quartz

little palm
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@unique cypress So im gonna have to admit that i was wrong, but thankfully (for me) you were too

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Its a bit more than 1.3TW (not including what all the machines would take)

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And you would need to have the equivalent of 535.5 nuclear reactors and a hell of a lot of water

unique cypress
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1.3471875 TW, more specifically

little palm
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How, i got 1,338,750

graceful tundra
grim crane
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Idk if this is right but..
my converters stopped intaking reanimated sam

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Omg nvm i fucked up the belts

oblique hollow
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thats SAM fluctuators there

grim crane
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Yeah i just realised

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I fucked up some belting somewhere

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omg no 😭
I accidently put fluctuatoirs into the reanimated sam bin

wheat quail
warm blade
crimson moat
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the most important one of them is an optimization we’ve 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!

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I have 1600 kilometers of belts and pipes

crimson moat
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@ornate matrix here is one

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the output amounts are specifically set

ornate matrix
covert iris
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Any advice for placing 1152 generators for rocket fuel? Does anyone have some particularly compact or easy to place blueprints?

versed violet
# covert iris Any advice for placing 1152 generators for rocket fuel? Does anyone have some pa...
  • 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 πŸ˜‰ (if you didn't build the fuel factory yet)
covert iris
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I will eventually do nuclear, But I really wanted to make a rocket fuel plant first.

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I will probably look into the megaprinter

versed violet
crimson moat
covert iris
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Yeh I just found that one.

covert iris
crimson moat
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9 refineries outputting 100 fuel total?

covert iris
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Each will make 150 rocket fuel, so 4800/m total

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Thats the exact layout

crimson moat
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What i'm concerned with isn't the plan, it's your implementation of it. You might be overtaxing the pipe there

covert iris
# crimson moat

How so? Maximum flow is 600pm with mk2 pipes. each output 40 HOR, So 400 per pipe

crimson moat
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At 400/600 it'll be fine, since there's plenty of flow rate headroom there

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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

covert iris
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These are not all hooked to 1 pipe, everything is perfectly fed with the right ammount per pipe

crimson moat
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Yeah IK

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just making sure it's not an issue

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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

covert iris
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I already did a small test on this area to make sure its pumping effeciently

crimson moat
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that is good practice also (:

covert iris
covert iris
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Into the array of 24? So I would make a total of 48 Arrays, Each with 100 fuel?

crimson moat
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yeah

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you also shouldn't upgrade the pipes, it will be fine with mk.1 and maybe even better than mk2

covert iris
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Oh really? Why is that? Just more full pipes?

crimson moat
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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

covert iris
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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?

crimson moat
covert iris
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Oki

crimson moat
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600 can be fine but are more picky with how it's connected. This is good for example (top down view)

covert iris
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And those black boxes are the blenders?

crimson moat
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yeah

covert iris
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Unfortunatly Its not possible to hook them up like that

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They are in a manifold line with connectors

crimson moat
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those can start to choke over 400/min flow and especially over 500/min

covert iris
crimson moat
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but lower flows work perfectly

covert iris
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The red line is the rocket fuel output

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Ill do 2 blenders each for 300 output

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Using mk1 pipes

crimson moat
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in that case i would put mk1 for the 150 pipes, but otherwise mk2

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but that particular issue doesn't affect gasses i think

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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

covert iris
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Oh, Is rocket fuel a gas?

crimson moat
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yeah

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that's also quite helpful for building gens since you can build vertically without pump complexity and overhead

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but your blueprint looks nice too πŸ˜„

covert iris
covert iris
covert iris
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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?

crimson moat
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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

covert iris
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Sweet, well, here we go then, About to hook this up to the main battery grid and hopefully its gonna work.

grim crane
modern rose
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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 ?

unique cypress
modern rose
unique cypress
modern rose
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?

unique cypress
deft lichen
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If you want to avoid nuclear, consider RF

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With the right alts it's trivial to make and just needs a huge fuel generator farm

void forge
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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

grim crane
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So my reactors are having a weird behavciour where they just stop accepting fluid iit seems?

unique cypress
grim crane
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Like this should not be backing up

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omg im actually just stupid lol
i forgot to overclock some πŸ’€

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Thats why the Extractors stop

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and than crash the system

void forge
dusky dust
# void forge is there any tool to use to plan the splitters and mergers? im trying to split ...

IMO there's two "better" ways to approach that kind of problem:

  1. 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.
  2. 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
void forge
void forge
dusky dust
void forge
dusky dust
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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

void forge
dusky dust
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The side that's getting "too much" will have its input buffer fill up, and then its feeder belt(s) will back up

void forge
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i initially did this just so i can learn the math

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on how to split and merge correctly for future factory builds

dusky dust
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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

void forge
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without starting the machines, which i do not wanna do yet

unique cypress
dusky dust
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!wikisearch manifold

glad apexBOT
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Official Satisfactory Wiki

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...

void forge
dusky dust
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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

void forge
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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?

unique cypress
dusky dust
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But still: over time I've come to prefer just doing dedicated machines

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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. :)

void forge
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im not sure how to do that

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i am like 30 hours into the game lol

dusky dust
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What recipe is producing the 120/min? (Not sure what step you're actually talking about)

void forge
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okay so

One coal node -> 120
Two Iron nodes -> 120

2 Foundaries producing steel - > 45 each

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this is what im trying to split to make it 45 each

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is it fine to just throw 60 for the resources in each foundary and not care about it?

dusky dust
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So 2 Steel Ingot foundries gives you the 90/min. Keep the output for those separate and you've got the 90/min sorted

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Then for the 30/min, you could underclock another to 66.6667%, which'd give you the 30/min output

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Three foundries -- two of them provide your 90/min, the other provides 30/min

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(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. :)

void forge
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can i send a screenshot of what I did to double check what i setup even makes sense lol

weary wren
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what number would i round 333.333 to again

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im confusing my self hard with this one

dusky dust
void forge
# dusky dust 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
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how stupid/smart is this

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this was my thought process anyway, idk if i did this correctly

unique cypress
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The actual value is likely 333.(3) so 1000/3

weary wren
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so its just 333

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i mean i need it to split to 332 but like its fine

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factory explodes

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well im splitting it due to limited belts

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so its 166 (166.667)

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per assmbler

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so its just 332 overall

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adhd math gaming

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will 3.192 be rounded to 4 right

vapid gorge
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that way you'll always at least consume everything with only very rare stalls

weary wren
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i mean i just put it to 166 and its really just for smart plates

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for phase 2

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should i spam a bunch of copper wires

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since im gonna rework a steel screws line into my lines in the future

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all roads lead to screws

unique cypress
weary wren
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good to know though

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just using the stuff i have rn

weary wren
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the out come of this.
this should produce 20 smart platting

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belts gonna need a rework ngl

orchid brook
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is this a resonable goal

graceful tundra
unique cypress
orchid brook
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and impossible

graceful tundra
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you're using at least half of the entire supply of at least one ressource

orchid brook
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like that is all the SAM in the world and i am using the sloops

graceful tundra
orchid brook
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?

graceful tundra
orchid brook
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i need to dream less

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still a lot?

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not appertnly

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anyway i am gone sleep now

knotty rapids
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stupid way to split 22.5/coal a minute out or not?

wind spade
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could also do single splitter

knotty rapids
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I could, but don't want to

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it's also gonna rob my main steel factory out of coal for a while

crimson grove
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@cosmic quartz incase this helps

graceful tundra
weary wren
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should i take the cast steel plates

unique cypress
viscid marsh
crimson grove
viscid marsh
crimson grove
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I believe that mr mcgalleon means dont mix n match because different parts will then stabilze at vastly diffrent speeds

viscid marsh
lyric belfry
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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?`

dusty bone
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i saw this calc on a youtube video from whatdarrenplays and i was wondering what site this was if anyone knew

viscid marsh
lyric belfry
viscid marsh
lyric belfry
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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..

lyric belfry
dusky bronze
lyric belfry
dusky bronze
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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

lyric belfry
viscid marsh
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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.

dusky bronze
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^^

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just use block signals along the majority of the track, paths should only be placed at the entrances to intersections

lyric belfry
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(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

dusky bronze
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just a habit from other stuff ig

lyric belfry
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but as it happened now, the discussion from theh outwside looks like completed, when you guys only began to understand my questioin πŸ˜‚ ... 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

dusky bronze
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there are a LOT of people that have trouble with one thing because they didnt really understand how the whole thing worked

lyric belfry
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but thanks guys.. youworked as rubberducks as i was able to anser my own queston by askingit

lyric belfry
dusky bronze
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true

viscid marsh
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Well, I think giving a general summary of how path signals work when somebody asks about path signals is not a bad idea.

lyric belfry
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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')

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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 πŸ˜‚

viscid marsh
lyric belfry
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the one signal i call optionaol on the other hand i can remove without breaking the system

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hence optional

viscid marsh
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Yes, I agree that signal can be removed if all the other signals in the two blocks are path signals.

lyric belfry
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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

lyric belfry
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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 πŸ˜‚

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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

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(yes the frag nob is my cup of coffee)

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(i often throw them into my base accidentally. fortunatelyits indestructible)

viscid marsh
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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.

lyric belfry
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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

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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

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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)

steady sparrow
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can anyone hop into a call with me and help with my world? im new

lyric belfry
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maybe describe your issue first? chances are its a quick answer

steady sparrow
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just not sure what to do really

lyric belfry
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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

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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

steady sparrow
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i have this right now and then i put it into four constructors but idk really

lyric belfry
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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

steady sparrow
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okay thanks

lyric belfry
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later do that strategy with the jetpack aand liquid biofuel

steady sparrow
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okay

lyric belfry
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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

dusky bronze
lyric belfry
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with that being said.. ima pllay oxygen not included now

dusky bronze
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im not sure how much else you have set up but a pure node is enough to get almost anything you could want going

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rods, plates, rotors, etc

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could also just turn it all into whatever you need for space elevator parts

lyric belfry
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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 πŸ˜‚

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@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... πŸ˜‚

steady sparrow
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this what i got going its making screws plates and reinforced plates

lyric belfry
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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

steady sparrow
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well i have the mk2 belts

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and pure nodes only do 120

lyric belfry
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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

lyric belfry
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mk2 miner which is not far away for you does 600 fullly oc

steady sparrow
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oh jeez

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i didnt know that

lyric belfry
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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

steady sparrow
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okay thanks

steady sparrow
lyric belfry
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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 πŸ˜‚ on an mk6 belt the game uses a visibly different method of rendering moving material because its so fast πŸ˜‚

steady sparrow
#

ah haha

lyric belfry
# steady sparrow does this look decent?

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

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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

steady sparrow
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okay. also also just one more question can i just put cables through the machines and itll work? and thank u so so much

lyric belfry
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you can clip everything

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the game is designed to be as little restrictive as possible in favor of playing fun

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more or less quoted from the devs

steady sparrow
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okay

lyric belfry
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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)..

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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 πŸ˜‚ dont question everything πŸ˜‚

steady sparrow
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okay thanks haha i underclocked my iron so its perfectly giving enough for everything

bleak turret
steady sparrow
steady sparrow
devout junco
#

how best to pipe 6 blenders into 173 fuel gens?

unique cypress
wintry jewel
#

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

vapid gorge
wintry jewel
lyric belfry
unique cypress
lyric belfry
# devout junco how best to pipe 6 blenders into 173 fuel gens?

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

unique cypress
lyric belfry
#

might alrady account for overflow? lke actually being 172.323423414 but youre right, the whole area around that number is odd πŸ˜‚

#

or even. but certainly strange

#

πŸ‘Ή

#

@unique cypress 173/2.5 = 69 πŸ€”

#

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 πŸ˜‚

unique cypress
lyric belfry
#

but overclocked, no?

#

or wait, are your gens overclocked?

unique cypress
#

Ok, with nitro rocket blenders at 200% and gens at 250%, it's 172.8 gens for 6 blenders

lyric belfry
#

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 πŸ˜‚

lyric belfry
#

but i was on slugs still then

lyric belfry
#

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

lyric belfry
#

damn it bro

#

why are you alwys onoly reding half of the text?

#

anyways.. its my sign to go...

wind spade
#

? I read the whole thing

#

you clock 57 gens to 250% and one to 150%, no need to connect pipes

unique cypress
wind spade
#

which is exactly what I said, so I hope you're gonna get the "why only read half of the text" treatment as well πŸ˜›

unique cypress
unique cypress
# wind spade ^

Yes, and that uses 600 RF, which is 2 NRF blenders at 200%

wind spade
#

oh, I can't read πŸ˜„

anyway, it's basically the same point - not merging pipes

sweet kraken
#

is it worth using turbofuel instead of fuel early on?

unique cypress
sweet kraken
#

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

wind spade
#

burn time depends on generator power production

sweet kraken
#

yeah so I didnt realize it doesnt change the amount of power the generators produce..

wind spade
#

yeah it doesn't

sweet kraken
#

so turbofuel more less produces the same amount of power as normal fuel, but takes more power to make?

wind spade
#

one turbofuel produces 2000 MJ, one fuel 750 MJ iirc

sweet kraken
#

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

wind spade
#

that's the amount of MJ you get πŸ˜„

sweet kraken
#

but now I see that its Mega Joules, not Mega Watts

#

I would still want turbofuel tho right?

wind spade
#

we can't know what you want πŸ˜›

#

turbofuel converts coal + sulfur into more power 🀷 whether you like it or not is up to you

unique cypress
sweet kraken
#

wait until I unlock rocket fuel and use the turbofuel for that maybe?

unique cypress
vapid gorge
#

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

lyric belfry
# unique cypress I would do 1 blender to x gens and that's it. No pipe connections between blende...

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 πŸ˜‚

lyric belfry
devout junco
vapid gorge
devout junco
#

Oh god, i mathed wrong, 600/min out flow was cuz i slooped the blenders, which would need 345.6 gens......

devout junco
vapid gorge
devout junco
#

how is that lowering outflow? the blenders are still outputting at 600/min (300/min in the example because i hadnt slooped them yet)

vapid gorge
#

a single machine?

unique cypress
vapid gorge
#

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

devout junco
#

I guess I'll just link each to 58 gens, I was just wondering how to best spread that across in 3d space

vapid gorge
#

huge masses of fuel gens take up massive amounts of space. Not much you can do about this.

#

keep it simple

fringe seal
#

jfc
I need 18 more items / min on a drone

unique cypress
fringe seal
#

I'm already doing that

unique cypress
#

Oof

fringe seal
#

I need 525 items / min, they are only transporting ~490/min

#

or that is what the drone port is saying

unique cypress
#

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

fringe seal
#

this is the context

fringe seal
vapid gorge
fringe seal
#

that indeed is a way, except I want it to be self-sustaining

vapid gorge
#

what are you basing the movement numbers on? the ports? if so don't.

see how your machines that need it go

fringe seal
vapid gorge
#

vehicle stations and belt counters aren't super reliable

fringe seal
vapid gorge
#

because the efficiency meters, items per min items, are sometimes just wrong. And you never know when that's the case

vapid gorge
#

see how the machiens go after the manifold stabalises

unique cypress
fringe seal
#

I see

unique cypress
fringe seal
#

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

unique cypress
# fringe seal I see

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

fringe seal
#

525 = 480 + 45
45 = 270/6
not that bad

upbeat summit
#

why use 2 different recepies for the same product?

wind spade
upbeat summit
fringe seal
wind spade
upbeat summit
#

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

unique cypress
wind spade
#

Well those two decisions go hand in hand

unique cypress
#

It seems that making silica from bauxite when you need aluminium costs less WP than making it from quartz

unique cypress
# fringe seal hm

Max transfer rate: 4.9 stacks/min
Incoming transfer rate: nearly 5.4 stacks

#

Please make it make sense XD

visual ocean
#

Will this work for a 6 to 5 split?

#

They are overflowing to the right and the right one is overflowing left

heady sun
#

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

vapid gorge
visual ocean
#

For plastic and rubber i use the recycled recipes

vapid gorge
#

and what recipes you have available

visual ocean
vapid gorge
#

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?

visual ocean
#

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?

vapid gorge
#

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

visual ocean
#

the train belts can be inconsistent. They should in throry be pretty close to 1200

vapid gorge
#

are they fed on a manifold or something?

visual ocean
#

I kinda used the same method that i show on the unload platform

vapid gorge
#

just one belt in?

#

if that's the case the average throughput will be the same on teh belts

visual ocean
#

No. I have 7 unload station. Each should bring 642.85

vapid gorge
#

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

visual ocean
#

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

vapid gorge
#

"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"

visual ocean
#

and then those 4 go down to the factory into that system

vapid gorge
#

but you've created a very messy way of moving items

visual ocean
#

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

vapid gorge
#

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

visual ocean
#

1:5 it is

heady sun
vapid gorge
#

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 πŸ™‚

sharp otter
#

which one should i pick?

vapid gorge
#

which can help in your next factory?

sharp otter
#

i honestly need both

vapid gorge
#

grab one, and then keep scanning πŸ™‚

#

I've used both myself

sharp otter
#

im noticing that both synergize really well lol

bitter tiger
#

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?

dusky dust
sharp otter
#

also are cast screws really good?

dusky dust
#

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

dusky dust
dusky dust
#

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

sharp otter
dusky dust
#

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

sharp otter
#

makes sense

orchid brook
#

do i still have to feed the machiens from above if its a gas like nitrogen?

visual ocean
#

gas doesnt need lifting. you can do whatever

orchid brook
#

thank god

wind spade
bitter tiger
#

Yea i have also started to learn to always build up from raw material input never build from storage to new input.

crimson moat
bitter tiger
#

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.

crimson moat
#

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

lyric belfry
crimson moat
#

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.

cold flower
#

ok, maybe a silly question, but does fluid dynamics/simulations apply to gasses like rocket fuel etc?
(Mainly in refrence to backflow etc)

vapid gorge
#

yes

#

with a few extra rules, like really don't use buffers with gas

cold flower
vapid gorge
#

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

cold flower
#

Gotcha, never quite got into trains, but trying to get back into the game and figuring where I left off is a process

vapid gorge
#

presonally I jsut avoid RF for anything but jet packs πŸ˜›

cold flower
#

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

vapid gorge
#

eh, you can kick start nuclear with just some power storage but you do you

vapid gorge
#

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

crimson moat
#

@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

regal lodge
crimson moat
#

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

modest ridge
#

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

crimson moat
#

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

bright kayak
#

does anybody have a blueprint for automatic nuclear plant with just uranium rods with a way to dispose the waste>

wind spade
bright kayak
wind spade
wind spade
#

it's no different to any of the production lines you've done before

bright kayak
#

i guess

orchid brook
#

whyyyyyyyyyy just use 600 only man whyyyyyyy

wind spade
unique cypress
orchid brook
vapid gorge
orchid brook
#

It has to be 613

#

Sorry 15

unique cypress
orchid brook
orchid brook
unique cypress
vapid gorge
orchid brook
vapid gorge
#

sorry, cat and copper

unique cypress
#

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???

orchid brook
#

Now i am out

unique cypress
orchid brook
#

Thanks for the idea

oblique hollow
#

could have just used leached caterium

orchid brook
oblique hollow
#

smh its just sulfur 257 sulfur

orchid brook
#

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

oblique hollow
#

Could use converter alchemy magic - but imma guess you have no sam to spare either

orchid brook
#

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

oblique hollow
#

though at that point you could just as well drone in sulfur (if you had any left)

ornate matrix
#

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. πŸ€” One is that more detail needs to be added? IDK 🀷

unique cypress
ornate matrix
grim crane
#

I love that these previews still use the OLD splitters

cold flower
#

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

oblique hollow
#

basically, just put it in and they will haul it

unique cypress
grim crane
#

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

fringe seal
#

how would you make a 16:7 balancer
16 in, merge each 2 belts, make a 8:8 balancer with 1 feeding back?

wind spade
#

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

fringe seal
#

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

wind spade
#

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)

fringe seal
vapid gorge
#

@tough ginkgo 90% of the connections here

crimson moat
#

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

vapid gorge
tough ginkgo
keen axle
#

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.

vapid gorge
#

seriously , what do you think it means 'extra connections' ?

tough ginkgo
vapid gorge
# tough ginkgo 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

tough ginkgo
upbeat summit
#

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

crimson moat
#

rather than one which lines up with the middle of the train

upbeat summit
# crimson moat Put the freight platform in the last "slot"

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

crimson moat
#

no

upbeat summit
#

i was thinking if installing 4 engines might do the trick xD

crimson moat
#

actually, maybe

#

usually this situation is avoided entirely by not mixing unload/load and train types

upbeat summit
#

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

crimson moat
#

blocking everything else with locos might work πŸ˜›

upbeat summit
#

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?!

deft lichen
#

signals and stations have magic barriers

crimson moat
#

they have magical stopping (but not starting) powers

upbeat summit
#

damm that's convinient

deft lichen
crimson moat
#

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

graceful tundra
#

how would you weigh the iron and coal usage here?

#

(these are two ways to make the same thing)

crimson moat
#

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

upbeat summit
#

one more qs, why do path signals remain red by default? in a tri section (in my case)

deft lichen
#

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"

upbeat summit
#

hmm fair

deft lichen
#

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

crimson moat
#

IIRC Block reserves the next block, while Path reserves the next two on that train's route

deft lichen
#

possible

crimson moat
#

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

wind spade
unique cypress
sweet kraken
#

is this a good alternate recipe for a future powerplant?

crimson moat
unique cypress
#

It's awful πŸ™ƒ

#

It has terrible oil and compacted coal efficiency compared to default turbofuel

crimson moat
#

that's compacted coal yeah?

unique cypress
#

Imo it's only useful for making turbo ammo and maybe TF for your jetpack

crimson moat
#

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

unique cypress
#

With default TF and D(P)F, you get more than double the TF per HOR than with THF

crimson moat
#

for max efficiency rocket fuel, people also use turbo blend fuel which is yet another recipe

wind spade
sweet kraken
#

do trains just get stuck docking if the freight isn't empty?

steel oak
#

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

unique cypress
#

On defaults, the train will just leave half empty if it can't fully empty itself when it arrives

unique cypress
unique cypress
# steel oak coal

A few things then:

  1. Do youactually have 120 and 60 coal, or is that what you think/planned you have?
  2. How are the belts laid out? And what tier of belts?
  3. If it's a manifold, did you give it time to fill up?
sweet kraken
#

am I missing anything?

vapid gorge
vapid gorge
unique cypress
#

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

vapid gorge
unique cypress
#

And I'm not sure why you're even considering default fuel

vapid gorge
#

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 πŸ™‚

sweet kraken
#

im looking to make one up here, above the blue crater

#

I've tapped all the ones at the blue crater

grim crane
#

i have actually been using some more direct imput stuff

sweet kraken
#

and I was saving the two pure a bit north for rocket fuel

vapid gorge
#

ok?

wispy heron
#

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

unborn dew
#

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

queen slate
#

(Or expand it if it/part of it fits in new plan)

knotty hornet
wind spade
#

what most people struggle with is "future-proofing", which I wouldn't recommend, just build what you need now

knotty hornet
#

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.

wind spade
#

eh, you can always build new machines instead

opaque relic
#

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

crimson moat
vapid gorge
#

@cosmic quartz

main junco
#

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.

vapid gorge
main junco
crimson moat
#

the stuff that you're making acid for will probably output water which you should loop back into the acid production

main junco
#

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

crimson moat
#

moving sulfur and nitrogen is easier than moving acid (and especially moving said water back to the acid)

main junco
crimson moat
#

if you have a train, why not just put the sulfur/nitrogen on it

cold flower
#

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

main junco
crimson moat
cold flower
crimson moat
#

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.

crimson moat
#

the feet return

knotty hornet
#

I'm back

main junco
knotty hornet
#

Except I don't do nuclear yet still, but it is great for acids

main junco
#

im lowk stumpped on what to do for plutonium tho

knotty hornet
#

There is also extra sulfur and nitrogen around

main junco
#

what do u do with the acids? @knotty hornet

knotty hornet
#

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

vapid gorge
modest yarrow
#

67

main junco
#

the lion does not concern himself with radioactive contamination

vapid gorge
#

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

steel knot
#

oh man this is a tough one. still on phase 3. i think last time i had crystal computer first

crimson moat
#

#1 way better IMO

#

specifically in combination with iron pipe

steel knot
#

Ooo hadn’t thought of iron pipe

#

And heavy encased frame mmmmm

knotty hornet
#

IRON PIPE YUCK

#

moulded then encased, uses tons of limestone, but boy do you crank them out

vapid gorge
unique cypress
muted tide
#

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

unique cypress
#

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

vapid gorge
steel knot
#

2x iron is rough but saving coal for other uses could be nice

vapid gorge
steel knot
#

Yep

#

That was where I was going to put my HMF factory for now

cold flower
#

Is turbofuel viable for drones across the map, or should I make rocketfuel instead?

sullen orchid
#

but if your drone goes long distance maybe another fuel is better

unique cypress
vapid gorge
#

it doesn't take 50 fuel each way to cross the map

steady basin
#

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?

grim crane
#

Jesus how the fuck am i gonna remove 2000 Waste water πŸ’€

#

my production line uses LESS

wind spade
#

what is "waste water"?

grim crane
#

Water i have over and i have no idea what to do with πŸ’€

wind spade
#

don't make it?
or reuse it in the process that makes it, afaik there's no process that has excess water

grim crane
#

I have 2 refineries in the chain slooped to save on sulfur
Now the whole thing produces more water than it uses πŸ’€

wind spade
#

sloop next step instead?

grim crane
#

i rly dont wanna produce more non fissle uranium

wind spade
#

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 πŸ˜„

grim crane
#

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 M_whyvanish

#

There is not enough uranium on the map πŸ’€

wind spade
#

there's WAY more than you'd realistically need

grim crane
#

i need to go check how much my nuclear plant uses

#

Because i need 1250 rn for this....

wind spade
#

can make non-fissile uranium without using any uranium ore

grim crane
#

Yes but that would make WAY less of it

wind spade
#

you said you don't want to make more of it

grim crane
#

and i have already set up the infrastructure to use 5k of it

#

100 Particle accelerators

#

each using 50

wind spade
#

kinda weird to make infrastructure while you're still in planning phase πŸ˜„

feral anvil
grim crane
#

I tbh switched the recepies mid build

#

i used the other recepie at first
But 16 plutonium rods seemed... unspectacular

wind spade
grim crane
#

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

wind spade
#

there's 2100

grim crane
#

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... 😭

#

or i just sink stupid amount of copper

#

600 from 2 impure nodes
650 remaining..
2600 bauxite needed 😭
tjhats 3900 copper

#

yeah im just gonna kill off the remaining Bauxite i have

unique cypress
#

That uranium would be better used on more uranium rods

grim crane
#

I mean
this is gonna produce over 800gw....

unique cypress
#

Could always be more πŸ€”

grim crane
#

I mean
i dont think ill ever use up more than the 400gw im producing rn

unique cypress
#

I'll be making 10 TW and using maybe 1.5

grim crane
#

damm

#

Ok maybe my main uranium plant is actually inefficent ngl
because its using the same amount of uranium for what
300gw

unique cypress
#

Nah, I'm using a mod

grim crane
#

oHhh makes sense

unique cypress
#

I'm not sure how much you can make in vanilla from only nuclear (and augmenters)

grim crane
#

only mod im using rn is to delete my nuclear waste πŸ’€
so i dont need to build storage rn
i dont like using mods for production lines

unique cypress
#

I was pissed off about how Ficsonium is balanced so I decided to fix it with mods

grim crane
# unique cypress I'm not sure how much you can make in vanilla from *only* nuclear (and augmenter...

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

grim crane
#

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 ❀️

unique cypress
#

No, what we need is more SAM

grim crane
#

real

unique cypress
#

Or more efficient processing recipes for it

grim crane
#

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?

unique cypress
#

Well. I will be doing Ficsonium, but only because I made a mod to make it usable

grim crane
#

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?

wind spade
#

(f.e. you can have a goal to do ficsonium πŸ˜› )

grim crane
#

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

#

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

unique cypress
grim crane
#

to skip a step

unique cypress
#

ah, the rods

grim crane
#

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?

grim crane
pearl kayak
#

hiii

grim crane
#

i love getting blown fuze notification..
With no blown fuzes

grim crane
#

Most impure but its a lot of sam
might change my opinion on that soon tho...

unique cypress
#

there's only 2550 RSAM available (without sloops)

#

that's really not a lot

grim crane
#

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...

grim crane
#

Because im trying to think of the least stupid 7 to 5 fluid balancer rn

wind spade
#

fluids cannot be balanced

#

(reasonably)

unique cypress
grim crane
#

πŸ’€

#

uuhhhhhh ok

grim crane
#

The packer/unpacker loop might be the way

wind spade
#

but why

grim crane
#

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

wind spade
#

then group the next thing in groups of whatever amount uses the output from 4 blenders

unique cypress
#

a mixer will be sufficient

grim crane
#

Mixer for fluids i guess

unique cypress
#

just build a 5x7 grid of junctions and it should work

grim crane
#

eh at the end its the same functionally

#

Actually i might try to put a flow compensator into the mixer for funsies

runic flame
#

Hello

wind spade
grim crane
#

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 πŸ’€

wind spade
#

my pipe stuff is always just "I hope this works"
one more reason to use reliable builds rather than crazy weird shit

grim crane
#

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

knotty hornet
#

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.

crimson moat
#

if that works, i could use it for remotely toggling uranium flow

grim crane
#

Yey, it seems to work

#

the piping might actually give someone a heart attack tbh so ill never post that in here 😭

knotty hornet
#

And controllable by a priority power switch for remote toggle.

crimson moat
knotty hornet
#

If you have splitters and loops programmed in particular ways you can get them to interfere with other items and block flow

midnight eagle
#

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

wind spade
midnight eagle
# wind spade 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 )
knotty hornet
#

It's possible to do it right, but it is so much more possible to do it wrong.

wind spade
#

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

crimson moat
#

"doing it right" means either packaging and sorting those, or intentionally abusing bugs / flaws in the fluid simulation system

knotty hornet
wind spade
#

no reason to use it elsewhere, just reuse it for aluminum

crimson moat
knotty hornet
wind spade
midnight eagle
wind spade
#

clocking is the most powerful and useful logistical tool

knotty hornet
#

I understand not wanting to overclock, but underclocking is incredibly powerful for making that happen.

#

Also, always overclock miners/extractors

wind spade
midnight eagle
wind spade
#

well then you'll have issues like the one above πŸ™‚

midnight eagle
unique cypress
crimson moat
midnight eagle
wind spade
wind spade
midnight eagle
knotty hornet
#

My other question is, why are you doing that with your crude?

#

Just make it all from the one recipe.

midnight eagle
# knotty hornet My other question is, why are you doing that with your crude?

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

knotty hornet
#

But all the crude from this aluminum setup is gonna be independent of all that, correct?

unique cypress
#

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

unique cypress
wind spade
unique cypress
#

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)

wind spade
#

that one ^

knotty hornet
#

I like my method

unique cypress
knotty hornet
#

But everyone says it sucks

wind spade
knotty hornet
#

But I've never had problems since I switched to it.

unique cypress
#

if it broke because of the pipe fix mod, it would've stalled when I loaded in and would be slowly spooling down

midnight eagle
unique cypress
#

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

wind spade
#

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?

midnight eagle
#

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

knotty hornet
#

So why does your plan have it split up like that?

midnight eagle
knotty hornet
#

Or are you just popping in numbers and following "instructions"?

midnight eagle
unique cypress
# wind spade the thing is - can you guarantee that there was no other problem with it, neithe...

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

knotty hornet
#

Pipes are literally black magic, treat them as such

unique cypress
#

Like I said earlier, the only 2 designs that I've had zero issues with so far are VIP and priority merging packaged water

vapid gorge
# unique cypress the only ones I found that are perfectly reliable is a VIP, which is an exploit/...

VIPs very commonly don’t 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 doesn’t work is basic human error which you can’t really take out of a design.

I’d guess you were trying to link up multiple systems or something and that’s just something you shouldn’t do with any fluids

ornate grail
#

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)

crimson moat
#

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?

knotty hornet
# crimson moat what are the particular ways

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.

knotty hornet
#

I can send it a bit later

crimson moat
#

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

elfin kelp
#

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

elfin kelp
#

more output or more compact

vapid gorge
#

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?

elfin kelp
#

i just have it there for overflow

vapid gorge
#

can just have 1 container for that

#

that would make it far more compact

elfin kelp
#

i just didnt know how to route it so it spit everything out evenly

#

also what do you mean by vertical manifolds?

vapid gorge
#

oh it just looked like you were having machiens feed up and down

elfin kelp
vapid gorge
#

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

elfin kelp
#

this may be a better angle

#

smelter>constructer>asembler>asembler>back to base

elfin kelp
#

time for more ratios lfg

vapid gorge
#

ratios?

elfin kelp
#

tryna figure how much of everthing i need

#

i have base ratios tho so i can just multiply now

vapid gorge
elfin kelp
#

yeah i will try in front, i was mainly testing the verticality with this one

#

but its probably better to build the entire thing on its seperate floor then stack