#math-and-meta
1 messages · Page 350 of 1
alright sounds good
notice how two of them technicall have 40 + 40/2 = 60
im wondering if those foundries will fill up first and then the rest will even out but i think since i now know merger tae evenly this will work right?
At least with regular mergers and splitters, no, this won't work. The 2 middle foundries will get 40/min forever and the middle middle belt will never back up
i thought mergers always tak evenly from lines so it shouldn't be a problem right?
That's exactly the issue
You're expecting a merger to merge 30 and 15
It'll try to do 22.5 and 22.5
And it'll actually do 25 and 20, because one side has a supply of 40 and the other 20
im confused
oh i see the issue the images has a missing line
okay i went ahead and built it inside the game instead for a clearer picture
basically i have 3 inputs of each 120items/min
and i want 8 outputs of 45/min
and im wondering since what i currently have is 6x 40items/min and 2x60 items / min if it will equalize out
or why it wont
a proper sketch would be better , I don't know what numbers are going on there
the screenshot
is the same situation as the previous image
(apart from the missing line)
as far as I can tell each of these would have 40?
well two of them would have 60
is the middle one not split into 3 going to the top one as well?
oh yes
then the 2 there would be marked as 40
this isn't 45 each though?
eventually? sure
it'll back up and fill like a any manifold
like basically will the 60/min belts start overflowing (since it only takes 45/min) and then the remaining go to the other belts
but honestly just use the 3 lines and clock the machiens afterwards
how would that work?
one s ec
the only other solution i can think of is splitting the 3 belts each into 8 and then taking 3 lines per output
what are the 120s btw? ore?
ok just clock 3 groups of machiens to process 120 each
and then group the output however you need to
can't find the image I'm thinking of
but foundries are 45/min
so clock them...
to 60?
underclock?
see in this example tehre's 2 inputs
you then clock the 2 systems in such a way that you can merge the outputs however you like
if you don't care about that, clock them simply
3x40 = 120
not sure im understanding
forget the image then. Why not have 2x 60 or 3x40 foundries?
hmmm
much simpler
it is and ill probably do it but i still would wanna know what would happen
how mergers behave for the future
like I siad, it would eventually over flow and probably work
mergers just merge
well the problem is
when one side backs up it'll flow the other way
i think someone told me mergers take 50/50 or 33/33/33
so im wondering if it would take 20ores per min from both sides
and then just take the 5 per min from the side thats coming with 40
Then connect it in game how you said you will and see how it works
mergers just accept whatever is given to them, unless the outputs are full
that's it
right, if the output is full which it will be will it still try to do the evenly taking from all sides?
it'll accept however much is available,
which is why I said it'll probably back flow and eventually even out
but I can't really tell if it'll clog
what im imaging will happen is this:
you're really overcomplicating things and thinking mergers do things they don't
so my ocnfusion kinda comes from the fact that someone told me that they take evenly
do they only take evenly within a certain timeframe or like how does that work
They try to, yes
cause surely if one side is feeding 40 and the other is feeding 20/min
and the belt only goes 45/min
when all inputs are full, they will try to alternate between them.
it cannot take evenly?
they do.
What are you expecting it to do?
im wondering if the 20/min belt will ever pile up in this situation
it'll feed evenly and whenever there's a block it'll over flow
or if it will just keep taking the 20/min belt
theres no 20 belt in your diagram
Why would it?
it shouldn't™
because if it doesnt
that means it wont work and the middle splitter will never pile up
and that means 2 of the outputs will be capped at 40
what do you mean by this?
yes there is
... Which is exactly what I told you an hour ago
right but i got contradictary answers so i just got confused
I think you can fix this by using smart splitters
i mean is the other effeceint ways to go from 3 to 8?
there probabably is alot of them you guys have thought of im just new and trying to learn
I mean I would do a balancer but that's totally overkill here XD
Basically a tree
I'm assuming you only have mk2 belts right now?
yes
But with 3 trunks
not sure i understand
the common denominator between 3 and 8 is 24
so i think the only way would be to make your 3 inputs go to 24 inputs and then group them per 3
but whats the alternative?
that'd be the general solution (if I understand what you mean)
split each input belt into 8, then merge 3:1 1/8th of each input
I mean, yeah, since you're belt rate limited
Otherwise I'd just say injection manifold
with full belts you'd have to inject 6 times. that sucks ass XD
what do you mean with merge 3:11/8th of each inputs
1 ⅛
this i dont understand
split each of the 3 input belts into 8. you end up with 24 belts. now merge them 3 at a time, to get 8 after merging
right thats the balancer method right? or is that not what its called?
The even 8-splitting needs to be done with a balancer, yes
is there a way to make it work with overflowing that it will eventually work?
but you take the 1st belt from the 1st input, 1st belt from 2nd input, and 1st belt from 3rd input. that's the 1st output.
then you take the 2nd belt from the 1st input, 2nd belt from the 2nd input and 2nd belt from the 3rd input. merge, and that's the 2nd output.
repeat.
every output has a connection to every input.
Kinda like this, each in belt gets split into 8
Then you take one belt from that first group to each of the 8 outs
look the problem is i understand how to easily get 2:X ratio by just making a line and that feeds on both ends (aslong as your belt has enough throughput)
but i have no clue how to do it for 3 or more
Then you repeat for each of the 3 input groups
Each output merger gets one belt from group 1, one from group 2, and one from group 3
is this not just the same as the equal balancing method?
Yes, this is exactly that
right i understand how to go from 3 -> 24 -> 8
this is a balancer (if all the connections are made)
that part is very understood
im wondering how (if at all possible) to make it in a way where there is less connections where it just slowly fills up the lines one at a time
kinda like how my coal power is setup with the water feeding from both ends
doing 3:4 and then 1:2 would be easier than a full 3:8. you don't need a full 3:8 here
I mean, if your machines are paired up, 2×45=90, so you could have one belt feed 2 machines with 30/min overflow. Do that three times, merge those overflows, and feed another pair of machines, that's 8 total there
You could always do some other segmenting and separating flows.
idk if its easier to understand, but this should do the trick.
but it relies on the fact, that all the inputs always receive 120.
probably not, for much the same reasons as the first one
well probably would wanna split the middle belt amont the middle two splitter beforehand
I'd have to do the math to make sure tho
that should work.
yeah, no, I don't think it'll work. at least not without smart splitters
hmm
my math is telling me, that this will happen. when overflowing it should™ average out.
not 100% sure though.
i think you should just test it @cosmic hare
well im glad otherpeople arent 100% sure aswell means im not asking stupid questions :D
why?
because a merger merges equally
ah i see so it doesnt fully use the first output similar to the other problem
mergers kinda suck ngl
You can use priority mergers to fix it.
what would smart splitters do?
what would priority mergers do?
wait you cant fix it with priority mergers?
A priority merger would let you force which is the preferred side to take from.
that would fix it no?
A smart splitter would work too
set the smart splitters to only send overflow towards the merger. then all the other foundries (except the ones directly after the merger) get what they need first, and only then feed the merger
you'd have a different issue with a prio merger
like what?
they don't fix these kinds of problems
if we set the 3th box (merger to prioritise inputs from the left) wouldnt that fix the problem?
now im just curious what the other problem(s) would be
this
oh geez
your so right
other unrelated kinda related question
do spiltter/mergers on vertical convayor lifts allow for a 1/4 splitter? evenly for example?
no, they still only have 3 inputs/outputs
this shows 4 though but im assuming the back one ontop doesnt work?
okay so its splits in 3
place it. it won't let you connect a belt to the back
but are the splits even ?
Yeah, KYO, you're right. the priority merger there doesn't work.
splitters split evenly to all outputs if they can yes.
both splitters and mergers try to do things as evenly as possible
idk the elevators and splitter/merger thing confuse me but they seem really nice and handy
they're just vertical. You're over complicating things
right if they are placed on the vertical part they only have 2 outputs/inputs?
they always have 3
no look
and an output up?
one's just out the top/bottom
1 input at the top/bottom, 2 outputs out the sides, 3rd output opposite of the input
along the same lift? yeah
yeah does it just divide the part that is coming down?
it works the same a regular splitter. just rotated
oh i see cause one of the inputs is the elevator going down i see what your saying
is this good @vapid gorge
I'll take a screenshot of the water extractor
build the coal gens along the water *on foundations
oh alright sure I'll try that
convenient diagrams
uses exactly 120 coal and 3 extractors. You'll need lots of them
I use this one for supplying coal
it works now, thanks
I'll probably use the location as my main setup location in the future though
just trying to experiment with coal generators rn
sure
alas i have returned
focken insane
all the red inputs are made elsewhere
and the graph already is barely readable
once operational, produces the equivalent of 40.6m points /min
best part is i dont even know how big i should make this plant lol
@oblique hollow the Buffer does not need any fluid in it?
only the vertical pipe needs fluid in it
Mhh i see
the buffer is just a way to have some fluid available
So i just cant put the buffer at the highest point of my factory and use it to pump smt from the lowerst floor to this floor
"Cheaty?"
it's free headlift
abusing game mechanic in unintended way
headlift is supposed to be created by machines/pumps
Fluids break me so ill break fluids or smt
fluids break you because you refuse to listen to suggestions
I mean your suggestion is "Direct input" 90% of the time
Also at the end i did listen to some of it for my sulfur piping
And i also listend to the suggestion with using the waste water for the nuclear plants
You also suggested that for quickwire in the past
well yeah, screws, wire and quickwire
the trinity of items that are needed in large quantities and people still manifold for some reason
Yeah but direct inputing nearly 10k of quickwire seems a bit more stupid than just mixing it into output belts ngl
Also considering the space i had between both productions for diffrent reasons
But thats not the point here
If this is "Cheaty".. it still works
any factory that makes 10k quickwire in one place seems stupid tbh
sure, but may be removed in the future if devs go with updating pipes
I needed a lot for AI limiters and quartz oscilators
And im using like 25% of them when i complete this factory
keyword is in one place
Than ill add pumps
i just dont feel like placing pumps rn
I combined two big factory projects...
Numbers do infalte quickly
which was my partially joking point
you should first learn how to work with pipes before resorting to cheaty ways and claiming pipes are broken 🙂
eh, I did 15k and it was fine
oh I'm not saying it isn't fine
I'm just saying it seems stupid (imo)
Working with pipes is just kinda tedious idk
like it works.. (most of the times)
but i rather not deal with it
to me it seems easier to just dump it all into a balancer so I don't have to do the math myself
Worst part being the stupid ahh Water extractor
fucking hate that thing
not sure how it is more tedious than belts. The only difference being the added loop, and a pump if you go up (usually easily avoided by building at source). Anything else is same as belts
the pumps are my main thing, god awfull if you have a bundle of pipes and like you accidently connected two pumps to each other...
also way the build modes smt seem to define logic annoys me
Like wdym this is a invalid shape
But if i make it closer it is valid
which is why I don't recommend bundling pipes 🙂 usually you don't even need that much in a single place unless you're centralising things (at which point that is the cause of your issues)
Also that there is no mixed mode of Vertical and straight is a crime
This might be a small bundle, but its still a bundle
You often need a lot of water
I love my direct input water sinking pipes ❤️
lets not even talk about the bs in my nuclear plant...
did you solve the problem, or do you still have it?
at least one of these groups of pumps is pointless, maybe even both
I mean yeah
they are only 500
pumps are only for going up and do not stack
But i wanted that direct input to reduce spaghettie ❤️
Oh you mean that
Yeah no that was just my blueprint
I started using blueprints for longer pipes
i have another idea.
Ok so my water tower does not seem to work 
Ok yeah, the height was to great even for that lol
this is enough tho i guess
oh wait i see what i did wrong i think ooops
I need a list of everything that people personally find stupid.
Over 10k quickfire for our lovely Greeny.
If possible I might be able to put it into my project, tho I think I might be at capacity, not sure but I want to have a "you can't tell me how to play" build
A challenging build for sure
- Usage of any other main long range transportation plattform other then conveyor belts
- Non usage of the Raw Ore + Water recepies
- Not using Manifolds
Sushi train moving a bunch of random ore going to a non pure factory should cover all 3
yes, that sounds good. Maybe sushi train bringing copper and iron into an iron ingot factory that then produces reinforced plates (but using the recepie that is just objectively worse when measuring for iron usage)
Might find a way to unironically use a sushi train.. somehow.. some way.. no idea I'd need to goto the lab when I unburn out
balancers are fun to bild imho, but manifolds are easier in most cases. so it depends, on what I want to do in that moment.
but balancers are in any case better than injection manifolds.
I already have a section doing iron alloy and copper alloy mixture as SIS with some help from our local sushi master
I mean, it should be fine as long as you are at least partially using smart splitters?
I did a setup once that kinda worked by just hooking a sushi belt up to basically be a closed loop with smart splitters leading into the different inputs for the machienes and the overflow going further into the loop
The only ""required"" balancer setup is anything nuclear unless you want to have a spicy time
Maybe we should just task you with building that then?
what do you mean by that in this case?
just making jokes, dw.
Yes, balancers do fill up more quickly, but honestly I usually dont bother
just means more planning and more complexity
I am also fishing for new integrating ways to build. Because optimising the fun out of things... so asking for unoptimised things makes for interesting build ideas..
in most cases manifolds are fine, but sometimes it's helpfull to add a load balancer before the manifolds.
Oh yeah I'm planing this with no intermediate sinks.. so not sushi overflow to sink
make a huge water tower for every fluid and use that to pump fluids everywhere
Also there is a mod taht lets you make every ore into a fluid 💀
So if you want
dunno if that counts, but I really enjoy trying to build really compact and unorganized. So that my factories end up being basically multi story mazes
My oil water tower seems to workj
Most of my fluid needs are water...
the lonely buffer on top of ze world
overflow of a sushi belt should go into a sink.
(there are ways to deal with it using prio mergers, but ultimatelythere should be a sink.)
it works
is overwhelmed by the amount of shit I need to do on my project
Refactoring the SIS and make it look good
and overflow going into a sink just means your machienes dont get the proper ammount of stuff
The little buffer that could
it does, but it is neither robust nor elegant.
There is one pump in the system, that just gives this the initial kick upwards before it just flows...
This is like a 3km pipe
it makes the system more robust. the sink n3eeds to exist, not to work.
Can't you do that thing with a value with zero throughput?
well, if it works it works
I have that in it
but for some reason it didnt wanna start flowing without a pump
might be fine if i remove it now
Ah right.
if you add a sink to a system that just means you loose materials. If you loose base inputs, your entire factory doesnt work
Fluids are known for being ["fun"]
I can't wait to be unburnt out..
Not sure where to start up again...
The cube zone™ perhaps
oh i forgot a valve here
if you do it right you don't. you still should add one to be safe.
but if one item overflows, you're screwed without a sink.
ok bitch why arent we flowing

i just disconnected and reconnected a random pipe
And now its having flow for some reason?
I fucking dont get this game
I've been playing since 2018.
Same. Some things aren't meant to be known
2018 was the alpha
Well back then we didnt have pipes but that's besides the point
old man yells at clouds
Ive been playing since the open beta weekend
Good old times
when you could mine Oil with the portable miner to power your trucks
When they came pre barreled
Good old times
Here i found some videos from the alpha from a youtuber i used to watch back then
Anyways I want to plan the cube zone..
Sushi input and it assembles all the cubes
Not too sure how it will work but it will look dope
I remember when we sat in his stream and waited for the Beta keys to be send out
Im still gonna advocate for the all ores are fluids mod just to be fully stupid
No mods for me
Why... im gonna reach the object limit in no time
Actually try avoiding any pipes that are longer than lets say 20meters
so focing you to use Packaging loops 💀
looks at my hundreds of nuclear reactors planned
Mhm yes okay sure yes
I did this 💀
So ummm
every belt is 2 reactors
this is also the reason i cant hoverpack near this thing...
The weird standbye bug kills my powergrid
My plan is to have 3 different sections for each state of the process.
But then I had a demonic idea.
Sushi reactors.
Technically not sushi but having uran, plut and Fic fuels on one input belt
it aint working 💀
Btw i am not the only one that just destroys walls and floors to travel through my factory, right?
If going around would take 15 seconds or longer..
Or im in the finished #design-and-architecture where everything placed perfectly
Xd
I most of the times dont rly build walking infrastructure
So im kinda forced to
Some of my factories are only reachable by Hoverpack or by a entrance on the other side of a 4km complex
Most of my currently built things are pretty open air factories so its free to fly around
I love me some mezz floors
Im a prisoner in my own head sometimes
This view is actually missing a floor because the train cuts it
"Release me from this prison"
i also have a small logistical buffer in the lower double walls
Also there is no way rn to reach the lower logistical floor...
I have no good pictures showing off the logistics of ym build on my phone
I love walking through doors and seeing some liminal horror
The blender Basements are absolute hell
Wait that slays
No good ones so have a bad one
A lot of pictures I have put in #design-and-architecture for progress on that
ill take a look
i like posting random progress updates on reddit for my stuff
its not the most grand but it has smt
When I am building I am living in the design channel. Once im dome Ill throw it on reddit
Xd
I dont like the design channel
it makes me look incompetent 😭
👀
My biggst problem is like losgitical organisation
Idk how people keep the big giga factory so organised...
I struggle so hard to not loose any overview
I love and hate it xd
i like the crown
Its a reference to https://en.wikipedia.org/wiki/Three_Crowns as CS is Swedish and the math checked out to 3 so it just works!
Three Crowns (Swedish: tre kronor) is the national emblem of Sweden, present in the coat of arms of Sweden, and composed of three yellow or gilded coronets ordered two above and one below, placed on a blue background. Similar designs are found on a number of other coats of arms or flags.
The emblem is often used as a symbol of official State aut...
Ok so i needed one pump to get my Buffer to work
#design-and-architecture message
Found the over head view to see the "logistics"
fuck
Thats...
Impressive
ok so now...
i just need to automate the frames and the Nitric acid
than im done
and ill have PLUTONIUM!
That building is converting all 10200 SAM on the map btw.
Felt great to see the numbers coming of the beast
There is 10200 SAM on the map. And all of it is in that picture
Thats why I put a greenscreen above it and edited a sphere as it is "teleporting" all the SAM to this location via the same shit that is used in the depots :]
It really does love the recycle loop!
I have the west coast oil doing the full recycle loop.
Every drop into it!
I already have like.. 3 recycle loops
4 if you add one of my 2 Alu once
But idk what im going to use it for.. I just had an idea for a cool building and this project is about cool shit.
Not boxes.
genually where am i gonna get that much fucking Nitrogen Gas 😭
😭
fuck it im gonna produce this bs offsight and just ship it over
I have a bunch of things broken up into sections, like the western oil looks like this
The Northish west desert has this area and makes for this cool split
thats cool ngl
i do it kinda similar
That is the SIS
Not because it's effective but because it's a cool idea to have SIS
Oh and this is my end goal because I hate myself
Ok so
red at the topo is every space elevator part till phase 4
Orange is plutonium
yellow is Nuclear, 300 quartt oscilators
Steal outpost
second train logistical hub
and turbo fuel
Green is Alunminium for the plutonium plant
Borwn is just main base basically
The lighter brown is oil colelction and some Nitrogen collection and refinement for main base
I actually still have some of that oil over
And blue is bauxit to uranium for my PLutonium
its all just one big production chain that would collapse the second my Quartz oscilators stop producing 💀
and i wisht that was a joke
APM consists of this
i do have a smaller production for quart oscilators for some mid game productioin of like later game items and for storage...
but the big one basically powers everything endgame related starting by the nuclear power plant
the whole fuel plant cant even start up the nuclear production i think
Damm
organised
It's overwhelming and that is why I haven't touched it in months
I also wanna do smt here... might to a bit of fun recreational stuff
I want to put my nuclear stuff there, but also a hidden shrine if nothing else happens there
Ok so, how are you getting that much plutonium out of that
I have half your uranium waste and i am only getting 33.333
With a pretty much rly efficnt production
oh thats waste
not plutonium
I really tried to use repeatable designs to be able to spread them out in a way that makes building easy... the blueprint system in this makes it quite nice
im actually gonna produce more waste than you
That "4" with uran waste going in and plut waste coming out is just 4 instances of this
is there even enough fucking Aluminium left to produce enough cubes for ficsonium in my save..
One moment i need to check smt
Technically I'll be making no waste as Fic fuel rods don't make any 🙃
Yeah
i wanna try ficsonium
But i dont wanna use up the pasta i use (or used i guess) for my space elevator parts for ficsonium
so i needa get enough aluminium together for it
But im using two pure and 1 normal bauxite node to get the missig uranium i needed
i should have some alu over...
And i could save on some more if i switch my elevator/storage ficsonium to caterium ingots instead of Alu...
I did make a little thing for the vibe I'm going for with these SAM builds
#design-and-architecture message
i thinkj the interactuve map just crashed
the media offline screen gives the warning i get in davinci resolve when i moved my source files
Also it gives subnautica
So honestly I might have gotten over zealous... I may need to "cheat" in some sloops to be able to reach these numbers 💀
oh yeah im did that..
Mostly for resources like iron or copper ingots cus i aint gonna build 200000 fucking refinieries
Stuff that there is enough off
It actually does not fit in one picture
Yeah that is that screen.
I think it's cute to have that there
The issue I had was the amount of SAM needed and the amount of DMR
i love that you can clearly see the 100 stupid particle accelerators filling up space
i see
I wish
10200 SAM, 22 slooped reanimators and 12 not gives me 4200, 1200 goes to APM and 3000 goes to FICSIT
I hate looking into this website..
i am producing Trigons in overflow rn so that might be helpfull in saving together aluminium
I don't use it, I'm content hand drawing my points with the modeler, it's nitpicky and with what I'm doing, how I'm doing it I like being nitpicky
Yeah
I might actually have enough aluminium for ficsonoum.. if i just switch out my ingots to smt else
Take a wild guess what is made in this
Ficsonium?
I really do need to take better screenshots
I legit just imported all the sub total amount of ore into modeler
Rly...
That was what the calculator thought is a smart idea
there is more coal than copper?
Also im advocating for more Bauxite
Apparently
How much sam is on the map again?
10200
Oh i should also maybe max out the ficsonium amount
Instead of looking at 10
It just crashed after 95 💀
33.3 particle accelrators...
333 Singularity cells 💀
I don't really care about building the maxed out thing.
I just want to build the coolest shit, I took the choice of using maxed out uran and 8 active APAs for that medium, I am sad I am needing to cheat in sloops tho ngl
112 is the most amount of Fic you can make without SAM conversion
Just do 56... twice :3
OOps 😭
So you can make uraniumless fuel rods... oops
the refinery count omg 💀
What is chat gpt trying to tell me here-
how overclocking works
always the fucking refineries, I hate the requirement to spam the shit out of them
Why are you asking chat gpt for overclocking
well
I dont think i have enough resouces left in the world ill be honest
I wanted to know how I need to overclock my nuclear power plants xd
just look on the wiki
But why on earth is it giving me
Math
Its giving you math
Are you 5?
why are you asking the least reliable source?
No?
I was curious what it'd say and it worked out in the end :)
What do you have against a formula than 💀
Bet you hate formula 1 races too....
It's just confusing to me...?
Its littelery just (How much power do i want) divided by (how much am i producing per plant at what clock speed)
literally*
Gonna scare em with formulas in ma building
Ach du bist so einer
Nooo please stop 😭
Those are fun formulas too
Not my kind of fun :(
i wanna say smt rly gay but i think i will not
HA GAyyyyyy
I'm gay you can go ahead :3
Damm
only gay?
get a upgrade man
Imagine limiting your gender preferences to only men
nah would be to grose for here
I'm a woman btw.
#design-and-architecture message
This is for both of you
That's very cool!
I installed a mod that gives you funny rugs :)
i have the same mod
i think
Idk if i still have it
You can edit the signs from outside the tube so just change em, I'm not about to spam all of them.. there's like too many flags to post all of them as tubes
It's very pretty though, I like 'em!
Found it
The one I linked the blueprint of was the lesbian one so your lucky ass don't need to edit anything
anyways
Being gay aside
The cube zone scares me
All eaten for Fic rods
this is my current project :3
cute
why cute!
So this is refining about 5000 non fissle uraium...
You made King Converter angy for calling someone else's reactor cute, he will turn all of your iron into coal
pls do
I dont wanna run 5000km for more coal
I was told to put a face on it so I did
welp, mine converts around 500 but I don't need more anyways-
cute
I already finishewd the game...
And i rly dont need more power technically
but 16 rods of plutonium sounded less cool than 33.333
He has the Swedish national anthem engraved on his crown :3
I also finished the game...I'm just building for the sake of me being addicted 💜
xd
Im just buiding more stuff to ingore the dread of school
I finished the game before starting this project of mine, my own post game,
yes, I'm trying to get to that ;-;
"cute"
wait how do you have 80 sommer sloops just laying about-
Cheating
It's not that simple
xd
im gonna produce about... 166.5 ficsonium
80 in there, 22 in constructors making 102
Well lets not talk about my generous use of sloops in my nuclear facory
I actually still am at the world limit
But for ficsonou, i might sloop my alun stuff ngl
that's impressive...you don't use any for ballistic warp drives?
There's 106 on the map, remove the 3 for MAM research
Or maybe sloop the cubes too
I'm not making any BWDs
Oh nvm
im thinking about just removing the space elevator parts from the system
Would free up SO many resources
BUT... that feels wrong
I want when i empty every contained that all my production chains work
I love absurd high numbers
Actually suprisingly not that much concrete
i have a feeling this thing just cant calcuate
So I had all that planned out right?
Then I started hooking things in...
I run out of Dark Matter Crystals.. I don't have enough DMR to make them so I need to sloop the crystals and cheating in a handful just to keep up and that felt gross and wrong but I got a canvas to paint
xd
I honestly dont feel bad cheating energy shards
I wish i could just copy paste all that :(
sloops a bit..
But i have greater thing to do than worry about running out of ssam
i like your colour way
The more candy apple red
Yus! I use a different color depending on the base
but red is my main color!
I use the american way :)
DMR is a bitch to handle
yes.
Easy fix
look at fred :3
Fred seems happy
Yus
I aint tho
i should not talk
i kinda just have one colour...
but I'm on it
And a lot of stacked boxes
That's boring ;-;
So if I have 5212.12 rocket fuel a min how many gens can I have fully oced and what will the last one be using I keep messing up my numbers 😔
ill never finish most of my buildings..
Uhh
A lot..
1250.928815
Fully oced tho
giving you about 313gw
just divide by 2.5
I'm gonna goto sleep, looking at my over all plan with all the DMR issues and the amount of work I need to actually do along with all my ideas for the save is overwhelming and fml, too much
500.3715259
And the last one is at 37.15%?
Gn
I should go to sleep too ngl
Its already 1:20
thats 501 yes
it has its charm
lol dw
My SAM has the theme made up of 3 colours
poser
that's very cute
i just make visuals through overcomplicated stacking of everything idk
I think I found a unique roof design for this one :D
And here is the vibe I want from the builds #design-and-architecture message
that's very
bisexual :)
Lol
¯_(ツ)_/¯
Real tho
it's just pretty colours though!
SAM doesn't have a sexual preference, not a gender at all buy whatever
So its pansexual non binary
It cracked up a Pride Tube™ and drank the [Gender Fluid™] within
I think I'm most proud of this design...first rocket fuel base!
Cute
I never much cared for the statues, I'm mostly going to get them as passive gains while building my project, the time it took for me to build the Reanimation factory I gained like 700
? I haven't opened the game in months I can't remember
im most proud of this complex..
im missing a roof for my turbo fuel plant
thanks :3
it's so big 😭
I think I care too much about the environment sometimes
its a lot of stuff at one place
Factory music stops
@quick gorge you're weird
Just because I agree with you doesn't mean I don't want to know why you think so?
Because of the reaction and please don't take it seriously ✨
Copy paste him into your game
☃
It produces:
- 50 motors (early game)
- stuff for my 10 heavy frames a minute (was my first big project here)
- turbo fuel (about 50mw)
- 300 oscilators
and it has 50 nuclear power plants
Plus a small logistical hub for trains
I've...
in 300 hours of playing I have not automated a single crystal oscilator
XD
huh?
I've actually hidden this little guy in some of my builds and I might go back and put him in all my builds, a little where's Wally kinda thing
☃
Copy paste that on a sign
oki
Snow Frien
I found him while looking up symbols to put on here to make a computer screen, made my day
Anyways I said I was going to bed like 20 mins ago so .... bye
i mean it gets only worse from here
Enjoy Snow Frien
Ones you can out text on...
He small Frien :(
Put on a teeny 1x1 sign
i can't put text on these-
OMG I FIGURED IT OUT!! I had no idea you could change the layout of a sign
Happy Frien :3
Happi Snow Frien! :]
he can watch my travels through the void :D
You need to click a lot of buttons on signs. They have hidden secrets to find... I suppose you can apply that to the entire game
and take care of me! 💞
Emotional support Frien ^_^
Yus!
And per floor I can do 57 and then a 58th one on 60% cuz 600/10.416
Can anyone give me a hand with some logistics? I need to split 10 off of a line of 40 and i cant figure out how i would set it up
The easy way: have one set if machines produce 10 and another set produce 40 (ie: don't combine them in the first place)
The issue is i need to have it being combined at first
Also the easy way: rely on manifold logic; send the combined 50 to both, and they'll self-balance
I bet you don't actually need them combined. :)
What you do with your factory layout is always a choice. With under/overclocking in particular you can always chop stuff up however you want
Ill try that
Anyway, the medium-difficulty way is to split it up as you'd hope; if you search for Balancer on the wiki there's various examples of perfect prime-number splitters
(including for 5)
So you could take the 5 one and then just merge 4 of its outputs together
(though IMO my first suggestion is often the most convenient. :)
Im doing the math for the first one rn
Ah, that's the one I was thinking of: https://satisfactory.wiki.gg/wiki/Balancer#/media/File:Balancer_odd.png
(bottom left in specific)
First suggestion works, it just took some thinking
1 smart splitter, set the 10 side to over flow
when the 40 side fills up it'll send 10 down
technically even 1 normal splitter will get this as well
Thx btw
That's what I tend to do when I upgrade a miner to tap into it for a new factory near old ones, so the new factory can't even temporarily starve the original one
smart splitters are useful it's true
Im honestly struggling with the math sometimes bc i was forced to take a break since july bc my pc died :/
you have to do very little math in the game. Mostly because manifolds will work in almost every situation
you have to choose to create systems that requires more effort
but it's totally avoidable
Im also struggling to get back into the like mindset of making big factorys because it died while i was building a big factory
do you use satisfactory tools? it does a lot of the burden for you. You can also use it as a rough layout guide
I do, though im not that good at pre-planning so it tends to be a bit of a mess
what fuel are you using
Technically, you wouldn't even need to split the Rods "properly" for it to work ^^
Even if you don't make sure each reactor gets just one kind of rod, they'll just gobble up any rod they receive! (Ie: the splitting could be a normal manifold)
Kinda like when feeding Coal Generators with Coal, Coke and Compacted Coal
Rocket
And I think I did the math wrong per pipe
Cuz I thought it was 10.416 but I think it's 10.412 I'll have too recheck
Either way I hate everything cuz I need too fix it now
Well I don't think ill be doing mixed reactors despite loving the idea of having all 3 rods going to the same reactor simply because I already have planned locations of the 3 separated reactor set ups.
Plus if I had them mixed I couldn't do the 40k reference
Also they all have different burn times so that might be an issue
:deepthink:
I have a plan for fics but the uran and plut aren't as stone so I could have uran and plut be mixed
they have different burn time energy value
Plut lasts half as long in a reactor compared to uran
Annnnd my plan has Uran reactors at 240% and Pluts at 224% so I would have a whole number of reactors so I'd have to rejig those quite a bit
57.581573896353 this is how many I can fit per floor Soo the 58th one just needs too be 58.15%? I messed it up the first time don't wanna Frick it up again
oh jesus christ
I kinda want to see this work but also I don't want to put pressure on someone to go through that
I... might redo some things, I haven't built the reactors nor their fuel assembly yet as I was focused on working backwards, power shards for APMs and Ficsonium processing first so I can just hook in plut waste and it's already made, I'll think about it
also I don't think sushi reactor will work tbh, not without significant fluctuating
Nah, it will. Once the last rod starts burning, the slot is empty and can fill with the next one. While the previous rod is still burning for a long while
Uran burns for 300 seconds, plut for 600 and fics for 60. (all at 100%)
So there's a problem
Is it tho?
Just have the next rod come in within that time
And it will, because it's likely to just be on the input belt
There will be quite a lot of rods just sitting on belts
And?
I could make it work if the splitter is basically kissing the reactor
Why? You want some buffer on the belt so the reactor gets a new rod when the last one of the previous type starts burning
Just make the main manifold line a carousel XD
I mean... that's one way
I also need to find a clock speed that is a whole number of reactors while also being able to subdivide into easier to manage sections
I think this should be correct
||105 (U) * 2.4 + 100 (Pu) * 2.24 + 50 (Fics) * 2.24 = 588 = 2*2*2*3*49, 245 reactors @ 240%||
I might be able to do a round about way to double check, measure twice n' all
This checks out, can also do 240 reactors at 245% and that helps me subdivide
Make a hexagon with each side having 40 reactors, a octogon with 30, so on and so forth
This would mean I'd have to scrap my 40k reference 💀 😢
240 is not that round a number for nuke plants due to the need of 5-balancer
I'm not sure this can use a balancer correctly
- There's no issue with a 1:5
- It's not like you have to use one
1:5 is not that bad but still worse than 1:3 or 1:2
More like there's no point
this is a rare case, where you really dont want to balance it.
Like I want to balance my reactors but I cannot balance a mixed reactor 💀
You never need a balancer
i think this is a use case for priorety mergers, because, you dont want your ficsonium piling up.
Reactors will consume it all regardless. Unless you don't have enough, but then you have other issues
Again, I'll consider doing it. Might just go with U and Pu and leave out Fics so I can have my 40k reference in a different part of the map from the cough MOX reactor :3
still it should be alot safer to do ficsonium at a higher priorety, than plutonium and than uranium.
Just U and Pu comes out to 200 reactors at 238% 
The game works off dedicated production
There’s never a time where you can’t have dedicated reactors for both and you absolutely don’t want to back up one of the fuels
this whole discussion is about a setup with mixed fuel reactors. and backup uranium is way less a problem, than backed up plutonium/ficsonium, because those have to be burned to get rid of the uranium/plutonium waste.
I am much more leaning to not have Fics included so I can keep my idea for the that setup in tact while also being able to call the mixed set up a MOX reactor
And 2.25:1 U:Pu ratio is a lot cleaner than 2.25:1:5 or whatever
Even with Ficsonium, it could still be "MOX"
3 mixed ingredients is still mixed
The "oxide" part is the one that's questionable
The 40k reference I have planed is a ficsit cart being loaded with fic rods and yeeting itself into the reactor core to fuel it...
I won't be able to have that if I include Fic in the MOX 👀
ig true
you could still balance it in a way, where the ratios are exactly right for the different fuels, but it wouldn't be sushi anymore.
the ratio is 1:2.25 so that ain't going to be realistic
you would need an "inverted" balancer with mergers.
I'm not sure, if 1:2.25 is possible though.
that's 4:9, nothing short of irrational is impossible
1:π ratio splitter kekw
13to1 balancer isnt possible i think. the trick for 1 to n balancers doesnt realy work in reverse i believe.
Any n:m balancer is possible
OH yeah right, when first opening the uranium value it won't have Pu input so, there's that
my goal here is to eqzalize 13 inputs.(or two inputs with a ratio of 4:9) and i dont think there is any way of achieving this.
that shouldnt be a problem if you do it right.
It's possible the same way a 1:5 is. Loopback
the loop back would be way more comlicatet.
1:13 is 1:14 with one belt looped back. 1:14 is 1:7 split in half. 1:7 is 1:8 with loopback. 1:8 is simple
Alternatively, 1:16 with 3 belts looped. I think that also works
i realy think the easiest way would be a manifold using smart splitters, so it completely fills up the first reactor, before the second one gets anything, and having a priorety merger at the input.
13:1 is more complicated though. you would need to loop back 3/16 of the output back into a 16to1 balancer.
but now that i think abou it this way, it should be possible.
...that's exactly what this does?
It does 😄
Probably the easiest way.
Hang on, i'l make one. It's fairly easy
to clarify this is meant for both inputs being filled, and the output getting both inputs in a ratio of 4:9
How much per min are the inputs, and what is the consumption?
Assuming you're not trying to do that with a full input belt
If input belts are full you can split and balance them so that they're not
Yeah, then you just replace the first merger and splitter with a 2:2 balancer
i just want the ratio on the output belt. and input is always more than needet.
above pic is simplest
i basically want to make a sushi belt with perfect ratios.
4 and 9 should be inputs not outputs.
I have absolutely no idea what you are trying to do.
You want to merge 4 and 9 and output 13? That takes one merger.
what inputs do you have and what outputs do you need?
Specific numbers too please
I mean 4 and 9 outputs also take one splitter. The 4 just has to back up
4+9=13 works even without backing up
i want a sushi belt with perfect 4:9 ratios. and i dont wanna do the ratio using production per minute, but using a balancer.
So you are putting 2 different products on the belt?
Then do the 1:4/9 but in reverse
But realistically, you should use limiters instead
so you need to merge X per min of item A, and X*2.25/min of item B
i dont think that would work. thats my point from the start.
how much of each item do you need per min
Why not?
erm since the Pu takes twice as long to burn it's more like 1:1.125
we need to know how much is going on the belt, not just the ratio, to build this properly.
i think, im just dumb. it would work, and idk why i thought it wouldnt.
only downside would be, that the loop back is always fiolled, but that shouldnt be a problem.
50.4 U, 22.4 Pu
it was meant for the mox reactor, that @quick gorge wanted to build. im not sure, how much items per minute he uses.
so 8:9? if im not mistaking?
this will be limited at production by uranium running out. Regardless of how exactly you set the clock speed
The 50.4 is every drop of U on the map
Yeah i agree. The kind of stuff we are talking about is only useful when you HAVE say 1200/min of something, but only want to pull 50.4 of it out so that you don't saturate the sushi belt with materials that you can't burn or get rid of.
with nuclear rods you're just sending all of it and it can't saturate your belt, so it doesn't apply
just merge it all at full rate, take that out via smart splitter and problem solved
honestly i just wanted to see, if balancing it was even possible, and it turns out, that yes, it is possible.
If I split the 200 reactors into 8 sets of 25 I'd have to run 6.3 U and 2.8 Pu down each and that's easy enough
you can just split equally
200 is not a good number for a game working with powers of 2 and 3, but it's fine
I'm trying to reduce the amount of reactors I have, 200 is the least amount while also having a whole number of reactors
8:9 is even less complicated.
all running at 238%
That requires 191 reactors, but you can do it with 192 which is a power of 3.
I could have 10 less reactors but I wouldn't be able to have a "MOX" set up
what's that
you should still be able to do that.
192 reactors at 247,91666%
A joke about having both U and Pu being mixed fuel using the same reactors
Or rather 128 at 247.9167% and 64 at 247.9166%
its easier to just do all at exact fractions.
that should be 247.91+2/300
you cannot enter them ingame, lack of precision
i thougt you could just put anything in there, that you can put into the in game calculator?
Yes but it's rounded to 4 digits
the question is, how is it stored?
Someone would have to do some digging in the code to make sure but I have evidence that if you type in a formula, its result would get saved as a float directly, and not rounded.
But the question is how it gets used to calculate the cycle time. Does the clock speed get rounded to 4 decimal places then? Does the time get rounded at all? How small time increments can the game differentiate between?
i think it would be easier to ask the devs, but i dont know, if they would like that.
248.5766(7) in float is 248.576660
so the fraction would not be sufficient anyway if it was stored or calculated in float.
floating point error brings it down, rather than up. It does for many things. Half of all numbers? Point is, even if you can input the fraction it won't give you the exact correct number. We shouldn't assume precision better than we can get from 4 decimals, that keeps us clear of floating point error.
Not sure where you got that because I'm pretty sure it'd be 247.91667461395263671875% actually
Though pyton prints out 247.9166666666666518636930049979127943515777587890625
something something computers can't do math
Ah, python uses 64 bit floats. And I used a 32 bit float calculator for the first result
So there's also that difference
It's under in both float and double
I make machines always run faster than their input, that way the error is only for 1 stage and the excess production is always greater than the error, rather than accumulating across multiple
and for that case, 247.91+[2/300] will fail because it's too slow.
but anything north of 247.9167% will work.
Just can't get consistently more precise than 6-7 figures with floats.
- you typed in the wrong number
- clock speed is stored as a fraction, not %, so a value from 0.01 to 2.5
not that #2 makes that much of a difference
i don't think #2 makes any difference
oh, it does. they disagree at the 9th sig fig
How is my number incorrect?
you put in 248.57(6) in the screenshot
that's the number
... which is not 248.57(6)
Yeah i getcha 😄
So, that number has positive error.
But half of them have negative error
so if you specify that exactly and there is any error into the negative, which there is half of the time, your clock will be lower than the incoming materials. Which is a bad failure mode
the question is what error the cycle time has
how well can the game measure out 300/(2.4791+2/300) seconds (the cycle time for a reactor burning uranium rods at 247.91(6)% clock speed)
I'm gonna say not that well, because a stutter below 20fps makes it drop a belt item.
realistically you need to set your clock speeds substantially higher than the actual value on paper in order to always fail from material starvation rather than processing throughput
(substantially meaning like 0.1% over is fine, but exact isn't)
oh jesus i hate this so much
Like wdym i need 24.4444 of that 😭
thats why i overproduce anything in the iron tree to the next rounded number to make it just simpler in numbers lol
just a quick question. so i have unlocked all but one reward from the hard drives but i cant scan one more. so can i just not get the last one?
wow some questionable recipes had to be used here and i had to use them for a lot of reasons but finally it just worked out
save and load
why not steel rod lol
cause alu rod is the only recipe in there that I would call questionable
if i did that i was gone have to use a tiny bit more coal which means an entire belt of coal there
and i am already bringing alummunuim to the plac
place*
finnily after a very very long time of planing i am done and i need... not a lot ?
Wrong channel and there are more drives than alternative recipes in the game
There's a weird bug in the game where if you've been scanning drives, the game might not let you scan for the last 1-2 recipes while in that session. A save+reload of the game should clear that out, though!
hey guys, what do you rekkon is the cheapest way to produce super computers? (cheapest as in least amount of needed raw resources per minute)
Depends on which resources you value over others
You can use calculators like https://www.satisfactorytools.com/1.0/production to see what they end up deciding on, given how they weight resources
not really any 1 over the other
ok ill do that
But in the end, using less of one resource will generally mean using more of another.
ok sounds good, thx 🙂
how much better is ionized fuel as compared to rocket fuel?
is it worth it to unlock it and then start building things?
depends in which case
ionized fuel has 5GJ energy, rocket fuel 3.6GJ
i see, thanks
Expanding slightly on the "depends in which case" thing, btw: for using it in fuel-powered generators, Ionzied is basically never worth it. You spend so much more power making the Ionized fuel that even though it's got higher energy density, you're far better off just leaving it as Rocket Fuel and burning that instead
As a jetpack fuel (and presumably drone/vehicle fuel, though I've not tried that out myself) it's quite good, though
i see, thanks for the insights, i was just reading the wiki about it as well xD, but it's a long way to go as im still at phase 4
i just wondered about it, cuz i saw it in MAM, and it's easily unlockable
ionised fuel is great as a power shard sink
Heh, that too. :D
for what?
just for power gen purposes
then it's awful for that
unless you have several augmenters and don't care about the price
https://www.reddit.com/r/SatisfactoryGame/comments/1o6qle7/i_present_to_you_the_belt_valve/ witchcraft
256 reactors @ 218.75% cleanly burns 2000 uranium
then I can make nuke nobes with the remaining 100
I wonder why 10% exactly
possibly because 10 items fit in the mechanism?
For my first nuclear plant. What is a recommended amount of reactors i should use?
How too see this
depends on how much power you want ... right?
it's from a not great layout program. You use the program
this is a very good calculator and planner https://www.satisfactorytools.com/1.0/production
nvm i screwed up 😄
lol I was double checking the numbers
243 reactors @ 238% : uses up 2082.5 U, leaves 17.5
i think you're off by a factor of 2
i have 256 reactors at 100% for 2100 uranium
I think that is the result of using alts
the numbers roughly matches up with what natro came up too
50.4 rods from 2100 uranium
each rod takes 5 mins to burn
50.4 * 5 = 252
and my other 4 are overprovisioned
i'm quite sure that the 50.4 number is correct, unless you're converting to more than 2100 uranium per min
ahh yeah my number is assuming sushi reactors
that depends a lot on the plut alts too
i have 256 for uranium, 128 for plut, 64 for fics
this is what I came up with
Plutonium fuel unit is quite terrible for wasteless setups
because you have to increase the ficsonium part by +50% to accomodate it, and that's the most expensive bit
the most efficient wasteless setup is to sink plutonium rods (so use fuel rod instead of unit, as it recycles waste cheaper)
the second most efficient is plutonium fuel rod again, but this time so that you get less plut waste and have to make less ficsonium
the wasteless setup I was planning before is a mix of the two lol
sinking some rods and burning the rest, 1.4M pts per min
If you're sinking any rods then it's better to instead use the cheap recipe which doesn't make as many rods, instead. Plutonium Fuel Unit is extremely expensive
Ficsonium is extremely extremely expensive
spending 2100 uranium and then going plutonium fuel rod > ficsonium already uses over 100% of the map SAM. Doing it with plut fuel unit is over 150%.
and generally, spending SAM on converting to more uranium gets you more power with less resource use than using Plutonium Fuel Unit
I see
so I have to encode something then sink that just for DMR, alright
Entirely depends on how much power you want?
Like I'd generally recommend to make more rather than less because going through all that effort only to power 1 reactor is kinda pointless. But to some people "a lot of reactors" is gonna be like 10 and for others it's gonna be 400
yeah and/or heavily sloop SAM
bad place to be
2100 uranium into ficsonium is manageable if you use the best waste to plut rod ratio (most waste to fewest plut rods)
Max power without resource conversion is 112 Ficsonium and max Ficsonium is 152.
But the most you can make with the SAM on the map (without sloops) is 95-96ish. And that's with using an alternate source of DMR.
Meanwhile max uranium to minimum Ficsonium is 63, totally doable without sloops or extra DMR
You could just sushi the Rods until the Generators area and then split them to the 3 different generator groups (Uranium, Plutonium, Ficsonium)
I think that if one were to manifold these generators (clocked like this) with a sushi belt, the system should run fine without even spitting out any overflow ^^
Generators consuming Uranium "too fast" will get fed a "slower" rod to consume after finishing some Uranium and the other way around, so it all should balance out~
gotcha. only thing that is sinkable and does not use up SAM is the superposition oscillator, which generates 50 DMR/min @ 100% assuming dark matter trap
You can "sink" power shards by turning them into ionized fuel and burning it
Certainly less convenient but at least it doesn't use any bauxite
I see, even baux is limiting if you go for that much fics?
yeah
Or, to throw out other alternative ideas:
- Spread the 240 generators in 80 groups of 3, each with 1 Uranium NPP, 1 Plutonium NPP and one Ficsonium NPP
- Sushi-balance the input (1->80)
- Smart-split each balanced output so you have literally all kinds of Fuel Rods exiting each of these smart splitter and going into reactors; since the system is load-balanced, none of the belts should back up, making for quite the nice sushi showoff along the more throughput-intensive parts ^^
Overflow management for Rods overflow can be skipped quite easily if you take it into account
Tools says it uses 87%. Not sure how much of that is strictly required, but it's a lot regardless
