#math-and-meta
1 messages Β· Page 370 of 1
I guess it's faster than clicking the +/- a few times... but it's a lot more limited.
base clock speed math, so for what ever part i want to upscale i know required amount of inputs for that chain. Does that make more sense?
you can try giving https://www.satisfactorytools.com/1.0/ a try
That doesn't sound like optimizing as much as just solving a spesific production system.
Optimizing is more generally about finding the "best" choice of recipes to get a target production rate of some items.
SFTools it great, but generally optimizes for least consumption AFAIK.
Ah ok
yeah, but you can easily just toggle recipes to "force" it down the path you want
resource consumption, but yes
If you don't have a lot of alt recipes, then it's kinda moot.
Yes thank you, that's what I meant. Not energy consumption.
One path I'd love to force it down is number of buildings, since I do sometimes use leached because I'm lazy.
SF optimizer can do that iirc
that one is a bit problematic, as if it had e.g. these two paths:
- two buildings, each at 10% clock speed (0.1 of a building x2)
- one building at 50% clock speed (0.5)
in the first case it's actually two buildings and in the second case just one building, but the first case has "less total" at 0.2 vs 0.5, so it'd pick that one
Oh neat. I honestly didn't even know about this project.
im trying to avoid "static" belts/buildings because either inputs or outputs are too little/much
I mean, this is why clock speeds would need to be factored in, because as you point out 0.2 of X < 0.5 Y is not necessarily true.
But yea, might represent a larger change to your code.
and you don't really want it to optimize like logistics does
it often adds like one or 2 machines using a different recipe
not sure what's their optimization cryteria, but it's not particularly useful when every item is made with 2+ recipes
clock speed is unfortunately no longer linear solving and would need a completely different solver
I ran into that a bit with my train solver.
https://github.com/Zistack/Satisfactory-Optimizer?tab=readme-ov-file#machines-machine-real-
As it is the sum of potentially fractional values, and a single machine cannot be used for more than one recipe, this is really a lower bound on the actual number of machines that you will have to build. It can still be used to get an idea of how the production is distributed.
Seems limited in the same way, but might give somewhat reasonable approximations.
yeah, afaik all solvers that do count with clock speed use "0.1 machine" as a valid value
basically "if you built close to infinity amount of these setups, this one would have least buildings"
There are ways to optimize non-linear systems, but I'm not really familiar with the methods.
Dual Annealing seems most interesting to me, but I really can't say why.
I appreciate the help Thanks guys!
Wouldn't the issue be solved by just rounding up all values when calculating the totals?
Eg: 0.1+0.1=1+1 > 0.5=1
(assuming the two machines at 10% have different recipes ofc, else they'd be 0.2=1)
rounding up is exactly what linear solver doesn't really do π there's obviously some workarounds but... π
(also it would lead to weird cases like 1.001 of a machine being equal to 1.999 of a machine)
Why would that be a weird case? If it's more than one machine, it's two, what's wrong with that?
well because in those cases it is quite obvious that one of the paths is "more machine efficient", just in the given production target it is considered equal
so people would say "why doesn't the tool pick the obviously more machine efficient path"
Tbf, they're the same. The rounding should actually go by steps of 2.5 to make sense, but I think the point stands: wether it's 1.1 or 2.4, it would still mean just one machine in game; the fact that one route may use more power isnt quite relevant to which path has the least buildings (other than how it affects the buildcount on power, but that's besides the point xD)
well point is that they are no longer the same if you scale up the production
The user can just compare a scaled up version, or scale things proportionally on their own. It doesn't look like an issue to me (like the tool doesn't bother with wether a setup scales well with output belts, that's for the user to tinker with)
Which way is more efficient? Fuel to plastic (per polymer resin) or Plastic to Fuel (per heavy oil)
depends on what you need
and how do you define "efficient"
polymer resin to plastic / rubber makes less plastic / rubber per crude oil
Heavy oil to residual fuel makes less fuel per crude oil
Less refinery use
both use a lot of refineries. Polymer resin needs water too
well it seems functional? not much architecture to it but that's often not important as you're learning
Functional π₯²
Long live clipping
functional is Great. Don't diss functional π it's a lot more than some people have got
I seriously wouldn't worry about architecture until you've unlocked everything and making really permanent factories
I wouldn't care a all lol I just want it to be organized
and that's the first step to fancy architecture too - planning out all the machines and logistical space you need π
Are pumps strictly necessary for less than 10 meter of head lift?
nope
machines have a natural headlift of 10m , if you're not going over that you don't need more headlift
I thought so. Thanks!
Question. cause I forgot. and I looked at the pipe guide, but it wasn't saying exactly what I was looking for. or maybe I'm just not able to read it like a smart person
When a pipeline junction is built verticly. what are the priorities? I remember kibitz put it in a video a few months back but i cant find the exact video
isnt it that, Top is priority 1, side is 2. bottom is 3?
something like that if i remember. top was 1e.
so this should work fine?
tbh I wouldn't count on priorities (especially since you can rotate it). Just use it normally
especally since I can rotate it?? you mean the junction?
yeah
but then my system is going to back up with water.
then build it so that it doesn't
thats what im doing. am i not?
I'm assuming it's for aluminum?
y u p
If you're trying to combine "fresh" and "recycled" water in the same pipe system, the safest way to do that is with a VIP Junction, from that pipeline manual. IMO it's far better to just keep the fresh and recycled totally separate, though (as greeny's just posted)
too fast for ya
Use overclocking/underclocking to get the numbers just right, re: keeping things separate
Like if you work the numbers you're likely to end up with a refinery which'd have to take like 25% fresh and 75% recycled, so you could split that one in two and clock them like that, etc.
(Or overclock some adjacent ones to consume the extra)
all I was asking about junction priority. now im getting grilled over how im being in a sandbox game.
cool.
the thing is that there's no documented or intended priority. Anything that may seem like it has priority is most likely a bug or invalid observation. Hence why we don't recommend it nor know a lot about it
and since there's a chance that 1.2 may bring some pipe changes (not confirmed yet afaik, but speculated), even more reason to not rely on magic setups
as far as im concerned, the pipe manual is a magic setup XD
pipe manual isn't "you should build this way" either
It's more like a collection of things that are technically possible (and the author is working on updated version)
though the screen I sent above is from the manual, so that part I'd agree with π in general, you want your pipes to be as simple as possible, which includes not merging unless really necessary
reason why I was asking about it. was because i wanted to make a tight nit system like this. Where I can just plug in water, crude oil. and get out, polymer resin.
I wanted a similar tileable design like this but for my aluminum.
Just input bauxite, copper ore, and water. job done.
Genuinely sorry if it's seeming that way, btw! Just a topic that comes up a lot and sometimes the advice might end up sounding a bit curt since we type it out so much. We're just trying to help out your piping, all good!
Keeping the fresh+recycled separate is nearly always your most failsafe way to do it, though
No relying on weird fluid dynamics in the game, no having to build VIP Junctions properly -- so long as the clocking on the machines is right it should Just Work
That said, a properly-build VIP Junction should be quite solid. KYO297 may have some build advice if they notice it.
I know. just reminded me of how the community was back in the day with update 3-5. back when I realised you could effectively rocket jump with the nobelisk. or even survive a fall that would kill you with one. and every hounded on me telling me to "just use the jetpack" even tho i was tier 4 at the time
though the VIP will still break if system gets full for some reason (e.g. extractor stops providing water), opposed to how the separated systems work
The two main issues with VIP Junctions is:
- They can be really particular about build style, so they're easy to get wrong (though once you have one done "properly" they should be solid)
- If CSS ever tweaks the fluid dynamics in the game, VIP Junctions aren't necessarily guaranteed to continue working (though IMO that's unlikely)
I do believe they said they want to avoid any major major changed now that 1.0 is out. which is why they did alot of big changes, like overhauling alot of recipes. for 1.0
(And I suppose "3. The person who created the VIP Junction doesn't recommend its use anymore." :D)
but its not impossible
Indeed! Though there have been some hints that they're looking to address some common fluid issues in v1.2. We'll see how it goes! Mostly what we've got to go on is a video thumbnail which goes largely unmentioned during the video itself.
on the other hand, this discord and QA site is filled with "pipes broken help" messages, which most of them think pipes are buggy (and they aren't), so CSS may decide to do changes in this field anyway
wdym, they shown fluid truck, that fixes everything for sure
Heh, that's one of the possibilities for what the joke is, for sure. :D
It still feels like that'd be a bit of a cruel joke but I honestly wouldn't put it past 'em. :P
Time will tell! The joke's either "lol, we just added a fluid truck," or "lol, psyched you out with the fluid truck thing"
Also, unrelated- cause i wish it is a change they'd do.
have like a train only blueprint designer, so we can have a way to make blueprints for stuff like, T-Junctions, or X-Junctions XD
afaik X and T junctions fit into mk3
fair. I recently lost my old save due to my m.2 dieing, so im just now catching back up to aluminum, so I only have mk2
I really hope they fix valves with 1.2 XD
Junctions that don't have all of their connections at the same height are bugged so that 2/4 of the connections are calculated wrong, and which ones those are / how they are calculated wrong depends on exactly how you rotate or build the junction
so the question has multiple answers, and all of them are wrong π
it's cursed enough to just never touch them
One specific rotation does have fluid flowing uphill more aggressively than it wants to fall down, and that can be used for priority. But you can also have it rotated 90 degrees on one of the other axis while looking almost identical and it will not do that at all, instead breaking some different stuff.
wonder if its possible to just, sommer sloop scrap production and just feed itself XD
y u p
Wondering how then T junctions or other junctions from a mod will behave
In regards to?
If you wanna make a VIP with them: you can
I tested them
Though is at least requires a 90Β° bend
This seems to work amazingly well.
better picture. sorry, didnt process that the storage was covered-
byproduct being "recycled" (my brain forgot the word when typing the sign)
if the fluid buffer fills up, then there might be some issues. so you need a bigger buffer. or more.
You could use water sink.
Uses coal or petrol coke, consumes -75MW, useful for getting rid of water.
sadly that wouldnt fit into a mk2 designer
Is it bad if I put a lot of pumps even they aren't required?
Just means using more power
Guys one question how do I split 60 coal into 4 pieces of 15 without doing a complete mess with a splitters?
3 splitters
you split the belt in half
and then split each half in half again
thats 3 splitters
you just use two of the three outputs of each splitter
you dont have to use all 3 outputs
This is what I came up with
thats still way too complicated
you only need 3 splitters
thats all you need
you dont need that one splitter and you dont need the mergers
Is 450 a min noblick enough to last me for the rest of the game when it comes to making other kinds ( im t8)
450 nobelisks per minute?
that's like 100x too much
ok, maybe 50
what mc said
Mc?.
mcgaleon replied to you earlier
Idk
I'm still very unexperienced with fluids really, but this doesn't seem right to me.
Is it normal that ALL of this is only to make ONE adaptive control unit per minute seems that something is wrong
Just wait until you want nuclear pasta
or ballistic warp drives (I haven't even started thinking about those yet)...
It's only copper powder and pressure cube seems easy to me
You might consider making independent factories each on a slightly larger scale soon though, before you end up with too much spagetti connecting everything. I made that mistake and had drones kinda fix it... but it was a mess for a while.
Base recipe pressure conversion cube:
Lol you see the spaghett it doesn't really bother me yet I run foundation really high up to run my conveyor
1 nuclear pasta /min is 115 machines.
85 if you have all the alt recipes. Probably more though, since I don't use the "optimal" builds from SFTools exactly.
I didn't chose any alternated recipe yet
recycled rubber and plastic are really good.
I also use iron pipe a decent bit.
and steamed copper sheet.
Iron wire is great, but feels like cheating.
Pure ingots are the best though.
pick item recipes you think you'll be making next - they aren't doing any good in there
Idk what I want or what I will need
Why?
whats your next factory?
Iron wire just swaps a basic resource for another - pretty normal ALT recipe thing
Probably heavy modular frame
ok so you'll be making RIPs, and Mod frames first , so recipes that impact tha twill change things around
Wet concrete is useful for HMF
Steeled frame could also be useful
Or I move on the phase 4 without making one yet there is always a item not use it a phase but super useful in the next I guess it's going to be heavy modular frame idk
then choose
great combo for HMF production
Lot of screw related stuff I see
the bolted frames and plates take a lot of screws, but steel screws make lots of screws easy
most recipes are 'better' when comboed π
I want to keep some for later like something related to turbo fuel I don't remember
you can always get more drives π€·
that's fair
Oh also try to find Heavy Encased Frame
very similar to the base recipe but cuts down resource cost
I have done a lot already I need to explore the red desert and the normal desert next I hope it's not too dangerous
I've explore all of this I consider that a lot for the point I am in the game but idk it's my first playthrough
That's helpful
there's not really a reason to not get all recipes
copper conducts electricity better.
Sure but like i need to progress to then unlock more
You can eventually avoid screws altogether which can be nice.
Example of the recipes I was talking about https://www.satisfactorytools.com/1.0/production?share=pkrmpfFXQgDidKe2VVOf
and you have most of it I think
The only recipe I literally always use now are the pure ingots because they give so much more per ore.
This is really nice lots of coal but it's ok
it's a lot cheaper in coal than without the recipes π
same output no alt recipes https://www.satisfactorytools.com/1.0/production?share=tC7YMRiNKgZwRFZzxblJ
TONS more iron too
It's not uncommon for recipes to cut resources basically in half.
Yeah but it adds water but water isn't generally a problem I think
Unless you're in the middle of the desert, no not usually.
ratios are so nice.
just lots of space taken up by refineries.
I got to explore all those places
That mountain isn't on the map
Uh π₯²
unless I'm wrong... there is a mountain in the north, that just doesn;t look liek it
And those are my factory
Love the ladder to heaven.
Yeah looks good from up there but it takes 5 min to climb
Make some hypertubes
I could just gotta unlock them but don't you need to place it on wall to go vertical I don't want to build 1000 wall
just make a bunch of enterances back to back and then a vertical exit and it will shoot you way up.
hypertube cannons are pretty nice for getting around the map until you get portals.
Of course, I did a lot of travel by zipwire before I realized you could do this.
How many hypertube entrance
Depends how high you want to go.
I don't know the numbers, but each one adds a bit of velocity.
< 10.
One-way cannon is []= []= []= []=..., two-way speedway is []=[] []=[] []=[]....
where [] is an entrance, and = is a tube, and (space) is a gap.
Yeah I did one but u need a lot of entrance more than I thought
can you guys help me split off 27 from 38 or 30 from 57 or 8 from 19? im trying to get a belt with 27pm and one with 30pm from 3 constructors that output 19:
Why tho? Maybe just set the clocks appropriately?
oh bc im makin 450 a min
Pretty sure the only common factors are 1, so to actually do this you'll need to split all the way down to a belt of 1 which is a lot of splitting.
im trying to loadbalance my playthrough
But they all get merged back, what's the point.
Maybe I'm missing something here.
Oh from the 3... still seems like it's a lot more effort than it's worth.
You could look at https://icemoonmagic.github.io/Satisfactory-Splitter-Calculator/, but it's not optimal.
thats cool thx
i just dont like manifolds
Keep in mind, you can often do better by splitting belts of slower speed to create those numbers. This only does 1/3 and 1/2 splits.
To each their own.
For me it's all about the steady state.
Only time I worry about balancing is power systems that need to produce quickly and trains.
i like seeing items move through belts without stoping, in every phase of the production
Just wait for the manifold to fill.
i dont like them
so if you want to load balance everything and ignore manifolds you need to plan all the steps together so you can clock sections to what they need in easy groups - sometimes add extra machines or fewer to make it easily divisible
otherwise it gets insane.
like your issue right now could be avoided if you planned the whole thing out.
and it will get only crazier the more steps you add to a process
And remember - you never need load balancers, manifolds are 100% efficient, compact and easy. I know yo usaid you hate them but they are an option
like this?
You might need them for trains. or if power requirements for production require the system to startup faster than a manifold can fill.
so go step by step and keep them split
Just use Modeler: https://store.steampowered.com/app/3187030/Satisfactory_Modeler/
like sorting out ingots to constructors - if you have iron ingots going to different groups? clock the smelters to make convenient amounts to them and (probably) evenly clock the receiving machines in numbers that are divisible by 2 and or 3 to make it simpler on you
because this:
"can you guys help me split off 27 from 38 or 30 from 57 or 8 from 19? im trying to get a belt with 27pm and one with 30pm from 3 constructors that output 19:"
is nuts
clock groups of machines so you don't have to do that
27 and 38 are coprime π€£
yea i kinda fucked the numbers up
which is what you want to avoid at all costs - imagine having that but managing 12 steps
if you're aiming to load balance everythign you basically cant. plan EVERY step
if i had 30 beams and 30 for the vframeworks it would ve been easier but i already made the bottom floor
and its not that bad
thx again for the web @agile junco
that's insane, and later on you end up with way worse decimals
this is just the first couple steps of processing, you'll end up with 20+
clock groups divisible by 2 and 3 it makes splitting easy
according to my table i dont need to balance anything more in the factory
so you're manifolding everything else?
no im not
mad lad
if u are curious i can show it when im done
if you want to share, sure
I can't imagine why people like balancing things so much. But I don't want to ruin anyone's idea of fun.
its satisfactory hehe, get it?
I'm brainfarting on how to make the rubber/plastic loop for my case help
this my loop, i plan to overclock everything x3 so that would be 11 refineries for rubber and 12 for plastic but idk how to set them up
Well, if you manage x3, let us all know how...
Can you be more specific as to what's confusing you?
Also, where did you pull that "x3" from?
So i got 225 (200 from resine and 25 from later) rubber into 450 plastic that makes 900 rubber then 675 of these 900 makes 1350 plastic i still have 225 rubber -25 for above so 200. Then it's 375 plastic that can be used for 750 rubber while still having 975 plastic out. Total = 975 plastic and 950 rubber. except i should end up with 900 of each. I guess i'm gonna get limited by fuel
the overclock x3
3 shards
3 shards = 250% overclock
yes
3 times overclocking not 300%
1 shard 1 overclock
3 shards 3 overclock
what i was struggling was how to set up the factory in game
which direction and how to link them
easier to phrase it as one overclock 250%
... Huh? 
make a layout on the ground with just one machine for each step until youi can see what is going on
then plan for size later
Never seen it phrased like that, and thus the confusion here.
right now i'm 3 plastic then 6 rubber then 9 plastic then 5 rubber
i'm probably gonna finish plugging stuff and pipes and then i'll adjust the end of the line
I set the recycled rubber/plastic up in a loop using a sushi belt to both carry the output and feed the input. It worked pretty well, even at around 1150 total rubber+plastic/min on a single 1200 belt.
A Plubber loop was my first testcase to see wether splitters kept their splitting order during save-loading π (ie: if they didn't, the system would show it by clogging as rubber got to the plastic inputs and vice-versa)
Plubber π
I didn't have this issue. I didn't mix machines in order either. Just like 10 rubber then 10 plastic in a loop. The key is to have the output fed back in to the input so as soon as you have any rubber being made from the plastic (or visa versa I cannot remember now) it circles the whole system to produce more plastic.
The whole system starts from like 3 machines making plastic from resign.
It wasn't an "issue" it was a "test" π
Sorry, it wasnt fully related to what you said ^^
It was just about funny Plubber experiences
Why turbo heavy fuel? Default Turbofuel is more efficient
thats just to use up the excess compact coal
why not coal power plants with compacted coal?
yeah, and default turbofuel uses it more efficiently
feeding compacted coal back into the system is more tedious but gives more power after all
.....huh
i think it was just because blend gave easy to work wth numbers
ill mess with standard for a bt and see f i can mae t work nce
ok new plan
i dont get why u use nitro with normal
nitro is for ease and quick to set up
normal is just efficient
why mix both
And he was panicking with 1500 π
I need to worry less about my ratios and more about what to do with the remainders.
to be fair, ,thats 1500 fuel gens ,not 1500 fuel
COAL POWERPLANT (two seperate) right one is pure coal(32 gens off 2 pure nodes mk 2 miners), left one is compacted coal(33 gens off one pure coal mk 2 and 2 impure sulfur overclocked mk2 miners). for the waterworks i have 6 fully overclocked mk 1 water extractors(2 per 11 gens totalling 600p/m water). now for the question, will this work and is my math correct, is hould have water left over and a bit of compacted coal also
if I use a train to deliver resources say (200/m) on a busy junction will it still consistently deliver that amount?
did you get it figured out?
i'm trying to figure out the end. Cause now i need to regulate a couple of refinery so they don't go 100%
what I normally do Is I build a row of refineries, and connect them togeather so there's 1 output of either plastic or rubber.
so the recipe settings for an output of rubber would be something like output <- <plastic><rubber><rubber>
so in your case ( you'll have to drop the residual rubber out of the calculator) calculate it based on the amount of oil you have, you can decide if you need more plastic or rubber later and use the poly resin separately. you'll have four rows of refineries, (these numbers will have to be less because you're not using residual directly) each outputting 450 plastic/rubber for a total of 1800 plastic/rubber. you get slightly less product from oil doing it this way, but you save a bunch in simplicity, and robustness.
also, with single rows, if you decided you need more plastic, it's possible for example to flip the recipes on a row that produces rubber and produce more plastic
everything is running, i'm just waiting for the monitor to tell me if i've correctly split
i'm a tad too low in platic and a tad too high in rubber cause the fuel is going on the rubber first instead of going in plastic first
the fuel isn't properly split from what i see
ok i need to put valve
cause each pipe is 400 m3 and 375 is used for 5 refinery and the 25 remaining goes for rubber at the end, but i need to put a valve to limit the flow to 25m3 otherwise it just go straight to rubber end
sloshing is making a mess out of the machinery
do blenders gives headlift for liquids?
ok no i have no idea what i did
with my math
build raised manifolds to prevent sloshing
All machines that handle flyids give 10m headlift. Or rather resets it to 10m
I did the math on paper and found out where i'm wrong, i'll adjust it when i'll be home
Was producing too much plastic (one of my machine is at 250% and should be at 20% and another one is also at 250% and should be barely above 100%
anybody else tried doing this and seen how fast it can send you out?
You REALLY like balancing things.. o0
Guess that setup is one option :/
just had struggle near the end
that part was the struggle to find out
i had to write it on paper to get it right
also all machines are at 250% except the blenders
otherwise that would be around 70 refineries
looks clean, and i even painted stuff
are you.. trying to load balance fluids?
in general you really want to avoid merging and splitting of manifolds with fluids
also you have a bunch of elevation changes within the sections you're feeding machines. It's really easy to get flow issues this way
there is heigh difference and a couple of valves
so it doesn't flow backward
if i don't do that i don't get fuel on the last refineries
also valves are very bad at stopping back flow and generally, at best, do nothing, at worst cause issues
can't do anything about it
you seem to be doing lower flow set upts which help, but you can easily design later systems that just go directly from A to B. If you want consistant systems, aim for that
i have 5.33 refineries worth of fuel, i can't think of a proper way to spread it without using valve or having the risk of a refinery stopping cause not enough fuel
clocking
clocking solves basically every logistical issue in the game before it becomes a problem
it's the most powerful tool you have for the entirety of play time
it's already clocked
i need to get the fuel there
and i have to link 2 pipes
to do it
Been a while from playing and planning rocket fuel plant. Would have wanted "Nitro rocket fuel" receipe but no luck. But have "Diluted Fuel" for Blender and Packaked Diluted Fuel for refinery. And recycled plastic/rubber. Its just crazy amount of generators you could run of 1200/min oil
if you theoretically used every resource node on the map all with miner mk3s, how many portable miners would that be?
You think this would be cool? In a Single Factory? Was my Plan.
way more than you would bother to handcraft, unless...
go to the wiki page that shows you miner nodes, add, x3.
ok what is this for? coal power?
yh
how many gens?
I'd break them into 2 groups of 6 or less then
and the rest is the same
!wikisearch CG
The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...
these are simpler layouts - I'd just OC the miners and make 16 at this point
i ahve 2 water gen per 4 coal gen
please do the actual numbers math
huh
2 extractors can feed more than 4 gens.
you're doing building maths
not numbers math
and that will screw you later
so in your situation, you could do 3 water extractors to a group of 8 machines.
Conveniently those 8 machines will only need 1xmk2 belt of coal
do you have mk2 belts?
there you go.
So honestly, 12 coal gens is a start, but you want more power than that
and the diagrams I linked above are really simple ways of doing it
have you unlocked Overclocking yet?
but the way im doing its each gen nees 45x4=180 w water at 75% gets me 180
yh
ok overclock those 3 nodes to do 120 each
ok
probably? start fresh. won't take long
sure? I haven't seen everything
3x grtoups of waht
also how muhc wats will this make the one u helping me make
cuz that one i was making was goign to be 900
!wikisearch cg
The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...
check out the diagrams - follow the link for bigger image if you need to
8x coal gens need exactly 360 water pm
3x water extractors outputs exactly 360 water pm
1xmk2 belt of coal is exactly what 8 coal gens need
but wont the best less than what im doing ?
cuz i was goign to run 12 caol gens
or wait shoudl i just sracth this and make a factory at 3 miners a at 120 coal each?
skip a tier
skip 60?
oh im doing each one of theose rectangels
yeah when you OC the miners to 120 each you'll get more coal to burn
how much coal does 1x coal gen need pm?
you'll have that information in the codex or wiki π
this is the sort of thing you need to be very comfy to check when you need to because you'll have to do this all the time
yah did it!
Get cozy with this as it's a critical skill in the game. Have pen and paper next to you if you have to
got it
would this be consired my first mega factroy?
not this ^
the one im bout to make
the definition of megafactory is very vague, but its generally 'make everything in one spot'
this is just power so it would not
and honestly you're better off not doing 'megas'
got it sohuld i keep this layout just much bigger water for the bottom coal for the top or change it?
personal design preferences really
Me? I'd build the coal gens lower
these are also groups of 8
each line of 8 gens has a line of 3 extractors feeding them
yh idk waht the fuck im looking at tbh lma
i see
basically just a small variation on the diagrams in the link
I find it a nice layout, might work for you
the MAIN important thing about all these layouts, is that you have at least 2 input pipes from the water extractors
first, how much can 1x mk1 pipe move pm?
300
and how much do 3x water extractors output?
360
so can you put 360 into a 300 pipe? π
pipe go boom
well pipe just doesn't move it all
yh
so like with everythign else whe nyou have too much for 1 pipe/belt, you break it up
having more than 1 point of input means no point needs to move more than 300 pm
ok ok i think im getting it
so in the crappy paint drawing I posted you see the red 'pipe' is basically 2 input sections
oh ok
if you took away the little connection here , 12 and 240 woudl be sent and it would also be fine
that image is basically exactly the same as this image in the examples
just a slightly different layout
make sense?
there's a problem here, I think you'll find it π
to muh water at the same time?
so you have 180 and 180 in the two pipes, how much in the pipe before it?
so muhc
that's why in all the other examples you see 2 pipes from the water extractors
so all 3 water are connected when u add them intot he coal it knows how muhc it has to do?
ok
blindly.
and so the pipe can fit more later down the line
so connect the 3 water from 1 pip thats split into 8
3 water extractors from 2 seperate pipes
you cant merge them all into one segment
thats what im not getting
each orange dot here is a pipe junction
each cross is a splter
and each line between junctions is a pipe
i se
the goal here: dont merge 360/min water into a single pipe segment
i see i understand now
youre doin good if you understand this
u want to judge my creations
no thanks. i see pipe abominations and great creations all too often
lmaoo
but this one dosent coundt cuz i had alot of help and a blueprint
my iron copper and bio fuel where just radmon
@oblique hollow is there a item this but for con belt
u the best
is the water going to go up?
or do i need to add the pump thing
if its not higher than 10 m, it will go up
blesssss
water extractors can push it up 10 m on their own
10 m high is 2 and a half walls
oh bet
@oblique hollow @vapid gorge (: thx for the help now to turn it on and hope i did everything correct
thx
will they all be filled eventualy? cuz the frist 3 are full but the rest arnt
That's how manifolds work, yeah - the ones at the front will get filled up first, and then over time the rest get filled. Unless you prefill, the last two in the line won't really have anything in their input buffers; they'll be getting material just at the right time
If you watch the control panel on that fourth gen, you'll probably see the number on the input buffer rising over time
oh ok so a manafold is just 1 impunt into mutli struct
(this is, of course, assuming that the mining/belting is set up with proper speeds to provide the manifold with the full rate it needs)
yh my 3 miners are 120 and my belts are 120
You can bypass this "warm up" time by pre-filling the input buffers, of course. A stack of coal in each one and it'll be at full strength nearly immediately
ohh ok and that works with any mana fold?
With generators, you can actually just set them to standby and they'll continue to take in material. Production machines (constructors, assemblers, etc) don't take in material when on standby
Yep! Though honestly in general it's not worth it (IMO). Most manifolds won't take too long to fill up. :)
so just mkae mana folds
I suspect most folks end up doing just manifolds, yeah. Though some folks enjoy watching balancers do their thing instead
i assume ablancer is all even
I'll often use balancers in the very early game; waiting for manifolds to warm up can be kind of annoying on mk1 belts
And I'll often use balancers for late-game nuclear products to keep the ambient radiation down. (Not at all required; the radiation protection you have is quite good. Just a style thing. :)
oh ok well im nooooo where near there i just unlckued steel
thx for the help
quick question gang
how the hell do you get water from 18 extractors (120 m3 each) to 48 generators (45 m3 each) using only mk1 pipes (300 m3 max)
the input matches the output obviously but I can't figure out any mathematically sound way to fill the pipes
Wouldn't recommend ever
Do it in the classic 3:8 modules
whats what chatgpt said ^6
meaning 3 extractors -> 8 generators?
Yeah
but 3*120 > 300
?
3 extractors = 3 * 120 m3
!wikisearch cg
The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...
oh nice
thanks so much
I was thinking of doing something like that first one, glad to see it isn't a bad idea lol
would there be any negative consequences to attaching all the modules together for the purpose of a water tower? I need a tiny bit of lift
Or build on top of the water
Fluid systems like to be as simple as possible. When you start interconnecting them, you can start running into issues
hindsight is 20/20
tbf I thought it would be a lot more complicated to try to figure out the water distribution when everything's on top of each other
It's the other way around, you just build the extractors where you need them
would 6:16 work instead for these setups?
so that each pipe can get 240
6:16 is jsut two of those setups
yeah exactly, you recommended against connecting modules together so I was just wondering if this might cause issues
Well, not sure how you wanted to connect it together
Some pipe segments in some 3:8 setups are supposed to carry 240+ fluid
the first configuration in the diagram
but imagine each C is actually a pair of C's and each W is a pair of W's
yeah in general you want to keep fluids in small seperate segments
that being said, coal gens can put up with a lot more bullshit than other systems, so doing 16 will prob work fine.
But it's a really good habit to get early on to keep things split
Now you just need to multiply the structure by 4.
Please use english, as stated in #rules π
thanks so much gang, I knew it was possible to get 4000 MW before phase 2
appreciate the mathematical assistance
It is possible to get way more π
this was mine
should i refresh?
You'll prolly want the automated miner someday so you can strap 'em to a depot and not worry about carrying/making 'em for your miner mk2/3's. But i mean, hard drives are plentiful, so if there's something you're going for go ahead and refresh
idk whats good or not im still new this prob my 3rd hard drive
havent spnet any time exploring just starting now
well, basically every alt recipe has a use-case, and your ability to travel and find more hard drives only improves as you progress. So generally if you get a recipe and go "I dont think ima make those" then go ahead and refresh.
The protip for hard drives is if you're out of refreshes and neither of the options are useful, dont claim one. Just leave it there in the list. As long as the options are available on a hard drive, future hard drives can't show the same recipe. So you increase your odds of getting what you want if you just leave 'em sit
mmmm thats a nice tip thx
you should pick whatever you want, because there's no "proper" answer
all recipes have a use, so pick those that have use for you
The protip for hard drives is if you're out of refreshes and neither of the options are useful, dont claim one.
I'd go the other way around - just pick one even at random, and go find more drives
how do i get steel from here to there?
why do so? build where steel is
idk where a good steel is near my base
no, build at the steel you have on the map
u lost me
you wanted to get steel from somewhere - build where it is now, don't move it
right
but how to i get it to my base once i crafted it
why?
but you don't need to move it to your base
y not?
why yes
so i can have it to use it?
use depots instead
whats that
remote storage
yeah
ok but it hold lets say 200 stell pipes rights how and i set up a convor to take out the pipes at base how dose it know to take out only the pipees/
you use one depot per item
ok im following
and then?
do i just set a depto at base with a convay?
power lines
yikes
railway
but you don't really need to transport items to base anyway, as soon as they are in depot, they are available for building
alot of power lines
I mean you eventually want to expand all over the map anyway
then you should be just fine in your starting area
not if you get them back afterwards
damn i got a long hike then
or load save or ignore it as practically everything is infinite
You can change your game settings to keep all inventory on death, fwiw
The default is that you keep all equipped items but your inventory gets put into a "death crate" which you can retrieve later. But you can change the setting whenever
i should have 40 fuel left over for the packager but my packager has gotten 0 in the passt hour
possibly
btw i do got hoes >:)
na uuhhh
i got a gf
as always, remove buffers (and valves if there are any)
i actually touch grass too'
also remove the weird tower on second screenshot on right side
the pump in first screenshot between first and second refinery from left side is also pointless
and remove the connection between the two pipes
did that and it got worse
fill the pipes and gens with fluid (e.g. by temporarily underclocking some gens)
that's usually step 2
if that won't help, step 3 would be to loop the pipe vertically around gens
(also check your math before big changes)
i quadruple checked the math, 15 refineries producing 40 each (total 600) going into 2 mk 1 pipes (300 pmin) and i let all the pipes fill when i built it. i put down 28 fuel gens (20pmin each) leaving me with a total consumption of 560p min. overflow 40 went to the packager for temporary jetpack fuel
ah yes, ill fix it
when greeny is stelaing from cobalt
Well I did make it to be a very clear example, so steal away π
Why?
gravity preference downwards also more compact.
but you can do a side loop too
how I rotate the junction that way?
build it on the pipe
Anyone have a good link to uranium vs ficsonium nuclear production ratios.
Found what I was remembering: https://www.reddit.com/r/SatisfactoryGame/comments/1fqey96/ficsonium_loop_yields_less_power_than_just/
Y'all must love seeing this
Need some help understanding. I'm getting random blown fuses, i'm pre-phase 2. thanks (it also happens if i pause and walk away for an extended period of time.
Do your biomass burners run out of material to burn?
(no need to cross-post, btw. Just asking in one location is fine. :)
I'm running four coal generators, and they're normally full all the time.
All the channels in here are quite well-monitored. :)
Oh, okay, so you're in Phase 2. :) Phase 1 is Tiers 1+2
When you say "normally" ... ? π
I've got tier three conveyors running from two coal sites and they are backed up and stopped on the way into the generators.
sorry yeah, i haven't completed the phase 2 stuff yet
And water is good?
Four coal generators only account for 300MW, btw -- where's the extra 262.5 coming from?
Aha, k. So yeah, assuming that your belting is good for coal, it's probable that it's water screwing you up. Post some pics of your piping layouts
No. So long as they have a constant supply, should be fine
And give us the exact numbers of how you have everything clocked
do overhead images of your set up too please. p for photomode
Preemptively, btw, the usual tripping point is: mk1 pipes can carry a maximum of 300/min fluid. If you're trying to send more than 300/min water down a single pipe, that's not going to work. :)
I thought that two, but the fluid section claims to be full also
where do they hide the screenshots?
Don't confuse the internal storage buffers inside machines for the throughput rates
All fluid using/producing machines have a buffer where liquids can be stored, but how much is in there doesn't tell you anything about the throughout rates
It's the per-minute values you'll be interested in
you can also use the windows sniping tool, might be faster
sorry i should of likely pinged you.
I mean, if the internal buffer isn't staying full, and immediately going back to full after a cycle, that should be a "good enough for government work" indication π€·ββοΈ π
The flow rate dial on that last screen shot does flick up and down constantly. So likely im not getting enough water....hrmm.
While the plumbing does leave a bit to be desired for my personal tastes, The flow most likely won't be "consistent" As it does depend some on the machine's "cycle rate" (2.7 seconds in this case)
!wikisearch cg
The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...
those are some "cookiecutter" layouts for coal gens. Based on using 8 gens at 100%
yeah, this is my first play through and im learning on the fly to handle my spagetti. I plant to make a 'power plant' that is much better routed.
i've handled and routed my materials much better.
For sure, and no worries. No one thing I see is that you have 300 coming in. Then, 150 goes to one gen, and the other 150 is split between three gens that require 68 each
Sorry, I see that other 150 is split between two not just going to one.
yeah it's 150 to two, and 150 to 3
How many water extractors are you running?
four i think i'll check
And what are the clock rate on those?
regardless, You have 5 gens, and if all are clocked at 112.5, you require a total of 340, and a mk1 pipe can only carry 300 max.
The flow rate dial is likely to twiddle around no matter what you do, btw; the fact that it's moving around doesn't necessarily indicate a problem
So, I would take a look at those images in the wiki post and mimic thier layout. Even just for those 5.
so i need another water source, and some other pipes, spitting them into two 'packs.' copy the layout, so i can upgrade overtime.
Bacially, you will need at least 204 going to the 3, and 136 toi the other.s
No, the three extractors you have are more than enough
Honestly with the overclocking you're basically just doing Hard Mode on yourself.
The "easiest" way to do coal gens is with an 8-gen to 3-extractor ratio (there were some diagrams posted above if you wanted a cheat-sheet for those)
All just 100%-clocked.
I had a feeling, i had before my max consumption was above the max output. I figured i can getting all the machines firing at once and blowing it.
I would say plumb then in a manifold across the front of those. Then, plumb one extractor to each end, and the third to any "middle" junction, and you should be set.
The numbers work out nicely that way. Each generator requires 45/min water (8 * 45 = 360), each extractor provides 120/min water (3 * 120 = 360), so the main problem becomes the fact that a mk1 pipe can only carry 300/min fluid
The solution there being just that you need at least two pipes coming out of those three extractors. There's a lot of ways to pipe it; the three in the diagram above are far from the only options (I actually don't tend to use any of those, personally)
You can certainly overclock stuff, but you're definitely introducing complexity. :)
So, you end up having to "distribute" the flow. Hence going to either end and the middle. Or two to one end and the thrid to the other, etc.
righto, easy enough. I had completely forgotten about the water honestly
Although four coalgens at 150% should only require a total of 270/min water (4 * 67.5 = 270), which should fit inside a mk1 pipe without problems
Lol, then I feel like YOU'RE playing hardmode if you're not using any of those options π€£
Heh, not really; my most common is like so: ```
[C] = Coal Generator | [W] = Water Extractor
[C] [C] [C] [C] [C] [C] [C] [C]
| | | | | | | |
/-+---+---+---+---+---+---+---+-
| |
-----------+---+---+-----------/
| | |
[W] [W] [W]
it's 5 gens, but yeah i can see the math now
Oh oh, gotcha. :)
Lol, This is basically the same as the first image in the wiki post :P. Only difference is theirs is less plumbing. But, I get it, you're essentially sending 180 either way. Only thing I don't like is the sections between the outside extractors due to the nature of fluid moving both ways. Lastly, imo, the options on the wiki keep everything within the manifold AT the gens.
Still though, at the end of the day, it still works π
@true parrot You can knock that number down
@true parrot Fyi: π
And there are other ways, not saying that is the best, just one "whipped up"
So, technically, with 1500 uranium, you chould be able to make 450GW
@true parrot Nuhhuh! π
Tinker has gone nuclear crazy, talking to themselves! 
Probably
Im also not using like half those recipes
Fuh those pressure conversion cubes bro
Im fine with making the other stuff
Apparently π
Probably the most ridiculous transport method Iβve built so far.
Meet the Hypertube Acceleratorβ’.
Itβs made of six hypertube entrances in a loop, all powered by the main grid. The moment you jump in, you start spinning like a possessed Beyblade and your speed ramps up fast.
Thereβs also a seventh hypertube entrance connected to the exit tube, but this one is powered separately by a biofuel generator.
Hereβs the fun part.
You load biomass into a storage container and enter the tube. Youβll keep spinning endlessly while the biomass slowly makes its way to the generator. The instant the generator turns on, the seventh entrance gets power and YEETS you across the map.
The spin-up time is fully adjustable by changing the conveyor belt and elevator levels feeding the generator.
I love this build because it lets you cross the entire map in a couple of seconds, it fits into a tiny 2Γ2 platform footprint, and it feels only slightly unsafe.
This specific version is also surprisingly civilized.
It includes suck-back protection, so when you arrive at the end of a long hypertube run (two accelerators and a long tube between them), you donβt get yanked straight back into the return trip like the system is playing ping-pong with your body.
At the front, there are stairs for two reasons. First, they give you a clean, safe place to land when you exit the hypertube. Second and more importantly they prevent you from getting accidentally sucked into the spin loop just because you dared to walk past it.
Because of that, the footprint is 4Γ2 instead of 2Γ2 but honestly, thatβs a great trade-off. It makes the accelerator practical for real hypertube networks, not just for launching yourself into low orbit at Mach FICSIT.
hello, i know this isnt the place for LFG but these are the people i want to play with and learn from, is anyone available?
that still goes to LFG
and honestly I'd recommend learning on your own rather than "blindly copying" something someone built or tells you to build
im more interested in how fluids work and whatnot, not builds
quite good on that aspect myself
more like a one person does one thing, another does one, so on, example in a two player world one would focus power and research because naturally youre going to be out alot gathering rss while the other focuses on mfg and phases
describe what you're trying to do as a question - someone will probably reply
im simply just trying to play the game with someone deep into the mathematics and super factories of this game, as i intend to build a super factory with some(one) or people
after learning more of course
that sounds like a #1201555265942724758 post ?
cause this is a chat channel and your msg will disapear fast enough
true
not many people that interested in this sort of ting there though, ill try my luck
in general LFG is hard gong. Most people don't want to play with others, let alone strangers
truth
i hvae a extra 60 should add 1 more con to make more pipes and send the other 20 sum where welse?
oh wait got my math wrong
is this a website? or something?
this this web page - its .... so much better than modeler and you can make plans very quickly https://www.satisfactorytools.com/1.0/production
takes a bit of learning but well worth it
A tiny info you may find interesting for a future version: using a "not" gate (ie: when the burner is off the player gets sucked into the exit) you could change the duration of the acceleration a bit more simply and with more precision by using different amounts or kinds of fuel (eg: using leaves can enhance the precision of the burner duration down to fractions of a second)
Very neat contraption nonetheless ^^ (I forgot to actually give my opinion xD)
You can download it from the web, it's just much more convenient on Steam for anyone already using steam (for obvious reason)
Thatβs true, the original version actually worked like that. The problem was that youβd end up spinning way longer than necessary, even with just a single unit of biomass. With this version, you get launched the instant it reaches the burner.
I suggest avoiding using single nodes or splitters as much as possible. The planner will soon start to lag as it doesn't quite like to handle things that way on scale
Eg: you could condense the Smelters in one node per 120 Ingots/min and still have almost the same visual result (the math would be the exact same)
In other words: linking the output of one node to the inputs if many others is often much better than linking that output to many splitters that are then linked to other nodes' inputs
i see what u mean
but a semelter smels ingot 30 per mi right
so if i split 60 ore into 2 they both smelt at the same time no/
? im just asking im still new so u know mroe
Well, biomass already burns for much longer than leaves, but you can further reduce how much each fuel unit lasts by adding some production to the grid (eg: miner + Smelter + sink or Packagers + unpackagers in a loop) so that the total power draw is close to the max, burning fuel as fast as possible
That is a good Idea I havent actually thought about that you can make it burn faster by hoocking more machines to it
I don't think I understand what you mean here 
If you have a node with 2 Smelters, it'll output 60/min. You can link that to anything needing 60/min, that can be one node with 2 Plate constructors or 2 modes with 1 Constructor each
BTW, have you read the small guide the tool has? It can help avoid some misunderstandings and understand how the tool tries to help you or may go against you ^^ (in the settings, "?" icon somewhere)
Also, I'm not sure if you're familiar with using leaves, but they burn much faster than biomass (6s VS 0.5s)
i cut donw on 2 miners and 4 smelters and alot of spliters
You can use leaves (we used the inverted version with leaves for about a month as a main transport around the map)the reason whywe are not using it anymore is that I dont enjoy running around with a chainsaw. But we have lot of boimas from fighting arena (recycled dead spitter bodies), and the "level adjustments" works surprisingly well. Using leaves is definitly better if precise timing is what you are after, but I prefere covinience
why so complicated with dozens of splurgers?
it just made snese cuz i didt find waht i was looking for
but im only using splitters and mergers in the build
you shouldn't care about splitters/mergers in your planning already
u lost me
i dislike you heavily
it was going fine till i talked to you, then the next day shes gone..
you got better screenshot resolution somehow?
f.e. the bottom part could be miner -> smelter -> assembler
3 nodes, instead of 12
and its just as fast?
it's literally the same as you have
just the middle box has 4 instead of 1
so you don't need 4 boxes
this is how your plan should look
you don't plan how you would build it with splitters/mergers irl
i like yuours better
damn how long did that take u to make
(and if you used the web tool you were linked above, it would take you 5 seconds π )
as a ground rule, don't use splurgers in the modeler if not absolute necessary
got it
different tools for different use cases. I for example prefer to model everything step by step how I want it and don't want a tool to spit out a complete chain I can barely adapt
thers 1 thing i dont understand
you adapt it after. Very easily without having to spend an hour on the base plan
personal preferences, obviously. Just saying that it would take that little. No need to thumbs down an information
if x = x/permin and u coming to much X wont it slow down and fill up the perMIN
see what im saying or no
I'm pretty fast from the ground up with modeler, adapting a ready made chain costs me personally more time
alsow hgat dose the 8 mean
8 machines
that you need 8 smelters
I don't care how fast you think you are, it takes monumentally more time.
plus shocking amounts of time to modify base plans swapping recipes in and out to see the differences
Β―_(γ)_/Β―
so 1 miner split into 8 smelters?
The thing is, different people have different styles in planning, and generalizing a tool as bad because you find another one personally better is somehow urghs
depends what miners and belts and nodes you have available to get to 240/m iron ore
so 1x mk2 miner on normal node = 120/m, also the max for your mk2 belt. So you need two mk2 miner in the end to reach the 240/m iron ore
can u hop in a vc?
better to ask here
other people can chip in and help, and it can help other people as well
ok so 2 miners split into 8 smelters
yeah
fyi you can also build splitters like this
--S--S--S--S
| | | |
X X X X
(X being any machine)
but i did that for my coal and all of them still arent runing 100% fo the time
!wikisearch manifold
Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once...
that just takes time to sort out
then it's possibly somewhere some slow belt or something
well manifolds will always work eventually, if not, that means an error in your build
i see
first splitter -> 2 outputs -> each to another splitter -> now you have 4 outputs
idont get it im a visual guy
tadaaaa
yep
just do a bit pen and paper planning or use a manifold
Yeah, that makes perfect sense π
Proteins are just too convenient 
It would be cool If the game had something like logic gates, tho
We can build them, with some tinkering, but out-of-the-box logic gates are the realm of mods or obscure blueprint contraptions you can download on the dark web~
When I mentioned using a "not gate" I was referring to one such contraption
I mean in this specific contraption you just swap 2 cables and put the biomas directly to the burner to achieve not gate
logic circuits factorio style would pop off
And you still got "flamed" for having too many 
In glad you got the answers you needed 
eh, we have way less need for it than in Factorio
(while they would be cool to have, there's way less incentive to actually add them from gameplay perspective)
Coughs about sushi counters
I didnt mean something extra complicated, If there would be power switch that could be switched on or off by electricity and some sort of device that would act like power switch that is on when items are flowing through a belt and inversion of that (you power it and it let items flow), It would be simple enough to not overwhelme beginners but it would be powerfull enough so people that understand logic could co nuts
Maybe itβs just me, but I never seem to play games the way theyβre supposed to be played.
i cant figure out how to get 8 fprges into 6 foundry
I mean logic gates using belts and items on belts are already possible
nvm dont help me
since 120/m is your limit. a 4 smelters merged into a mk2 belt. that mk2 belt splitted to 3 foundries
build 8 of each and hook them 1:1
i got mk3 blets just now
It could be more approachable, if belt logic was explained or teached about in more detail. Atm, making contraptions like the ones you mentioned need quite a lot of knowledge about belt (or pipes) mechanics to pull off, while the game just barely explains what's needed to keep machines running (everything about how mergers and splitters work is left for the player to find out)... So yeah, very few actually delve deep enough to pull off such niche contraptions or even consider the possibility of it being actually achievable π
You're in good company in this channel 
(#screenshots message)
what if soneone told you they prefer kebabs 
yea its all cool to have
I might not have a funny retort for them 
@mossy halo what can i say im a pro
I appreciate the... "belt art"
thxx
Mod: Circuitry
it only took me 3.3hours
Is there a way to make a generator run out of fuel with out blowing the fuse?
if generator runs out of fuel, it doesn't mean that fuse is blown
but if it is trying to power something and it runs out of fuel it will blow
if the something cannot be powered elsewhere, yeah
yea, and i wanted to know if there is a way how it could "stop powering" insted of blowing the fuse
no
No, in order to power down anything on the grid, the local fuse need to blow (ie: if the fuse doesn't blow while the generator is still running, then power storages or other generators must be sustaining the grid) . Though I'm unsure of how Priority Power Switches can play into that, exactly 
I am thinking about the same thing
wish me luck
ah yeah, the "I don't want to do nuclear" starter package
i dont have nuclear
aren't blenders same tier?
i prebought them
?
i bought them ahead of time
you can do that with nuclear as well π
is it worth doing that?
I mean one nuclear plant produces same power as 10 fuel gens
whether something is "worth" depends on you
I just personally don't see reason to spam fuel gens so much (but feel free to do so if you want)
Of course for maximum fun, can always do both! :D
No reason you can't have a rocket fuel plant staring down a nuclear plant from across a biome!
(If I had to choose, at gunpoint or something, I'd be Team Nuclearβ’ as well, though Fuel Gen Spam can be mitigated with overclocking + blueprints, at least. And I wouldn't advise people to not build Rocket Fuel power. It's an extra factory to build, after all!)
i littarly cant build anything more bc im out of power and im edging my batteries
A lesson learned for the future, then: always keep an eye on your power grid and expand power while you still have the "room" for it. :D
In the meantime, could shut down a factory or two to give yourself some breathing room to bring more power online
@mossy halo i finshed thx for the help
Im fine its just if all my stuff ran at 100% i would be cooked but thank goodness it doesnβt rn
u dont need to make 350 fgens at once, u can settle for 100 for a while
(fyi, it's "power storage", not "battery" π )
acumulator
ehhhh that's splitting hairs
no, that's being clear what you're talking about, since there's a literal "battery" item in the game
(and yes, here the context is relatively clear, but other times it may not be, so better learn to call things proper terms)
ok
technically they are batteries, by definition. i get the naming schema difference for clarity though.
technically they are not batteries though, they are accumulators or capacitors (depending on internal workings)
ok
To be fair, ADA even uses the phrase "like batteries" when describing them in her intro spiel
yuuup
And depending on the customization applied to them, they can look an awful lot like a popular brand of real-life battery. :D
(But yeah, best to call 'em Power Storage just to be clear. :)
I call them batteries because i made mine be massive Duracel batteries
They operate like batteries. So it's ok to refer to them as such as long as you're clear about the in-game label.
"I've moved on"
says the person who keeps responding π