#math-and-meta
1 messages · Page 385 of 1
I don't think I understand what you're describing 
"In spite of a regular splitter"?
Last night, I re-onlined my turbo motor production, a mixed feed belt for some reason only sent the rcu to the right, and only the cooling units went to the left, I have no clue why.
It acted like a smart splitter was sorting and it made the whole facility just not work.
You have a mixed belt being split by a regular splitter...?
At the entry point yes, it goes to two lines of smart splitters feeding into two lines of manufacturers, the single belt comes from an adjacent building.
My final solution to fixing the disaster was not elegant.
Oh boy...
Well, I think you just found out the worst-case scenario as to why that can be a bad idea 
Yeah heh, under the floor now there are two smart splitters isolating the products and sending on to two mergers which made it actually work.
Eg: if you split a belt carrying item A and B (perfectly alternating) in 2 with a normal splitter, the output will be two single-item belts (ie: A will go one way, B will go another)
That's what I was seeing.
Or, you could use a programmable splitter to do the balancing! 
That's one of their advantages over other splitters
Due to my build this save being seriously scaled up, there are fewer mixed systems in it, it just happens to be the few areas I used them, I have had breakdown.
Yeah, thus just so happens to be the perfect usecase for programmable splitters, given the layout and objectives you have
Thinking back, my earlier mixed systems fed into single rows of machines, so I never saw the splitter behaviour play out.
This might prove useful, here: https://youtu.be/EiQuFIx9Rlg?is=fAqmBgqfs2cFntmV
In this short tutorial I show how to load balance a mixed belt using a single splitter, something that can currently be done only by programmable splitters. The resulting outputs will carry exactly 1/2 or 1/3 of EACH of the items carried by the original belt, just like when using smart splitter to split each item off the belt and load-balancing ...
It's just the act of trying to "split" sushi with normal splitters that can be quite tricky
Hmm, I might move the merger fubar under the floor and have a single riser, my current design isn't pretty.
The programmable approach removes the need to filter the items (ie: no mergers), so you could just replace the original splitter you had with a Prog Splitter, upgrade the output belts and be done with it
I'll try that, my original layout did "look" cool.
Anyone have any explanation why this machiene isnt producing?
Ok I think I figuered it out. I guess that its only 5.99999 fuel and no additional fuel was produced because the rest of resource nodes interruptted the cycle and the fuel loop clogged
it only shows one decimal point, so 5.95-5.99 would be rounded up to 6
this is so increaibly frustrating. I picked the game back up yestterday and 75% of ttime spent until now was just fixing production lines that where broken by the resource nodes updatte
Anyone who has a rocket fuel plant in the blue crater - How much power do you make and how? From running calculations I found I can make seemingly 210k~ power? https://www.satisfactorytools.com/1.0/production?share=IAADsY4eLE4Beo1x29ec
Good luck man. Due to all those changes I’m sure you’re not done. It may be easier to reset but considering the time you’ve already spent I assume that’s not something you wish to pursue.
(assuming my numbers are correct.)
also this can happen if you're near with the hoverpack on, common bug with hover pack
Nah, I luckily had nearly all of my production in the grasslands wich werent really changed
i like clocking up the fuel gens to 120% or 240% with rocket fuel to get an even 5 or 10/min use. I just like even numbers more :p
also works well when going from fuel to rocket fuel
if you clock the fuel gens to 50%, build 60 for a 600/min pipe, then when you get rocketfuel, just make that and put it into same pipe as fuel and clock em from 50% to 240% minimum effort to redo power plant
The rocket fuel gens are all clocked to take 10/min. Just didn’t run that same number with the turbofuel part
If anyone sees the notes photo and wants clarification on things do ask. I usually abbreviate or do random calculations out of nowhere
To be fair I didn’t run the numbers with the rest of the oil in the linked factory. I honestly forgot once I realized I hit the limit of the sulfur I had that I had oil left. Maybe I should try importing sulfur or just running the rest of the oil into diluted fuel.
With imported sulfur and nitrogen gas I can easily up the number of RF made. I’ve not even hit half of the coal in the crater used.
There is nearby gas I can bring making cooling systems. It’s an old factory that needs to be remade anyways. I know of sulfur near my “home base” that I can take aswell. I’ve just gotta figure out what’s better, diluted fuel vs using those materials
The cost to import the additional 300 sulfur/min almost feels not worth it. To be fair I haven’t ran the numbers fully
Without making extra diluted fuel I’d make about 30.1kMW.
thats the power generation of my entire grid ^_^
By using diluted fuel with the remaining oil I can make in total an extra 73.8kMW
gw*
gw is used before reaching 100’s of kmw?
no, 1,000mw is a gw
kilo-mega is not a thing. its giga
Well damn
Tbf, the devs always advertised map changes (eg: changes in nodes or terrain) well in advance... But there might be a lot of info piled up, depending on how long ago you last played 😅
GW to MW is same as GB to MB
yeah, I played last before 1.0 got dropped
Lots of changes since then.
Node locations, new build modes for belts, disassembling crash sites, more flora destruction, and more
Im aware, I did play on other peoples worlds just not on my own
Then you have played since 1.0 dropped 😛
just not in the world that actually matters
But the puppies and kittens
so 1024 ?
that's GiB to MiB
no, 1 GB is 1000 MB
what you are thinking about is 1 GiB which is 1024 MiB
commonly being spread misinformation yea
yeah that's wrong
1 B (byte) = 8 b (bits)
sure
nooo this conversation all over again
i love it
also wrong
what about using up-to-date sources?
https://en.wikipedia.org/wiki/Byte#Multiple-byte_units
Unit multiples of the byte are defined in a metric system based on the powers of 10, following the International System of Units (SI), which defines, for example, the prefix kilo as 1000 (103), as well as a binary system based on powers of two. Historically, the binary system used the identical prefixes of the metric system, but quantified differently. The nomenclature of the latter system has led to confusion. Systems based on powers of 10 use standard SI prefixes (kilo, mega, giga, ...) and their corresponding symbols (k, M, G, ...). The modern binary system uses prefixes kibi, mebi, gibi, etc., and their corresponding symbols (Ki, Mi, Gi, ...). Historical usage for the binary system still uses the prefixes K, M, and G.
Huh, it's KiB, not kiB
yea just in case it wasnt inconsistent enough yet, they put that in there to help
we are talking about units?
because we need to at LEAST three times a week or the internet would decompile
gotta keep the AI up to date
Iirc its kibi and mebi because its kilo binary and mega binary
To avoid muddling of what the normal prefixes stand for and to keep their meaning consistent
and windows isn't helping with their attitude to not change to what rest of the world uses
Technically you could use that prefix for other stuff..
like "Im making 50 MiW
"
so 52.4288 MW 😛
Mebiwatts
good idea for Tools' april fools version
Gibiwatts my beloved
show all power in that and confuse people with the diffrent numbers?
indeed
Display it all in TebiWatts
it would be funny, and it would make me mute this discord for a day o two :p
I already get tons of pings for "have you been hacked" or something
when current april version is shown
Are u a game dev or only tools dev
Tools dev
Yes. Yes we do.
see even Entropy agrees lol
am I going crazy? I thought i saw someone aving a pure fuel factory and a pure plastics factory (as in without either as a byproduct) but i cant find the recipes in modeler (even though they sent a screenshot of modeler)
you can make plastic and rubber without byproducts, but not fuel
[Heavy Oil Residue] recipe makes diluted fuel, but yes with some resin byproduct. Not as much.
[Recycled Plastic] and [Recycled Rubber] convert fuel to plastic/rubber without byproduct
If you're doing both, you can pass the byproduct from the fuel into the other production line
I kinda wanna keep the two seperate
plastics an fuel
esp since I'm just gonna burn the fuel straight away
the ratio is like 10 rubber worth of resin per 80 fuel so you can always sink it
just less efficient
it's quite easy to have a little thing that just dumps the resin into rubber and depots it or w/e
might then have that for "personal use" plastics
If you consider sinking the poly byproduct you can absolutely make a pure fuel factory
well yea ofc but i thought i saw a way of making poly into fuel,
My memory was faulty there too 😄
the recipies exist to convert fuel 1:1 into either plastic or rubber (and with the material-efficient recipies for fuel, that's also the best way to make them!)
But you do get resin with all of the fuel recipies; just not nearly as much if using HOR > diluted fuel.
20 resin per 80 fuel
while the standard recipe was 30 resin per 40 fuel
The excess poly is good for automating filters too. Something to think about if you plan on going nuclear at some point
Something I overlook. I have a stick note on my monitor
make filters
although I might just stick to the pure plastic factory since I'm 50 supercomputers away from nuclear power
I need to figure out nuclear soon. I keep putting it off
(This is how I always end up just making nitro rocket fuel)
Im sure it is
I just defualt to what I know. I already used all the random raw resources in blue crater dor other thing to remove that location as a option (with mass deconstruction)
Hopefully this will help prevent me from getting lazy lol
blue crater?
Its in the south east corner of the map.
It has tons of oil and a little of every resource in the game nearby other than uranium
ahhhhh, yeah havent been there a whole lot
You can easily make 600gw of nitro rocket fuel there
It has lots of sulfur, nitrogen and coal near the oil making it ideal for rocket fuel
basically the only place i know the name of is the red forest..... because i never ever wanna have to go there again
So I removed that ease by using as much as I can for other projects
@torn plaza so i need more stations but im not sure i have the space on the left without blocking the nitrogen node wich im not sure yet if ill need closely. either i block it or i extend it straight to the left with stations
i am thinking of just blocking it
for some reason i thought each smelter was a station
give each station its own block, and blocks regularly on the ins and outs
only need path signals on complicated junctions
yep im already doin that
yey
just not sure if i should just block the nitrogen node
not sure if ya need them in uranium fuel rods anyways
or in anything connected to them
hmm. but it also needs other resources i dont have readily available here so i can just make plutonium at another location
worth planning for cause you can't sink uranium waste
yeah but ill do that in a seperate location probably
https://www.satisfactorytools.com/1.0/production?share=luAjQHtWb8aHsWYMILZV this is the plan for the uranium fuel rods (are there any alternate recipes i should 100% get to get more than 10/min out of the same resources or use less machines?
both uranium alts will get you more fuel rods out of the same uranium but involve more complicated inputs
my plan is 600 to 14.4 rods
i see let me check em out. what about the products inbetween?
for less basic resource need for example
well, it ends up needing a lot of everything so there's no easy answer
i'm still deciding on how to do mine
but i'm determined to use infused uranium cell and uranium fuel unit alts
Im going to do my "babies first Nuclear" in the swamp as it has a little of everything.
kinda stuck with this problem for hours now, because for the next part of the chain needs exactly 1200 iron ingot, how can I balance this?
priority splitter
wdym?
you want one ingot output to have exactly 1200?
yes
smart splitter set to overflow one of the lines, priority merger on the other
then you get 1 x 1200 and whatever the heck gets left over on the other belt
wait, I can edit the smart splitter to split an exact amount?
I thought smart splitter is only used when doing sushi belts?
in satisfactory modeller specifically, you can use priority splitters
see how i manually say "40 iron plate constructors"
but how do you exactly split the exact amount in game? I thought splitters will only divide it by exactly half?
for that? you don't lmao
you manifold it to back up and it'll go where it needs
at ~2200 iron ingots a minute it'll fill fast
no you cannot
no, splitters will alternate outputs, unless one is full
there's no point trying to load balance thousands of anything
not what i said.
i said use "overflow" ona smart splitter.
that means it will cram as much as it can down one of the exists and if it backs up, the rest goes down the other exit
if you combine that with a priority merger, which tries to keep the input with highest priority moving... you can merge part of the 1114.29 onto the other belt to make 1200
you dont math out how much should go from belt one to belt two.
you let the game math it out for you
yeah, just put 1200 on a belt and don't balance anything 🙂
but the next output needs 1200
so, hook the belt to it
do you need 1 x 1200 or 2 x 1200 ?
if you need 2 x 1200 you literally cannot use this factory alone, its too small and doesnt make enough
this is my current state. might everything converging cause problems? i mean it will have to one or the other way but yk
Modeler-speaking... You can edit the inside of you blueprint so one group of machines outputs 1200 and the other group processes the remaining ore
no, I am trying to plan out engine factory, I need to know how many belt lines I need. I already design this in modular so that its easy to visualize how many pure iron ores I need.
though i would over-spec how many freight platforms you need to be safe
but the problem is using pure iron ingot recipe
well then. i will have to add a few more stations unfortunately so i might actually make 2 main routes
just adjust the pure iron refinery clocking
make one side have enough refineries so you make 1200
and the other makes less. done
ill do 2 on each so i got 11 minutes on the most used and a bit more on the others
its already at max
then dont do 50 / 50
go to whatever needs 1200, change that to be the right amount of machines
i always do 3 cause that's how many one train can pull
Double click on the ingot of the Pure Iron node in the bottom; set the output to 1200
Then remove the limit on the node on top so it consumes whatever ore is leftover (so long as the ore is limited)
i also have 2 stations for the materials that i need to go to 2 nodes for and for the materials where i need more than 780 per minute.
gotcha
I know, but this means I need the second one to be 1200 anyways so it just pushes the problem forward
you should be fine
i don't understand
same here lol
what is the issue ?
you're asking two different questions
how do i do this in modeller and how do i do this in game
so you need two outputs of 1200 or what.
do you want both to do 1200/min ?
then you need more iron ore
or some sulfur :p
leached iron my beloved
okay, for my planned engine factory, I need exactly 12 pure mk 3 iron ore deposits
However,
.. what the fuck do you need that many engines for
using pure iron ingot recipes, it outputs a weird amount
how did you determine that you need exactly 12 pure mk 3 deposits?
also isnt iron pipe highly wastefull here?
like genuinly
train in some coal for gods sake
people hating on steel or something
iron pipe is expensive way to skip coal 🤷
yeah i was wondering why 12 pure nodes but then i see the fucking 6k iron spent on damn iron pipes
oh, forgot to mention that its because its for this. 12 mk3 deposits for regular iron smelterly, I want to know how much ore deposits I am saving if I switch to pure recipe
has anyone ever gone this big scale without using any coal
for coal, I am planning on using nearby coal for a different project
so you need 14400/min INGOTS then?
get coal from somewhere else then wtf. dont waste shit tons of iron just to avoid some infrastructure
1 pure iron and coal could give you 1800 steel pipes with some concrete added :p
yes
NOW you have a proper question to work with
"If i need 14400/min ingots, how much iron ore would that be if i used pure iron"
you're using modeller all wrong by the way
any way i can get iron down to at least 700? so i dont have to use 2 stations or trains
wdym?
or would 2 input belts on one station just work enough too? actually yeah
... ~~use pure iron
~~
You could make the steel ingots before transporting
so instead of needing 4 nodes, you only need 2
iron alloy
on one station? for sure
on one platform? possibly, but I'd rather use one belt per platform
dont make me go and find more hard drives 
iron alloy and copper alloy are great
you coulde use basic iron
id just have one full mk4 belt go into 1 platform each then have buffers
use pure iron ingot
its great too and just needs limestone in foundries
the answer to your question is "get to hard drive hunting"
cuts the iron in half
that should be enough for most cases
she can't tatsuya is using all the refineries
well damn i have avoided it all this time. it is time to face it
allrighty. just hope the train wont take like 11 minutes but with this setups it SHOULD be fine
if trains takes too long, add another train
mom said its my turn on the pure iron refinery
wdym
also @hollow rover i have to ask; why no steel
issa joke
._.
oh right i could just have 2 trains go from and to the same stations if needed
i'm always scared that the second will end up right behind the first after small delays accumulate
saving most of the coal for an even larger project
converting it to iron?
500 diamonds
might it be worth it to keep the factory safe for just expanding or should i just rip it down fully rather once i get better uranium recipes. probably the latter eh?
How many carats per second would that be? 
second question, I think it was answered already. So someone was saying I can merge the second iron ingot line to the first one? That will make the first iron ingot line 1200 and will not affect the efficiency of the second line?
no. the second one will become even less
yeah the idea of uranium backing up scares me
wdym
you will be subtracting like 85.71 from the second belt
yea, can make a belt compressor, just place a priority merger (with center line on highest priority) on the belt you want to be 1200/min, then place a smart splitter on the other belt, set the any towards merger and the rest to overflow forward.
as in if a train is a little late and uranium fuel rods can't be made and suddenly it's backed up radioactive products ever
thanks, will try this. Never knew I can use it like this. I thought priority mergers and smart splitters are only used when doing sushi belts
it's a shame mcgalleon didn't tell you that twenty minutes ago
I'd have switched to leached iron long ago and just accepted the sulfur hit.
or heck. basic iron
my bad 🤣
such nice numbers
@torn plaza i completely overlooked that there is actually a caterium node near my factory lol. somehow i missed it. now i just gotta unlock the mk3 miners
lmao
and hope my friend gets done with our aluminium plant so it runs fully so i can actually use a lot of mk5 belt and not only use the aluminium i found
mk5 belts are a hell of a drug
but yeah nuclear really works better with as many alts as you can get
my wire keeps going missing into a dismantle crate like 2km away. i hate the auto merge feature of dismantle crates
turn it off then
well the problem is the insane range it has
you could always go get the dismantle crate
just pick up the dismantle crates and not leave em 2km away
and hard drives while you're over there
@inner scarab https://www.satisfactorytools.com/1.0/production?share=kdO2M03hcYvXBvTyKqJ3 this is my current nuclear plan; subject to change
though i might separate plutonium just to make it easier to build
@torn plaza i just saw what the mk3 miners need to unlock. nvm ill just use multiple mk2 lmao. otherwise id have to wait untill my friend completes aluminium at least and the horrifying thing called fused modular frames
ah yeah they're a beast
nuclear is the kind of thing best tackled after you do most of phase 4 milestones
imo
fair but now ive started so ya know
Hey ! I'm a little stuck... I need the sulfur and oal in this area, any idea on how to get here ?
I can't make hazmat suit, i'm not in the aluminium age yet
cats ? i don't get it
yeah
im so close to just belting everything except maybe the uranium cuz thats a bit far away but tbh even that at this point
arachnophobia mode replaces them with pictures of cats
ive spent way too long
yeah belting is'nt satisfactory
OH I GET IT NOW
ill at least belt the uranium and sulfur but i realised most of it isnt THAT far away if i use a blueprint for belts lmao
and so what should i do for my pb ?
a nice looking blueprind would work yeah
pb?
for my problem ?
build foundations to make bridges around any radioactive spots
that's it?
pretty much, build from afar :p
i died twice there and the second i just wanted to take my stuff back but seems i'm not running fast enough
just not worth it, radiation kills
i love that im getting a crash report every time i close to desktop
yeah id just stand far enough away and build from there
whats the behind the scenes reason why you cant place nodes on an unpowered pressurizer
cuz the extractors dont use power in themselves, so not allowed until the pressurizer have pressurized the wells
but why would it check if the pressurizer is powered before letting you place it? wouldnt it make more sense to check if the pressurizer is powered before it starts pumping?
bc i assume it checks that already, otherwise you could unpower the pressurizer after placing the nodes
Can you place them if you power the pressurizer and then unpower/dismantle it?
if you want to have 0 uranium waste for ficsonium production do you have to use encased plutonium cell?
While imperfect, the coke plant nearby will take off quite a bit of strain, and one pure slender tower to make up the difference.
you dont have to, but is easier on the resources
thought that's why it was picked across nearly every planner. i used to have this all planned out but idk where the heck i put it
can you still make as many rods with it though? seems to use more uranium overall
it uses more uranium waste, so you get less plutonium, which then makes less waste so its less ficsonium
iirc making ficsonium is pretty power hungry right? so making less rods would be ideal in that scenario
its takes some power, but its only like 1/4th of what you gain
the big cost is the sam ore
Idk for sure if I can ask my question here, but how would one go about a blocking and pathing off a train switch in this game
path in block out
So at the bottom 2 paths and the other 4 blocks?
i see 2
3
well are trains going up on both tracks?
-# i'm very tired
so the main line is to the right, the left one goes to a iron factory
is this right hand drive?
yeb, or well atleast that is how I want it
also follow up question is this a handy way to connect to my main line?
wouldn't that create a massive block section since there's nothing to stop them until they reach another block signal
that's why path signals; if trains can go past each other, they will
The whole main line will get signals
they'll only stop if it would cause a crash, and you need them to stop there
if the left and right branches dont need to go between each other, sure it'll work
So this is how I should do it?
that's why i use blocks on all 6, no worries of ending a block at a station area where i want a new one to begin
its a way to do it
that means only one train is allowed in the junction at a time, very slow
not for mine, i don't build mine like that
that's how it would be if you put 6 blocks there
it shouldn't they'll all be individual block segments
crossing rails mean it gets treated like one block segment
ohhhhh, i don't have that problem with trumpet and turbines lol. never built a 2d intersection
ideally make this bit go either over or under the other track so they dont cross, but keep in mind height to allow train to pass over or under and not collide.
to a point
Visual Comparison of different styles of 4-Way train junctions with multiple Signaling methods
This Video Compares the performance of five 4-Way train junctions
Roundabout, Double Roundabout, Cross Intersection, Roundabout w/Slip Lanes, Reverse Roundabout w/Slip Lanes, Turbine Interchange, and Stack Interchange.
The train schedules are ...
Yea I'll watch that video, thank-you all for thinking with me!
Cause I have the feeling that i am making it my self pretty hard atm
i only need a fancy double pipe train buffer if im trying to send 600+ fluid a minute right
and i can just put down a buffer next to the fluid platform if its less than that
nah, the buffer is there to compensate for the platform not accepting water during loading/unloading; budget for 600 water per platform
and you need fluid buffers for them
would this work as a buffer for 450 liquid/min?
probalby not, you're only using 1 pipe
copy one of these #design-and-architecture message
or #design-and-architecture message
I'd make a blueprint of whatever one you wanted to use
the whole point is you need to use both pipes
so that the buffer backs up while it's loading, then unloads at 1200/min afterwards to compensate
but if its under 600, wouldnt it back up while loading and then load at 600 to compensate?
depends on your train time
would only work if it was like 300, otherwise you'd lose out
also a buffer like that might just murder your flow
I highly recommend you use one of those tested designs
i dont suppose theres any way to see the round trip time without manually timing it?
nope
nope
yea i was wondering if i could get away with the small one
loads take 30 seconds right
27, but close enough
how can i get biomass burners to charge batteries? because batteries only charge from excess power, and burners only make exactly the power that is needed. i have a backup emergency power grid of biomass burners and battiers i have hooked up to a priority power switch but the batteries wont charge from the biomass burners
you can't
yeah bio burners are just a different chemical battery
im aware but they dont produce enough power to jumpstart my grid
they will with enough burners
mannn okay ill place the rest of my burners
jump start a smaller portion
what are you jumpstarting?
and that coal power will jump start more
wat
when my line is this long with 4 stops, should i be worried about the fluid platform itself filling up between trips?
how are you using bio burners at this point but don't have something else to charge batteries?
i made a silly power plant specifically to make an over the top amount of biomass burners just from a tiny bit of hogs lol
that's factored into the graph
i dooo
power storage is tier 4? don't you have coal power?
ill just hook up nuclear or something
???
did you download a megaprint or something
yeah I'm jumping out, gl. You have tons of alternatives to 3000 bioburners
forgive her lord, she knows not what she does
-# or she's too smart for me to understand her madness
this is like all i need to constantly power like 4000 burners lol. only like 5 remains per minute and thats only if the whole thing is burning nonstop
im just being silly
i thought it would be hilarious to cover the dune desert with biomass burners and see just how much remains i actually need to feed it
oh my god
i know its super inefficient and very stupid but i find it so funny
i assume that's slooped
mhm
that's not totally insane now i can see what you're doing
one elite hog has more energy than a plutonium fuel rod with slooping
if you go the extra step to sloop liquid biofuel refineries then it is even more hog efficient
YEAH HEHEHE
im sure ada is just so dissapointed with me rn
this look good?
ah but the solid biofuel then liquid biofuel means an extra sloop step
so that meme isn't even as dumb as it gets
You can turn protein into biomass??
ye
its like the most efficient way, it gives SO much biomass
I'm just getting coal as fast as possible
I manually crafted all the materials for 50 smart plating FROM SCRATCH because I hate myself
6,300,000Mw per alpha hog if i use the liquid biofuel recipe. thats over 3 times better, but it uses some resources for the canisters.
#design-and-architecture message why is the pump pointing towards the fluid platform when its on the unload pipe?
oops
who needs batteries lmao
hehehe
the only issue is that the biomass burners give a ridiculously low amount of constant power output tho, and they burn the biofuel very slowly. each biomass burner only gives a pitiful 75 mw 😭
hmph maybe ill use fuel generators instead.... but thats not using biomass burners which is funnier
and i just checked, the fuel power generator and the biomass burner are both just as fuel efficient
Might this be a better solution?
with overclocking you'd only need 100 instead of 250 burners
if you have, like, 300 power shards in your pocket
single dumbest thing i ever calculated
i just made power shard automation (25/m)
single most glorious thing you ever calculated
just make sure you use incognito mode so ada doesnt see
LMAO
do pumps force fluid to move even if the pipes not full
it provides headlift to any fluid that goes through it. so pretty much no
nah lol
i mean i dont have that many hours tho.....
i only got to phase 5 like last week
still double mine ish
same
i had put off automating all previous phases so i built one big megafactory to do all four
it nearly killed me
took like 18 months of on and off play, mostly off because of how insurmountable it looked
same, i had to build everything from the ground up basically
yeah ive honestly learned it can be more fun to fully automate each phase at a time using only the stuff you have- instead of waiting until you have phase 5 to automate. because then starting the megafactory is overwhelming and often times the power and logistics infrastructure isnt good enough. (and i mean, it also sucks to grind to phase 5 and just do lazy "automation" and handfeeding and waiting for hours and hours.)
i import cooling devices, turbo motors, supercomputers, heavy modular frames and fused modular frames from other huge factories
yeah I figured that out much too late
now I'm gonna tell all my friends hey
only like 8 playthroughs in did i fully learn that lol
don't skip automating that phase
waiting until you have every alt unlocked and you can make one mega factory that use all resources at full efficiency results in depleted brain resource
and that's finite
-# at least mine is
something ive thought about doing is planning on automating like 5/m of each phase 5 space elevator part. and then for each earlier space elevator part required ill automate the amount ill need for the phase. like i think overall i need like 60 smart plating per min overall? so id automate 60 smart plating for tier 2 lol
yeah I ended up planning for 4:4:1:1 of phase 4, which was my plan since update 7
it does sound kinda torturous tho. and logistics early game sucks and i would need alot of long distance logistics to get the materials that i would normally just get from a single mk3 miner lol
this is my phase 4 plant
i made life much harder than it needed to be by raising machines like that
but it means the logistics floor is nice and flat and you can see it
omg i love the raised buildings like that i might have to use that idea in the future
genuinely that looks awesome
thank
i knew it would be worth it but MAN it's a bitch connecting manufacturers when you need to use lifts to get under and back up again
i should start building factories like that all of mine are just stacks of concrete slabs with machines between them
i have blueprints for all of it (5 constructors, 4 assemblers, 2 manufacturers etc) so building that was actually pretty fast
connecting it all up
man
you build at location. Or use trucks.
also a lot of the time I'll only need 1 manufacturer but I'll use 4 anyway to fill out the floor
@torn plaza #screenshots message
Love how you can see all the logistics underneath
Can someone who is better at math help me figure this out. im making 1600 turbofuel a min and idk how many fuel powered gens i can run with that
Over clocked?
oh i love the architecture of that, with the shape of the pillars
reminds me of my supercomputer plant
how much does 1 fuel gen need pm?
Okey my brain is still pooping out on the signal stuff for the T junction.
And I cant fully figure it out with yt vids, I still get the yellow warning signs.
Anyone that can give me a crash course so I can finally get it and go on with expending my factory.
213 unover clocked
you were complaining about hookign up manufacturers, this is very easy and clean
85 iver clocked
Will slowly back log tho so if you want the decimals I can give em
@hidden roost #design-and-architecture message
sometimes rails bug out and you need to rebuild them to make them work
if you're getting the "rail loops into itself" thing
this feels illegal
thank; your stuff reminds me of that one, the way pillars keep going from the lines the factory shape make
I’ve just unlocked trains I can’t wait but I’m dreading it aswell
just basic sushi manifold
7.5 normal 18.75 overclocked
yes I was trying to get them to use basic maths
they’re peak
It’s 213.33333333 unoverclocked and 85.33333333 overclocked
I bet but I don’t feel ready for them
would it be 213 normal and 1 underclocked at 33.333 or 212 and one underclocked
213 and an under clocked
Or let it back up
Either works
You lost 75 mw
I think you can let it back up atleast unless your using a byproduct from a recipe
a sushi would never work given how many things go many places and need to be backed up real far to manifold properly
Then you wanna do exact amounts
not in that factory
you can do it
It’s more so I don’t know if I should do them yet
I’m still using phase 2 stuff
Like power grid wise so idk if o should wait abit before going for trains
Is it worth using trains before building mega factories
The first big factories apart from a power plant will be like computers and fused /heavy modular frames I think
nah it works easy, all you need to do is put on the right number of parts per min on it and at the start have an over flow
depends how much stuff you need for that
it works especially well for manufacturers since so many of hte recipes are fairly low ppm
automated speed wiring eats up too much wire for that
generally a lot of wire and quickwire going everywhere that would jam everything up on a sushi belt, and I'd need so many overflow belts looping back it wouldn't even save time
yeah, but because I'm a posh git who raised his machines, I need 4 lifts to 4 belts, then 2 nudged lifts to lower half of the belts down to the floor and 2 more back up again
a deeper logistics floor would have saved me the bother but looked worse
i wanted all the bells to be as close to the floor as possible so you could see everything moving
It sounds like a good sacrifice to make when the build looks like that
the things we do for art
If I showed you my starter factory I think you’d have a stroke
mine was jank af
I just slowly added things in
Half the stuff is temporary permanent till the factory is leveled
For a much bigger build in the future
I've left a lot of my early factories looking basic rather than ripping them up
tried a bunch of different methods and aesthetics
sushi for everything but hte wire for that recipe then 🙂
I don't understand it no more, there are 3 signals with the yellow warning and I cant seem to fix it
My basic factory does abit of everything there’s copper steel and iron being put into it
It’s a mess and it just floating floors
i still can't see how for even low throughput items things would get distributed properly
like, I'm using X stators for automated speed wiring, Y stators for motors and Z stators for electromagnetic connection rods; if it's all sushi then surely they just get a third of the items
my factories were floating floors
leave room around the outside and you can do anything
foundations are great walls
Ye true wanna make some nice looking ones soon tho
so you hate 1 belt manifolds? cause it's just that.
It just looks weird on manufacturers
My whole save is 1 belt manifolds but when it’s like that it don’t look nice
Ig it’s more so manufacturers with a manifold like that just aren’t visually appealing
For a t junction is this how the signaling should be? That the whole junction is one block?
that looks correct
Alright so the whole junction uses path signals to avoid a grid lock
as far as my knowledge goes is that it is better for all the signals of that junction be path signals and not 3 path and 3 block
No, if you're using Path signals it's path signals on the way "in," and block signals on the way "out"
3+3 is the way to go
Also along the main railroad is it better to have path or block signals?
You only use Path Signals when you're going into an area where there can be multiple paths through the intersection where trains don't necessarily cross -- the Path Signal lets more than one train be inside that block, if the path reservations work out
Block. Path is only used for intersections where there's the possibility of non-intersecting paths through the intersection
Path Signals are also always technically optional. Depending on circumstance they may not even really help improve intersection throughput. Once you do start having busy intersections they can often help, for sure, but you can build your whole network with nothing but Block Signals and it'll work fine
So like this
bottom right path goes to block, and straigh also a block
same for the other side
Yeah, I think that looks right. Right-hand drive, yeah?
Yes, right hand drive
One other tip is that you'll want to make the blocks leading up to the path signal as long as is feasible, btw. If the block leading up to a Path Signal is too short, trains will slow down even if they might not have to, 'cause the path reservation takes a bit of time
So that really-short block going into the distance on the upper right should be lengthened (probably just remove those intermediate signals)
ie:
How long away would you suggest? Spacing wise
I generally space out my blocks to be about 200m long (two "full" rail placements) but that's probably overkill for most situations
Going down to 100m is fine too
(I mean, you can go as frequent as you want, really. 🥳 You'll just end up seeing trains slow down as they approach intersections if they're too small.)
Though you can figure that out with time; not really a detail worth worrying too much about at the moment
My plan is to have 8 to 10 sub factories connected to a mega factory, that is where this line will be used for.
For power ill make a nother train line
If you eventually notice trains slowing down as they approach intersections, you'll know what to do to address it. :)
Woo, enjoy!
Now I can Finally say I understand trains xD
Alright signals have been put down across the whole train line
mega projects here we come!
thx again you lot for helping me
Cheers, have fun!
I like the rail
Thx man! I have the basics as blueprints if you want them.
I have the straights, pillars and elevation versions. Corners have been made by rotating the blueprints by either 5 clicks or 9 for sharper corners.
I appreciate the offer but blueprint sharing is against the rules
Even if it wasn't I make my own
Ah, I totally forgot. You are right. But hey thx again!
hi all, could anyone help a newbie in relation to spaghetti? i’m at the point where coal is unlocked. any help appreciated.
Build on foundations.
Make extra space - at least 1 foundation on both input and output side of machines.
Build vertically, snap lifts onto inputs and outputs and snap splitters/mergers to those to split inputs and merge outputs
Am at a similar point and what i found is building on foundations is hella nice, make sure to get enough coal because those coal generators are awesome but eat allot of it, same with water. And make sure u get enough screws cuz atleast for me i use them up hella quick
@queen sigil @hybrid snow the problem i have is placement. i can either build a 1st floor, leaving my generators below, or i widen it, but then it involves having to move that massive space tower (forgot what it’s called). i did want to opt for a vertical setup, but have you found any designs that are optimised?
Honestly what i did is building hella big ass platform. Fits most of my farms (only need to make the new coal iron mix alloy stuff)
I think i made mine around 15x15
Smth like that with bit extra for random stuff
I was able to fit there 9 generators (coal and it was a pain to set em up so make sire u get enough water and coal) all iron products and copper.
9 is an unusual number of coal gens
did you leave the generators on one floor and then place the furnaces and other above?
nothing wrong with moving the spelevator. But also, consider just building your stuff elsewhere, this sounds like you're trying to move everything to one place?
Well before them i had like 6 bio fuel ones then removed them for 3 coal ones. And because water pumps eat unusually much electricity i made 3 more. Then figured i have space for more so why not add 3 more
well, because it requires a weird amount of coal (135)
it’s more of a case of me trying to reduce spaghetti, minimising as much space and include it in one spot to avoid me running around like a headless chicken
Nooo. Evrything is on the same floor
usually you build 'em in multiples of 4 or 8, since that pairs with what the miners produce
I mean now that i got i think 6 coal generators i will build more cuz i think one mk1 coal miner keeps like 2-3 coal generators
I wouldn't worry about minimising space, that's how you get spaghetti half the time. Giving yourself more space is the best way to start getting a tidier setup
And the water. I hate it. I had to overclock them to 150% for 12 generators
one miner can supply some multiple of 4 usually, obviously depends on the actual purity of the node
given coal gens use 15 coal/min and a coal node'll be 30, 60, 120, etc
Its a foto of 2 days ago. I placed the elevator bit later but it works hella fine
i have a mix. one produces 30 and another produces 60. issue is if i then try to split it, it skews how much the furnaces receive
and thats before looking at other miners
which is where the spaghetti issue is coming from
and it ruins the productivity
What i found is you can cut of half of the front ones and suply to the back. I mean like i merged all my coal conveyors into one then solit them two ways. One to the first 4 the other to the back. And then it fixed. Same with water
wait… so (x2+) miner —> conveyor —> merge —> conveyor —> split —> x2 furnace?
then don't split it
Ye smth like that
i need to split it because i won’t reach productivity i need
or you could just get more coal 😛
I only merge cuz i got an uneven number of conveyors and it makes it eziers
there's like 30k on the map
i would but i need to get the upgrade, and to do that i need to build. but my setup is too messy.
Brooo. I hate the spawn location of coal. One is like 400 m aways from base. The other is 800, and the rest three or four is 1600 m away
it’s a catch 22
if i try extend it, it’s pushed into my generator room
move it to the side, space elevator
other side? crafting and HUB
behind is the miners
which is why i was asking about the floor space
if i extend ground floor, i just get hit by gas
What i did when i had a mess. Delete everything and just make a large ass area of foundation and start from there. One part was for all iron stuff. Another for copper, another for power
Everything outside i just make a nudle mess so idc
Extend the other way ig
so you just recommend i scrap the setup, move and rebuild it?
Yeeee
there isn’t another way unless i scrap it all
oof
alr
That what i did. The starting location was a mess. I found a big ass area and build there
And the area i build in is kind anica i think. Over 8 iron deposits in around 500m distance (some are closer) 4 copper ones same distance. One coal around 400 and another 800 and lake large enough for 6 generators next to it
If u want i can show u where it is on my map
Hol up then
Yo check dms
It like infront of this thingy ig
There is a purple power slug on the very top of it too
Idk how to describe it any other way;-;
This is by design, it's your introduction to the idea that you shouldn't always try and bring everything to one place, but have things where they make sense. In particular, since moving power doesn't need anything beyond just power poles, it's very easy to set up coal power somewhere further away but more convenient
True true
the further you get into the game, the more you'll spread out across the map
I was thinking of finish this like main farm and then going more deep into the midle part of map
Gona try and set up all the posible stuff i can get rn here then upgrade to high levels and move else where
Cuz with hyper tubes travel is pretty ez
dont see anything?
Its cuz u got in setings to knly get dms from friends
oh lol let me change 1 sec
done
Check now
does manifold work on pipes or no
nothing else really works on pipes
i guess you could do a singular pipe from one machine to another and match the consumption. Not really practical tho, would be so many more pipes and each one running into flow issues :p
great then
whats the point of this
you would need pumps if stacking vertically too which is a waste of power
nah, that's pretty legit as well
by "nothing else" I meant "go from one pipe to X machines"
the point is you don't stack vertically
fluids want to be level or gravity fed anyway
true
I'm not sure if that's the right place but i have 1 sloppy alumina/electrode scrap factory that keeps backing up. Solution is to flush water out and it's ok for some time. I have 2 separate loops for fresh and recycled water so they are not mixing. I have calculated many times and i still have output of 546 water from Electrode Scrap and input of 546 water in the Sloppy Alumina refinery. im not sure what keeps failing. Pipes at not even levle? The height difference is max 2m. Problem is i think alumina solution starts backing up, however i have a perfect loop and its also calculated properly. Not sure what i did wrong cause i have 2 other factories and its gucci :D
Are you sure that the Electrode refineries are getting enough Coke?
If they don't, that'd explain the solution piling up
how would electrode scrap output 546 water and sloppy input 546?
300 water in = 210 water out (for 300 bauxite)
Yes, they are 200/200 coke
i meant just for the closed loop :D of course i have 2 separate refineries using fresh water
not sure how do you do "closed loop" tbh
i am making a storage room and i only have 18 main containers (rest of the items go to depot) and i am trying to find out what to put in the main 18, what do u think? and what do i add?
Why storage if you have depots?
Well that's just more depots 🙂
storage -> depots, have a big buffer for burst use :)
I do have for these
the items go to the dept and overflow goes down
and it looks cool
like why not
how many dual track lines do I need ideally here assuming all of them go to one destination?
like 6 platforms converging into one dual track line will suffice?
better imgs
i think ya, its just testing and if you cant test it rn just wait until you can and then add or remove depending on the troughput
I also need it to scale up though, assuming this becomes mk3 miners 1200/min each
not sure how will one dual track line will do,
i think it would be fine, just use path signles and make a good junction and your good, personaly this is my last train i did and it takes all of these ores accroess to the dune dessert from the grassland
if it needs more, just add more choo choos
this is a superb example of how to connect multiple train stations off of a dual rail by the way
"superb"?
ye, good
thank
this is my first time using a train logistics, will see how it goes. Will go back to conveyers if all else fails
ya same
some people use trains to bring in all of the maps resources in one place
first time
me
madman
i am gone collect like 70% of everything and move them to the dune dessert and turn them into ingots and then train them to the rest of the world
idk the numbers are broken but this was a lot like 20k iron ingots
i know its a bad idea but why not 
Honestly, here are the pain points I found out and I am just in the PLANNING STAGE of train logistics
also doing aethetic build so it adds to the pain points
So iron ingots at works is 1:1 one ore in and one ingot out.
If you use pure iron ingot recipe its 1:1.8 if you use pure its easier on your logistics to move the ore to the factory that needs the ingots then moving all the iron to the dunes then processing it into ingots then shipping it out.
@orchid brook
at 1200/min each train?
thruput depends on distance
cause eventually this will become 1200 min EACH per mk3 ore deposit
a single train isnt gonna do 1200/min per car from one edge of the map to another
but you can just add more train
YA 
so one dual track system in this case can handle 6 platforms with 5-6 trains each?
and destination will consistently use 1200 x 6 iron ingots per minute?
for my aluminium factory i was training in over 30000/min among 10 trains
i have 1200 belts split into 2 carts and and 600 belts into one and 300 belts well if i am not gone move them also one
i am also gone use all alumunum in the world

this is what I plan to do as well, but starting off small to understand train logistics and pain points
each train had 2 engine 8 cars. resources were split into 600/min for each car
unless there were impure nodes, then 300/min
i aint usin trains for that i am going up in the ski with drons
as long as your stations are set up such that one train unloading doen't block other trains behind it, you'll be fine
also is 6 uranuim full rods enough to feed like 20 drones?
the biggest bottleneck i had with that, was making a single roundabout for an intersection which had awful capacity
so each iron pure deposit will have one train platform (6 in total), will converge to ONE dual train track
simplest way is one station per train, or just having a long enough route that two trains using the same station will just not be right behind each other
yeah that should be fine
it's like a road, as long as the traffic's moving you're fine
with eventually 3-6 trains PER train station?
it's only when one car decides to stop that it causes problems for the ones behind it
if one train per station isnt doing the full thruput, you can have two and just time em so that each train arrives at opposite station
its hard to visualize and grasp
compared to belts, where I know I just need a flat 6
would not do more than 3 trains on a single station
welp, cause I need to use 100% of the resources, and I was told I just need to keep adding trains until it can reach max throughput
you can add one train, maybe two if distance is long, but since it takes like 30 seconds to load and unload, having more than that will cause issues
if you cannot do 1200/min in one car, do 600/min in two cars
its ALOT easier to maintain 600/min than 1200/min
why would you need so many trains per station? that station's just gonna be blocked unloading for half its life lol
okay, will endeavor to see this through. Because of aethetic building, I really do not want to spend 50+ hours on this just to fail 🤣
Roundabout intersection, how it started, how it progressed :p
wow how did you do the rings areound the rails?
with beams, pillars and a lot of patience
do i connect the upper input or nah
ok i am gone try to learn that
i get the patience part now
also you only need to do half, blueprint it, then flip it
Using both i/o ports is like half the point of using a container
connect both
that's why you use ISC
then connect one belt feeding the ISC
You can use both if you know what you're doing
so while the station is loading, the ISC fills up at belt speed, and after it's done loading, the ISC can dunk in at double belt speed
the only time I do that is where I have two pure quartz nodes feeding 2 trains with 3 freight platforms each; one node gets manifold on upper ISC inputs while the other node gets manifold on lower ISC inputs
probably overkill because I don't use anywhere near 2400 quartz
can you not get 1200 throughput on a single freight platform with 2 trains? I feel like that should be reasonable
you can, but it depends on many factors
the higher the rate you put into the freight terminal, the harder it will be to maintain that rate
it also depends on stack size
moving something which stacks to 500 is easier than something that stacks to 100
the desmos graph tells me that, with a stack size of 100 and a round trip time of 5 minutes, I get ~640 a minute throughput
that's not a lot of margin for error
well I don't think it's linear with number of trains, right? maybe 3 trains would make it work
guess it depends on whether you want 3 trains 2 platforms or vice versa
yeah, fair
and two platforms for both trains that go to the quartz station
so there's zero chance of one train waiting for another
also wait that reminded me, I have a question about measuring round trip time. can I do it with just an engine + freight cars even if there's nothing in the freight stations?
I think if you don't have any freight cars then the train won't stop at the station for the correct time, but if you have a freight car, will it stop for the full unloading time even if there is nothing to do?
if you have three trains on a single station. 1.5 minutes will be loading for those three, if your roundtrip isnt very long, that can cause congestions and eventually all three trains just end up back to back and thruput becomes nearly same as one train
honestly I'm not sure now that you ask
empty cars weigh less than full. speed will be diffrent if your train is more than 1engine/4cars
yeah the first time I had two trains coming into one platform, the faster train inevitably got held up by the slower train, so they ended up with identical trip times (and taking up room on the rails)
so now I just have one platform per train, overkill as that is
just an excuse to build bigger
two trains per station is pretty much ok. specially if you time them and induce a wait time
yeah...I currently have a setup in the red forest where the RTT is about 3 minutes and I'm running 2 trains, it is working now but I'm gonna add a station further east in the red forest so I'll have to keep an eye on whether that train will slow down or mess with the cycle on the others
three could be ok if they travel a long distance > 8 min roundtrip
if I had some way of actually making a train schedule like a real life rail network I'd have shitloads of trains per station
ngl that would be a really cool feature to add but it would probably take a lot of time to capture all the edge cases for any possible kind of track system players can build
bring openttd train systems :p
honestly just having ability for train to take a slightly longer path if the main one is occupied would be such a godsend
create overtake lanes for faster trains to slower ones
I wouldn't even be against a system that was like..."stricter" on its requirements in favor of just letting you set up a schedule
like it didn't let you start ANY train on the network unless they were all at their respective stations and the whole schedule was started at once
which would put all the work of making sure there's no overlaps or delays on you rather than the system doing extra checks for you
instead we're getting better trucks
tbh that feels harder than trains so props to them XD
i guess they didn't like how nobody used trucks
I mean a train doesn't randomly decide to stall out because a stick fell on the route or something
so making trucks better is actually really nice and I will probably check them out if they get better
or head on collide with another train and sit there forever
trucks being functional in 1.2 kinda has me pondering making some combined train/road highway
also i had a probably not very well thought out idea for better fluid buffers; a third inlet on the top that's gravity fed
would make train platforms simpler
wouldn't do anything for gases alas
I have a question, I have a total of 10 refineries producing a total of 200 p/m of rubber and plastic respectively, but producing a total of 300 m^3 HRO byproduct, which im using 2 refineries OC'd at 250% which in theory should use 100% of that HRO to turn into fuel for 10 FPG's completely efficient with no losses, i started by filling up a large industrial fluid buffer and all the pipes then turned the gens on, yet after around an hour the fluid buffer has run out completely and 1-2 of the gens are not being supplied with enough fuel
Im at a loss. the two refineries making fuel should be at 200m^3 per minute, and consumed fuel should also be at 200 m^3 respectively. I don't understand why its draining fuel
yeah that checks out; but with 600 crude oil going in, you could have pipe weirdness
are all of your rubber and plastic refineries running at 100% efficiency
They're running at 200%
I used the shard crystals to cut down on space consumption
I forgot to mention that
Let me put eyes on it
if they're less than 100% then they're not running efficiently, and are either blocked or starved
2 of them on one of the nodes are 93 and 97 percent, the other side is completely wack and idk why. Maybe buffers for the residue are needed?
buffers will only hurt you
running pipes at their maximum throughput can cause weirdness, as fluid can hit a dead end and flow backwards
you may need to feed the pipe manifold on both ends
Well thats why i put valves
valves are dead ends and can cause that to happen
hm.
welcome to fluid madness, enjoy your stay
ugh
so you mean using the junction for all 4 slots ?
which part of the pipe manifold is the issue
It seems on the worst culprits the residue isnt leaving the machine because the pipes are full idk why tho
Junction Crosses cause flow to drop if there are too many machines being fed, which you can mitigate using a loopback pipe. It is a secondary pipe split from the main feed pipe which is then merged at the opposite end of the manifold; see the schematic below.
heavy oil residue will only be going at 200/min tops which should be fine and not need this back flow loop
might be a pipe segment that needs rebuilding
as for the other one that's at 97%, putting the loopback on the oil side should help
This is the one thats the worst
The supply is fine, no issues there, for some reason the 4 on the right side excluding the top one are having issues with the fluid leaving
examine each pipe segment and make sure they're all full
might be one that's empty and bugged which needs rebuilding
aslo get rid of any valves if you have them
should i be using any pipeline pumps if there is 0 head lift ?
only need them if you are going vertical, which I don't think you are
no valves, no pumps, just turn one of the fuel machines off for a bit so the pipes can fill up
then turn it on and it should work fine
or sloop machines to fill the pipes faster
I don't think im quite that far yet
it's well worth getting sloops at any stage of the game
oh yeah i have sloops i just have no clue what a sloop machine is lmao
Power augmenter ?
or is there something after that
i just got computers automated so i guess i can do that
production amplifier
Fluid buffers for fluid byproducts lose their fluids upon save reload. Is this true and how would one fix this?
not power augmenter, though that's good too
that's DEFINITELY a bug
either you have mods installed or your game is cursed
Not normally. If they do that's an unusual bug or a mod feature
If I have a five way balancer on a 750/min input and my max belts are mk5, the input is gonna back up right? Are there balancers where this doesn't happen?
if your balancer is doing the "feed some back to the input" then yes, that merged segment'll be trying 900/min
the obvious first thing'd be to not put it all on one belt in the first place
failing that, you could either just manifold it rather than try and perfectly split, or do something like split into two and perfect split each half separately, then recombine as appropriate
So, I already have two belts doing 750 each, so that would become a big mess if I were to split those. Cuz that's just for coal I have to do the same for quarts
So I'd have to build like 8 manifolds
*load balancers
But I do need it load balanced cuz I have 5 600/min bauxite belts coming in each going to its own little sub factory
And if it's split equally if something were to go wrong I only have to troubleshoot one factory instead of one huge one
if it's split equally and one goes wrong, it'll just back up anyway
look into blueprint autoconnect build mode
it makes them so much easier
There will be an overflow line right before each sub factory
depends on the balancer
the shit ones won't handle that
the proper one will just fine
There's a bit of loss in flow when loading the savefile atm.
This doesn't lead to fluid loss, but it does lead to (eg) nuclear generators at max clock hiccupping after a few loads of the savefile
do you have an example of a proper one then?
very interesting, thx!
I'm assumiing both mergers are prio mergers?
no, regular
it wouldn't be a balancer with prio
eh, maybe it would
not necessary either way
cool
any complains about my train hub logistic for train IN and OUT Directions?
so 1 block are 4 train stations
24 trainstations? on one track line?
uhm kinda yeah
thats my route
maybe with the route it makes more sense
I know it's nothing in the grand scheme of satisfactory, but think it's beautifull anyways
if you go to SCIM and turn everything off. THEN click roads
it will show you all the dirt paths. they are great for getting around the map
yeah im building floating roads so that's not a big deal for me
is that something to overthink once again? cuz i'd start building now
how come this didn't use any of the uranium waste and only part of the plutonium?
what would it use the uranium waste on?
it should be using it in plutonium production
but you already told it how much plutonium waste you're getting
cuz if i don't the planner won't calculate anything
Tools doesn't consider the nuclear rod -> waste burning as a recipe, so unfortunately you have to do that part yourself
I do hope that changes one day, but I understand why it doesn't
now i remember why i use the modeler
as for why didn't it use all the plutonium, presumably it's bottlenecked by something else, likely SAM?
yea i didn't put in for any sloops so that's probably what accounts for that
Tools doesn't account for Sloops, you need to "manually" account for them (eg: adding a Reanimated Sam input based on your slooping plans for Reanimated Sam)
guys should i put the left most smelter or the right most smelter below 100%? or does it not make any difference
im comign back to satisfactory after awhile so i forgot a lot of stuff
It won’t matter
If you need one underclocked it can be any of them
oh i thought it did from what i remember
The only thing it would change is how fast it fills up in a manifold but that’ll balance out no matter what after time
how compressed is to compressed?
abandon thine fear of clipping and you can go much further :^)
but that's very clean
is that how rail junctions work? can i even detect that with block signals?
That's not considered a junction no
would i be able to turn that in a working junction somehow? like i wouldnt want trains to collide here lol
I don't think crossings are possible like that, but I don't know too much about trains (in this game)
Direction of travel unclear from the pic
ig yea?
