#math-and-meta

1 messages · Page 390 of 1

fervent spire
#

If I want to send a bunch of packaged nitrogen gas via drone, how does that work? Do i need 9 stacks of empty canisters to start off, or as many as will fit in the drone port (18 I think?)

vapid gorge
#

there's lots of iron on the map.
It's just a shit ton of work modifying a plan in tools to see different options

vapid gorge
#

you probably want small buffers for each item on both sides though

fervent spire
#

Well yeah but i can't be building the canisters near the gas so I just want to bring a few stacks of them and leave it at that

vapid gorge
#

I'd have have a container of empties at least ready to feed the gas packagers

main shuttle
#

so besides the object limit that can crash the game, are there any other things that'll eventually overwhelm the engine?

wary fable
#

Hey, I am looking forward to build my first nuclear plant in the spire ocean, I will source uranium from dunes node (300/m) + 1-6-1 train. However, I am having troubles calculating. Seems like https://www.satisfactorytools.com/1.0/production?share=cRtFinTE3UQCq3gHM2ql using alt recipes, I can make more cells from less source. As I understood from wiki for plutonium fuel rods (which I will use in drones and sink into awesome sink) I should use normal (non-alt) recipes as they use most waste. How how calculate waste and actual uranium fuel rod usage per minute?

vapid gorge
#

decide on the number of uranium rods you're making
figure out the amount of waste you'll get pm
then input the waste in the planner

wary fable
#

And if I overclock plants?

vapid gorge
#

each rod you burn pm will produce the same amount of waste pm

#

like everything else, overclocking plants just reduces the number of machines for hte process

wary fable
#

It says 0.2/m, so for 1 fuel rod / minute 50?

vapid gorge
wary fable
#

So for 7 uranium fuel rods / minute (I to produce based on that link I posted I use correct recipes?) I would need to handle 350 of waste?

vapid gorge
#

sounds about right!

somber sedge
#

blindly followed valhalan pickle instead of thinking for myself

vapid gorge
#

I have no idea what valhalan pickle is, soz

somber sedge
vapid gorge
#

ah, yeah honestly most yt vids about satisfactory are sub par

#

except maybe the design ones

wind spade
#

yeah, youtubers are kinda not good source of knowledge

vapid gorge
#

at least not for this game

wind spade
#

somehow they put very low amount of research in their videos (or it seems so)

(also if you're a youtuber that doesn't fall into this category, I apologise in advance, I'm talking more in general)

brisk urchin
vapid gorge
#

@long bridge how much of what are you trying to move?

long bridge
#

Well, it will be 3000 / min bauxite ore/min with that station

vapid gorge
#

do you know teh train travel time? including both loading and unloading?

long bridge
#

it needs to be in 3 cars, 1200 1200 600

#

with both loading and unloading it is right under 4m

vapid gorge
#

ok so at 4 min that'll be 4800 parts pm per car
a car can only hold 32 slots, of ore thats 3200 per trip
you'll need at least 2 trains doing that route

long bridge
#

when you say atleast, is it better to do 3, or can i do 2 without any real issues?

vapid gorge
#

2 should be fine as that'll mean it'll average out to 2400 2400 and 1200 ppm on each car

#

you won't be able to tell it to wait until full though as the 3rd car will slow you down

unique cypress
#

You could make this work with 1 train and 4 wagons if you loaded 750/min into each

vapid gorge
# long bridge wdym wait untill full?

there's rules you can set a train. One of them is 'wait until full'
it'll mean it'll wait until full meaning less traffic on the rail and less stops at a platform

long bridge
#

id rather have second train

long bridge
vapid gorge
#

it'll likely be fine yes

#

just pointing it out so you don't use it

unique cypress
#

Wait until full will cause the train to only do 600/min on all wagons

#

Well, 620 on the 2 that are supposed to do 1200

vapid gorge
long bridge
#

it would seem to me that its fine, but its also 2am

vapid gorge
#

basically teh same

#

you've got your buffers set up at each end right?

long bridge
#

yes

#

im not sure how to buffer fluid/gasses but yes

vapid gorge
#

gas? you package

long bridge
long bridge
vapid gorge
long bridge
#

well im having issues using modified version of your aluminum stuff, i guess i shouldnt call it yours because i changed ratios, but it uses the same idea for fresh/recycled but it keeps breaking

vapid gorge
long bridge
#

can i draw? or do you want ss

vapid gorge
#

SS is much better

#

photomode makes it easy

long bridge
#

k

#

600 baux, 180 fresh water. sloppy/electrode

#

the math has the recycled water production equal to the recycled water needed yet it still ends up backing up sometimes

vapid gorge
#

have you got a ceiling over this ?

long bridge
#

yes

wind spade
# long bridge i thought sapphic said vip was broken

it's not broken, it's just based on kinda black magic behavior so we do not recommend it much.

and yeah, that user's recommendations are based purely on their experience, so it's always a bit weird (they most likely have unique building style that makes things work/not work in different places than normally)

long bridge
#

much more factory built over this. didnt have issues with the ones belted in, only started having issues with ones on train, but they are not running out of bauxite

vapid gorge
#

I don't suppose you can delete it for now, and take a wide shot with photomode? really hard to tell

long bridge
#

holdon, i can delete one

vapid gorge
#

I meant the ceiling

#

is this a unit of machines basically? with scrap machines in front?

long bridge
#

scrap are after, but yes

vapid gorge
#

and you're doing sloppy + electrode?

long bridge
#

yea

#

i can give you clocking ratios if you want

vapid gorge
#

just give me the total amount of bauxite in this system

long bridge
#

600 bauxite

vapid gorge
#

ok so this should be the clockings

long bridge
#

no they are different

vapid gorge
#

did you connect up the solutions?

long bridge
#

yes

vapid gorge
#

can you tell me all the clockings you've got?

long bridge
#

i did 90 100 110 for sloppy;

directly connected electrode 120 133.3333 146.6667

#

could it be something as stupid as using mk2 pipes to bring the waste water up to the front but then using mk1 pipes to feed into the machines causing some sort of bottlenecking issue?

vapid gorge
#

how much waste water total is it? I dont remember

long bridge
#

420

vapid gorge
#

ok you've only got the mk1s on the inputs, so whould be fine

#

double check the outputs arne't mk1?

long bridge
#

output from each machine is mk1 pipe with the main line being mk2

#

would this cause? problems?

vapid gorge
#

that should still be fine

long bridge
#

it works fine when im watching it, but when i leave and come back its broken.

vapid gorge
#

fly around with your hover pack, look at machine lights and listen for the sound - are any of hte machines stuttering as you fly by/

vapid gorge
#

make sure all your pipes for hte solution are mk2

long bridge
#

the solution need to be mk2?

#

the solution isnt whats backing up though?

#

highest solution p/min is 264

vapid gorge
#

anything backing up could cause a problem, if thigns arne't emptying.

#

are your other sections not working or just this one?

long bridge
#

uh. the whole factory shut down when last i left but the ones that WERE reliable i know why shut down

#

these are isolated though so shouldnt have been effected

vapid gorge
#

ok so this is the only unit of bauxite refineries that are having this hiccup?

long bridge
#

no

#

at the time there were 2 others that failed

#

there output had overflow sinking, so there shouldnt have been an issue there

vapid gorge
#

show me your output pipes?

long bridge
#

output pipes? the solution or the waste water

vapid gorge
#

both

long bridge
vapid gorge
#

Well I'd probably flatten your waste water outputs so they stay level as a first step

long bridge
#

oh.. goodness, do you really think that would cause such a big issue?

#

its ... not as simple as flattening, id end up having to redo so much logistics

vapid gorge
#

it might

#

shouldn't be too bad

long bridge
#

then it clips belts. and not just belts, pipes would go through mergers too

#

plus there are 20 of these sets

vapid gorge
#

just extend the pipes out a couple m

long bridge
#

and all of the logistics are already in place

vapid gorge
#

try it on one first 🙂

#

I suppose something else you could try first is put a powered pump here and flush the system. Just in case

long bridge
#

mk1 or 2?

vapid gorge
#

any

#

I was also looking at your clockings and machines they don't seem to match up totally right

#

1.466667 x base of scrap would need 264.0006 solution pm
but that needs a clocking of 110.000025%

#

this should take a LONG time to have serious issues though

long bridge
#

how long is long... i mean i went away for an hour or two

vapid gorge
#

more than an hour

#

significantly

long bridge
#

also, wtf because i typed in whole numbers everywhere

vapid gorge
#

you said you clocked one of the machines at 146.6667?

long bridge
#

well i gave you the percentage

#

i typed in the number though

vapid gorge
#

as in the items pm number?

#

yeah its probably not hte issue, would take ages

#

try the pump thing, flush the systems. It's the least amount of effort vs potential result

long bridge
vapid gorge
#

if you can, take off yoru hover pack after you do the fix and just let the game run for an hour as you stand there

fast cipher
#

its the most efficient to make oil products is through this? then diluted packed fuel -> unpack -> recycled rubber/plastic right?

#

wait thsi exists does this use mixer/blender?

vapid gorge
fast cipher
#

blenders tier 7/8?

vapid gorge
#

but you can make a poor man's blender at tier 5 with blueprints

fast cipher
vapid gorge
#

yeah 1 refinery and the packager and unpackager in a unit all hooked up

#

it's simpler making units like this too instead of manifold it.

#

it's the one system in teh game that manifolds are a little awkward

fast cipher
#

also isnt packaged diluted fuel more efficient since it uses one somer sloop

vapid gorge
#

you can't sloop packagers

fast cipher
#

oh sad

vapid gorge
#

duping items is also dumb so I'm glad

fast cipher
#

right u cant

fast cipher
#

u could unpackage and package

#

didnt think of that

#

blender uses 2 soomersloop?

#

i guess i shoudnt worry about it

#

biome left of desert got more than enough oil
right now running 1 normal plastic and rubber and packaged as byproduct until i get drives for
alternatives

half geyser
#

cuz you can only run a packer so fast

#

so you can’t dupe at a particularly fast rate

#

it’s not a very useful item to dupe

#

and you can achieve the exact same end goal by just tapping into a new oil node

wind spade
#

why even enable duping in the first place

half geyser
#

well of course yeah

#

but I’m just saying that specific dupe wouldn’t really be thy big a deal

#

the real dupe issues are when you can dupe particularly valuable things, especially items you can hold in your inventory, and at a very rapid rate

wind spade
#

any dupe is an issue

half geyser
#

with little infrastructure

river night
#

you can just enable creative mode if you wish, its not a competitive game and you can play how you like 🤷

half geyser
# wind spade any dupe is an issue

if all you can dupe is plastic packages and the rate at which you can dupe them is dependent on how much infrastructure you have, this is really not much of an issue

#

It is an issue for sure but not a particularly concerning one

wind spade
half geyser
#

Well I guess two

#

You can use them on multiplayer worlds you don’t own

river night
#

you can also use SCIM to save edit and get achievements, its not like those really matter to be "safe"

half geyser
#

If you want to make it effortless, compact the whole fuel production system into a blueprint or two

wind spade
half geyser
#

the practical difference is pretty minimal even then

half geyser
#

But even then

#

You’re “using the world’s resources” to dupe

#

Somersloops are limited, no?

wind spade
half geyser
#

You can just pipe it across the world 🤷

wind spade
#

no idea why this conversation is even a thing. It doesn't make sense for packagers to be slooped and they aren't possible to sloop 🤷

half geyser
#

This is true

#

All I’m saying is it wouldn’t actually be that big a deal if they could be slooped

wind spade
#

it would, to the balance of the game

half geyser
#

it would be a worse game, sure, but not by a significant margin, there are plenty of other issues that are higher priority anyway

half geyser
#

You can only dupe so much fuel before you run out of Somersloops

wind spade
#

it's placeable anywhere without access to oil

half geyser
#

pipe oil to where it needs to be

wind spade
#

removes the logistical component completely

half geyser
#

the logistical complement is just time spent piping stuff

river night
#

you could drop off a single load of packaged oil and keep duping it, no local oil needed

wind spade
#

yeah, and by duping you remove it

#

which is my point

half geyser
half geyser
wind spade
half geyser
#

In which case, your argument is that there is a floor to how much effort should go into making things for it to be considered legit

#

Which is fair, I’m not saying it’s incorrect or anything

#

But that does mean this exists more on a spectrum

#

Where this form of duping (using limited somersloops)) is just easier than the game-approved form of duping (drilling into a limited oil node)

wind spade
#

there's something called "game balance"
we don't need to throw that away just because "it wouldn't be that much OP" or "you're limited how many times you can cheat it"

half geyser
#

It’s not that it’s an entirely different thing, it’s on the same spectrum with the same fundamental limitations, it’s just beyond a certain point on that spectrum, on the wrong side of a line in the sand between balanced and unbalanced

half geyser
#

But because it is limited in this way

#

It would not completely wreck the game

#

The game would still be perfectly playable and the overall balance would be largely unaffected, especially at scale, all it can really do is make fluids more abundant and skip some accessibility infrastructure requirements

#

If I gave myself the ability to place like 20 iron nodes wherever I want on the map, the game wouldn’t feel unbalanced

#

It would be a worse experience, yes, but not significantly so

river night
#

But why tolerate any level of "worse", and the devs didn't as they thought of that, so .. why are we here again

half geyser
#

Because there are potentially more important things to tackle

#

Like if there was a bug where every time you opened any storage it had a 1% chance to crash your game, that doesn’t make the game unbalanced, but it’s still a MUCH bigger issue than this particular dupe ever would be

river night
#

but its already done, and never even existed in the first place

half geyser
#

Well yeah

#

I’m not arguing for it to be reintroduced or anything

#

This is a more general thing

#

Just saying that stuff like this could be left in the game while bigger problems are tackled, because there is a certain level of duping that’s simply not problematic enough to be a crisis

#

I can’t think of any bigger problems the game is currently facing right now though

#

however, duping definitely can be a crisis, of course

#

The game used to be winnable in under four hours without a TAS iirc

river night
#

but there is nothing to be left in the game because it never was in the game in the first place, besides that "work on that instead" is a bad argument in a team of many people

vapid gorge
half geyser
#

With TAS it was brought down to like a single hour I believe?

patent blaze
#

duping is never serious unless the game is competitive, or if you value the purity of your world

half geyser
half geyser
half geyser
#

I had a feeling

patent blaze
#

was gonna say, thats if you care about others which you shouldnt, at least in this game

half geyser
#

most people do

#

I know I somewhat do, it’s not something I can just turn off

viral sparrow
#

idk play how you want but duping is basically by definition a glitch/exploit so it should be patched

half geyser
half geyser
half geyser
#

funny, I have one other mutual server (terraria) with both of you

#

terraria fans be all over this community huh

viral sparrow
quiet wasp
#

5.25 GW of coal lol

#

1050 coal/min

#

3150 water/min

#

wanted to get a nice surplus before fuel power, and before i get my massive ingot distribution platform made

#

i'm gonna need that much power for that many refineries for ingots.

quiet wasp
#

don't you love it when right after posting you notice you were stupid

#

1080 coal/min

#

3240 water/min

#

fixed it lmao i hate myself sometimes

fast cipher
#

propably would be best to keeep packaged fuel as item and unpackage it next to line of fuel burners? also they take "20,000" fuel per minute (dont have them unlocked yet), forgot to power on sink Xd

limpid vapor
#

it doesnt matter where you unpackage it

fast cipher
limpid vapor
#

transport only to burn it anyway?

fast cipher
#

i mean through put

#

no idea how much they consume

oblique hollow
#

Fuel gens?

fast cipher
#

ye this too

oblique hollow
#

20 m3 / min normal fuel

#

the game frequently uses liters behind the scenes

#

20 m3 = 20000 liters

fast cipher
#

ye know

wind spade
fast cipher
#

and i might overclock generators
since there no downside to doing it

wind spade
#

transport as fluid, or ideally don't transport at all

fast cipher
#

i dont use shards much and i double them

wind spade
#

no reason to package and deal with the canisters

fast cipher
#

i mean i plan like 10 fundations

fast cipher
wind spade
#

yeah, and as I said above, do so next to the refinery, so that you can recycle the canister for packaging water

#

ideally in a 1:1:1 modules

fast cipher
#

ye i definitely gonna recyclle

#

idk what u mean mean by 1:1;1 modules

wind spade
#

1 packager packaging water into 1 refinery making DPF into 1 unpackager

fast cipher
#

i just found out sinking packaged fuel isnt good way to get rid of overflow of it xd

#

ye right

wind spade
#

good way is to not have overflow 🙂

fast cipher
#

i gonna stop packaging fuel there

#

and burn it all
since i dont use it for jetpack biofuel is so much better

#

should i use indrustial fluid buffers?

wind spade
#

no, never (unless trains)

fast cipher
#

oh ok

#

can i ask here about design of such factory or move to design and architecture
i mean more less share image of how i plan to make it (more description since i just started)

wind spade
#

can do any of those I guess

fast cipher
#

so i plan to make in first refinery heavy oil residue, then on second packaged fuel.
i gonna dedicate few to plastic/rubber then diffrent belt which would unpackage it on the left (no platform yet. ) i would place packagers above fuel generator so no pumps.
propably try to move liquids only down, propably only pumps for oil gonna be needed

wind spade
fast cipher
#

gonna build it and propably ask again or something

fast cipher
#

i wonder if i could run plastic rubber on just polymer made through power gens

#

Also how big is blender compared to refinery

oblique hollow
#

!wikisearch Blender

glad apexBOT
#
Official Satisfactory Wiki

The Blender is a late-game building used for a wide variety of late-game recipes involving both fluids and solid resources.
The color of the fluid in the blending chamber changes depending on the recipe chosen. For example, Cooling System makes the fluid blue.

oblique hollow
#

The measurements are on there

minor orchid
#

heya guys

#

i need um some help with fluids

#

oh hey @oblique hollow can i annoy your ass for a bit with this..?

oblique hollow
#

For a bit, yes

minor orchid
#

im gonna import oil via trains

#

i have a 6 platform station

#

and theres gonna be:
1x 6 car train
1-2x 3 car
1x 2 car

#

and now how can i balance all the fluid stations

#

so no matter which train arrives, all 6 output pipes will work

#

preferably so their avg rate would be combined input / 6

oblique hollow
#

Thats not gonna happen with the shorter trains.
You wont have a way to meaningfully balance a bunch of pipes into 2 cars

#

I dont even know your desired input amount

minor orchid
#

so should i maybe just make all trains 6 cars then..?

mint coral
minor orchid
oblique hollow
minor orchid
#

is it a horrible idea? maybe

fast cipher
mint coral
mint coral
minor orchid
fast cipher
#

Need to connect recycled plastic/rubber and make line for processing polymer
Also expand it

mint coral
# fast cipher Got it running

i generally hold off on big plubber and run off the power byproducts as long as possible. in this case i got to Radio control units before needing a real supply

fast cipher
#

I never played past phase 3 xd

oblique hollow
minor orchid
#

but it doesnt work exactly

#

900 / 2 is 450

#

same with the 2850

oblique hollow
#

Yeah and youre gonna deliver 1200

#

2850 station will get 3000 or 3600

#

900 station will get 1200

minor orchid
#

wait uh

mint coral
# fast cipher What u mean

well. my first fuel setup generally takes the poly and makes a equal split of plastic and rubber and feeds them into d depots for personal use. the first fuel exapnsion (600 oil in this case) goes towards game goals in this case M engines ( i made plubber free ACU for phase 3)

minor orchid
#

im delivering to a single 6 platform

oblique hollow
#

I thought this was the amount you wanted to unload

minor orchid
#

and theyre getting unloaded all at the same station

#

and i wanna balance that

oblique hollow
#

Ok so the 6 platform stop needs.... how much /min in total ?

minor orchid
oblique hollow
#

Like how much is that factory there gonna guzzle.
5550/min Oil?

minor orchid
#

mhm

oblique hollow
#

That won't work with 6 stops

minor orchid
#

why not?

oblique hollow
#

If you pretend that every station is an oil extractor doing 600/min ish, then you would need like 9 outputs

#

6 stops would only work with 900/min throughput per platform and that assumes a relatively short train roundtrip time

#

And thats just not something i can help with as thats too tight of a timing and i cant guarantee you'd get 900 per platform

#

If you assume 600/min output per station, you need around 9 platforms

minor orchid
#

hm

#

or should i jsut go the dumb and easy way

#

and 3 separate stations

oblique hollow
#

That would be about the same as 9 platforms throughout wise

minor orchid
#

could make it so:

#

1 6 platform for the long train

#

and a combined 2+3 platform for the short one

oblique hollow
#

Might work. If im not completely wrong on this

minor orchid
#

okay then still a question however
how do i connect those to the machines

oblique hollow
#

But there likely will be some kind of throughput mixing there too for the 2 + 3 platform

minor orchid
#

just a straight pipe like from a jack?

minor orchid
#

just inline

oblique hollow
#

Thats something you gotta figure out.

Dont know your factory layout.

All i can say is yes, you assume that the starion is like an oil extractor doing 600/min

#

You need buffers of course

#

But otherwise you treat it about the same. Its an oil source

minor orchid
#

missing a 3rd station on the last but gotta go plastik

oblique hollow
#

Yeah that should work i think

minor orchid
oblique hollow
#

One buffer for both outputs if a platform. You use junctions and split each pipe into both ends of a buffer

#

Can be Industrial buffer here too of course

#

But this essentially uses one buffer to store 2 pipes

oblique hollow
#

See image above

minor orchid
#

if i just make it so each station is 600 throughput

#

wont a single pipe mk2 into a buffer work?

oblique hollow
#

No

#

You need both output / input ports

#

Due to the station lockdown of 27 seconds

minor orchid
oblique hollow
#

Im not gonna trust that to work fine

#

Dont know the mod, dont know how the station acts without the lockdown

vapid gorge
#

it's a very basic and simple mechanic of the train system to work with too

oblique hollow
minor orchid
#

dont saay it like im doing something bad 😭

round moon
#

does satisfactorytools refuse to use some alternate recipes for anyone else?
bolted frames for example

dusky dust
minor orchid
round moon
#

ah

dusky dust
#

As a whole the server's far from anti-modding, but it's worth knowing that if you are using mods, you're not quite playing the same game as someone on vanilla, and most of the advice we give out is geared towards the vanilla experience

round moon
mint coral
round moon
#

yeah this uses 10 more iron per minute

oblique hollow
wind spade
mint coral
#

@old plover ppl cant reply in screenshots.

simple questions can be asked in the relevant channel if you think itll require lots of input #1038092680493801533 is your best bet

old plover
mint coral
old plover
meager kettle
#

Train power varies on use yes

#

From like -25mw to +150mw depending

tropic zephyr
#

Is it really important for the machines in factories to always operate at 100% efficiency? I know it will reduce the output per minute, but will anything happen?

mint coral
old plover
mint coral
#

Maybe a ADHD tangent though. you decide

somber sedge
#

is it a smart idea to make this junction using block signals

old plover
mint coral
somber sedge
#

also, if i have a fourway, would it be better to do a roundabout instead??

old plover
#

also need to make sure your trains don't need to make U-turns

somber sedge
#

this is probably the busy-est junction in my entire world

#

and some of the trains are like 8 carts long

old plover
#

that's fine

somber sedge
#

the blue train that you see here, its supposed to take the red path, but after i added the fourth entry into this 3way jnction, its now taking the green path. any idea why

#

is this a problem??

mint coral
# old plover update 3

So old ppl lol
I say u7 for my start. But it's before then. I dont even know how I got the game

somber sedge
#

i started playing since 1.1

old plover
#

biggest change was U5 in terms of game vibes I'd say, the game felt completely different (in a good way)

old plover
mint coral
old plover
somber sedge
old plover
somber sedge
#

there is a station on the left but the blue train has nothing to do with that statioj

#

if i remove the rails on the left, the blue train takes the red path

old plover
#

and probably redo the intersection. Basically it doesn't register the red path as reservable

#

also maybe post a screenshot showing the bloc colors by selecting either signal in the build menu

split fog
#

Is this a good starter Fuel Power setup? Five Refineries supplying crude to six Fuel Gens, and sinking the polymer resin.

somber sedge
#

can you show your power graph?

mint coral
somber sedge
#

yes corret

#

thats one block

tough viper
#

is there any way to get the signal to point in the right direction? of course R but it only changes the side of the signal, not the direction

oblique hollow
#

Look at it from a different angle?

somber sedge
#

its placing it on the left rn, click to confirm, then it lets u place on the right

#

then u can remove the left one

oblique hollow
#

shouldn't scrolling do the trick too?

somber sedge
#

fuck nuclear!!!! this is just a single pure oil node and im only using 25-50% of it

somber sedge
#

try both

#

im producing 20 rocket props per minute

dapper heron
#

Hello guys!, i've got a question, what's the resource i will most likely use most units per minute at the end game? Copper or Iron?

tropic zephyr
tropic zephyr
dapper heron
#

thanks!

#

The idea its using the resources from that Pure area of the northem forest

#

just everything close to it , which is x2 pure cooper node, x4 pure iron nodes, and 1 patch of water that gives me 300 water per minute

#

So id want to fully max out that local output of ignots

tropic zephyr
dapper heron
#

Alr then!

#

guess that will do

tropic zephyr
#

By the way, I'm new to this game, so I'm just guessing; I don't know much yet. I'm on my first save and I've only managed to reach stage 3 :D

dapper heron
tropic zephyr
#

Do you think it's important for factories to operate at 100% efficiency? (Here, by efficiency I mean the efficiency rating written inside the machines.)

dapper heron
#

Uhhh i guess?

tropic zephyr
dapper heron
#

the only important thing is you got your input being the same as your output

#

or your machines will start to turn off and they take time to turn on back again

#

which can ruin your chain later on

#

time to have the most abusive relationship with this patch of waater lmao

tropic zephyr
# dapper heron Uhhh i guess?

Today, while chatting with people, we talked about trains. I'm still learning about train systems, so a question came to mind: I might not be able to deliver all the necessary items per minute, that's why I asked.

dapper heron
#

For example moving concrete its Waaaay more efficient than moving iron or so

tropic zephyr
dapper heron
#

so you would just move steel by drone or truck instead

#

it just requires 5 per minute and gives 100 screws

tropic zephyr
#

I still haven't been able to come up with a logical logistics system involving trains.

mint coral
dapper heron
dapper heron
#

the most important thing is stack size and what you're gonna do with it

tropic zephyr
#

So, as I understand it, if I can get a lot of output from an item with a minimum input, it makes sense to send it by train.

dusky dust
#

I had a train route on my 1.0 save whose only job was moving 2/min HMF from A to B

mint coral
dusky dust
#

The main case where trains don't work well is if the stations are too close; they'd spend too much time docking compared to moving

tropic zephyr
dapper heron
dapper heron
tropic zephyr
dusky dust
#

If the "source" station gets emptied out properly with every pickup, then the train route is good enough

#

If it's not getting emptied, then I need to add another train car

dapper heron
#

just mostly guide yourself by the stack size

tropic zephyr
dusky dust
#

To do the math fully, you need to know the full round-trip time anyway, which means that you'd have to have the route set up. So I just set up the route and see if it works. :)

#

(Over time you get used to eyeballing how many freight cars something might need, of course)

tropic zephyr
tropic zephyr
fervent spire
# dusky dust Personally I don't bother doing the math. I just set up a train route and watch...

the part that is kinda inconvenient for me is that sometimes I don't want a full belt's worth of throughput so just setting it into a sink at the destination and watching the station doesn't necessarily work immediately
e.g. I am going to be using 620 aluminum casings at my destination so I think what I would do is set up a 620 belt into the source station, set a 780 belt out of the destination into a sink (obviously both buffered), and then let the train run a few times and see if the freight station number equalizes out to 620

#

honestly it's adding multiple trains rather than multiple cars where it starts to get weird to measure

mint coral
tropic zephyr
tropic zephyr
tropic zephyr
fervent spire
# tropic zephyr Hmmm, this sentence helped me put a few pieces together in my head.

another thing worth mentioning is that you should always have 2 belts going from freight station -> industrial storage container buffer (at both input and output)
even if you are only using one belt to actually input into the buffer or take from the buffer at the destination

this really matters when you are running multiple trains, or if you want throughput that is close to belt capacity. it doesn't matter much with single trains or if you have enough wiggle room with throughput

dapper heron
fervent spire
#

basically, you want to empty the freight station as fast as possible, so the next train can deliver as much as possible

tropic zephyr
dapper heron
#

This matters more if your train has short trips

tropic zephyr
dapper heron
#

its just that

#

so you dont stop producing

#

because trains aren't continuos

fervent spire
#

so basically, the belts out of the freight station SHUT OFF for ~30 seconds when the train is loading or unloading
that means if you are going directly from the freight station to your machines, the belts will stop sending items for ~30 seconds. so you go from freight station -> storage container -> machines, so you have 16 extra stacks' worth of items to keep sending while the belt is shut off

tropic zephyr
fervent spire
#

who cares? play at your own pace

dapper heron
mint coral
fervent spire
#

I'm several hundred hours in and still on phase 4 and I'm not gonna finish it anytime soon

dapper heron
#

haven't passed steel production

mint coral
tropic zephyr
mint coral
#

Everyone moves at there own pace

fervent spire
#

speaking of trains, why is this station yellow?

dapper heron
#

This game is literally designed for you to take all the time in the world you want, either its designing decorating, making it more efficient or CONSUMING.

fervent spire
mint coral
dapper heron
dusky dust
#

Basically: send your belt into an Industrial Storage Container. Then hook both of the belts up to the train station

#

Do the same on the receiving end (station -> ISC -> belt)

dapper heron
dusky dust
#

You can put more than one belt's worth into the ISC, too, but the station cannot transfer 2x-your-max-belt-speed, because the station stops accepting material for 27 seconds

#

If the transfer you're trying to do is slow enough you might not actually need the ISC buffer

#

But it's good to just do it all the time anyway

#

Then you don't have to think about it. :) Just if (building_train_station) { put_in_a_buffer(); }

dapper heron
#

Beating the game is just the sidequest of the game, the real thing is being efficient and not wating 🔥 Ficsit does not waste 🔥

tropic zephyr
# dapper heron storage

But aren't they logically the same as a conveyor belt? Let's say a conveyor belt continuously sends 500 per minute, while a train suddenly carries 1500, but it's the same thing again every 3 minutes. But I think I understand what you're saying now. The purpose of using an industrial warehouse is probably because there's no place to put all 1500, so if the train waits for all 1500 to be used, other trains can't come. This is quite important, but a few days ago Greeny said these things were very insignificant.

fervent spire
#

the belts being disabled for ~30s when loading and unloading means it's not just a 1:1 of a conveyor belt

dusky dust
fervent spire
#

if you have a buffer, 99% of the time it WILL act the same

old plover
#

man when you input a multiple of 11 uranium ore/min the numbers of a nuclear setup are CLEAN

dusky dust
#

Watch it do its job, get used to the behaviors. Experience is often a better teacher than rando internet folks. :)

tropic zephyr
dapper heron
tropic zephyr
dapper heron
tropic zephyr
mint coral
dusky dust
#

There are people who have played for literally thousands of hours but who haven't even yet finished the game. :)

#

So long as you're having fun, you're doing it right. :)

dapper heron
#

Consume.

tropic zephyr
dapper heron
#

I HAVE 800 HOURS IN GAME, haven't seen the end once

#

but every time i do it again, my factory gets waaaay more Satisfactory

long bridge
tropic zephyr
tropic zephyr
fervent spire
#

yeah

long bridge
#

Athena what about fluids? Cobalt linked someone's buffer design but I don't understand what it does?

fervent spire
#

@tropic zephyr I'm going to simplify the numbers for an example. (this is regarding the short round trip time stuff I was talking about, with the double belts)

freight car carries 32 stacks.
industrial storage container has 48 stacks.
I am filling the train at 8 stacks per minute and emptying it at 8 stacks per minute.

For 30 seconds, the freight platform is not outputting - that is 4 stacks' worth that needs to come from the storage container. so in order for me to continuously output 8 stacks per minute, my train needs to deliver enough stacks per trip to compensate for the downtime.

This becomes an issue with very short round trip times. Let's say my round trip time is 1 minute. When the train reaches the destination, it locks the belts for 30 seconds. So 4 stacks will be emptied from the buffer, and then the belts are unlocked, and 4 stacks are emptied from the freight platform and just go straight through the buffer and into the output belt. Then the train comes back and the belts are locked again.

so what's happening here is that every time the train arrives, you end up with a net negative 4 stacks from your buffer if you want to always be sending 8 stacks per minute.

the way to solve this is by having 2 belts from the freight platform to the buffer. That means every time the belts unlock, you are emptying 8 stacks from the platform into the buffer (because 2 belts) during the 30s while the belts are unlocked. so now you are back to net 0 and can output 8 stacks/min consistently

dapper heron
#

you dont transport fluids in trains 👁️

fervent spire
#

this is like not a very common issue with trains and it's only an issue with short round trip times.

tropic zephyr
fervent spire
#

long story short, always have an industrial storage container next to your freight station, and always have two belts from the freight station into it

fervent spire
dapper heron
tropic zephyr
long bridge
#

No. Minecraft is weird to not finish. Satisfactory is fine

long bridge
tropic zephyr
old plover
mint coral
old plover
#

don't feel bad some mechanics are complicated, and reading the wiki doesn't necessarily helps if you're really not math savvy

tropic zephyr
tropic zephyr
old plover
fervent spire
#

^yep. if you just always have the buffer, and let the trains run for a bit without actually connecting them to your factory so that the buffers can fill, then you can reasonably expect it to give you the throughput just like a belt would

mint coral
fervent spire
#

you'll run into issues if your trip is too long, too short, or you're trying to do something silly like 2400/m out of a single car (which I think is literally impossible) but in most cases it shouldn't be an issue

tropic zephyr
tropic zephyr
tropic zephyr
mint coral
tropic zephyr
# fervent spire <@1153373277134274681> I'm going to simplify the numbers for an example. (this i...

I think I understood a little better this time, but I don't think my play style requires this, because all my factories are independent of each other, and I plan to use the trains only to send the outputs to the main storage. But thank you for all your effort, and I think the reason I didn't understand what you said was because of the 30-second lock-ups and entry/exit restrictions. I haven't even seen a single train station in the game yet, I don't even know how they work. It's like questioning the purpose of the manifold without ever using or knowing any manufacturers in this game.

long bridge
#

That's where I live 🫠

tropic zephyr
mint coral
long bridge
tropic zephyr
long bridge
tropic zephyr
long bridge
#

Absolute ^4 is a weird statement

mint coral
tropic zephyr
long bridge
long bridge
mint coral
tropic zephyr
old plover
tropic zephyr
old plover
#

then if you want to push sometime the math gets harder but it's totally optional

tropic zephyr
tropic zephyr
long bridge
#

The VAST majority of the math in satisfactory isn't even basic algebra. It's just 1200/4 for example 🥸

#

The hard math is for trains

tropic zephyr
tropic zephyr
tropic zephyr
#

Thank you so much for your help and motivation; I will now continue building my factory.

meager kettle
#

trains need math?

long bridge
#

If you want to push limits of train, yes

old plover
#

unless you're hauling like ai limiters and uranium fuel rods of course

long bridge
meager kettle
#

i dont do that :p i just build it, then watch thruput on terminal and add train if its not what i want

old plover
meager kettle
#

feels like people overthink trains a lot :p

long bridge
#

I said that. But my cars don't fill completely

oblique hollow
#

trucks even simpler

old plover
#

it's the difference between planning ahead and planning on the go 😄

long bridge
meager kettle
#

why do they need to fill completly?

long bridge
old plover
oblique hollow
#

they dont technically.
but if a train had had less car slots then your train would need to complete a trip more often

#

less capacity = more, quicker trips needed to deliever stuff

old plover
#

and you don't want your freight car to fill because then you lose throughput

meager kettle
#

not neccessarily

oblique hollow
#

actually you dont want the station to fill completely i guess

#

you only lose throughput once items start spilling out of stations.
once trains literally arent fast enough to keep stations from overflowing

meager kettle
#

you can set full load/unload in time table. but i'll be honest, not bothered with that so dont actually know how much it affects things

wind spade
meager kettle
#

a double directional track network can handle a surprising amount of trains

long bridge
meager kettle
#

done 100-ish with no major issues. but started doing a second pair as high priority network for important deliveries, like keeping nuclear plant going

long bridge
#

All it needs is some path signals to fix intersections

meager kettle
#

intersections can become big bottlenecks

#

it depends on how much traffic they need to handle

long bridge
#

I liked old trains that had no physics and just phases through one another

meager kettle
#

simple one like this is fine for like 6-10 trains. it just goes to two train stations so not seeing much thruputs

#

while a slip laned reverse roundabout could easily handle like 80-100-ish trains passing thru. and if you have even more, doing a cross less intersection like over/under cloverleaf could handle even more

long bridge
oblique hollow
long bridge
#

No.

meager kettle
#

#math-and-meta message for small intersections like these. path signals will pretty much break up grid locks that can happen if you use only block signals

#

but they dont really increase thruputs

long bridge
#

I have been using T intersections with trains only allowed on right path, but oncoming trains still stop. It's annoying

long bridge
#

Wasnt

#

Need to add, Deaf told me to just do block for now, with 1 or 2 trains it didn't matter, but up to like 5 or 6 at one station now and sometimes they stop there

mint coral
# long bridge Wasnt

Path in block out.

Making a large distance between the path signal and previous block signal reduces train slow down as the signal has more notice to calculate

long bridge
mint coral
long bridge
#

Okay

#

I'll, add when I next get on

dapper drum
#

pibo is 100% accurate

long bridge
#

Still trying to figure out why my aluminum breaks when I'm not watching (but flawless when I watch)

mint coral
# long bridge I was told that pibo didn't really work

Its situational. If train ! Doesn't cross train b both get the go. If one track intersects the other and is being used one must wait.

Over long time periods the can make a ratios where they never meet. As everytime a train stops it off sets its timing until they stop crossing at that time. When rails get heavily used this can no longer happen

long bridge
#

Do they prioritize who got there first?

#

Like if 4 trains waiting at intersection with 1 inside, who goes next

mint coral
tropic zephyr
#

Is this what you call a buffer?

long bridge
mint coral
tropic zephyr
long bridge
#

But also, if you're trying to do 2400/min that buffer won't do much

fervent spire
#

it's literally impossible to do 2400/min

#

imo it's just easiest to only do at most one belt's worth into a single freight car. just have two connecting the container to the station, but only one in and out of the container on either end for actual use

tropic zephyr
#

And it only gives output from one source?

fervent spire
#

correct, and that's to compensate for the downtime of the belts being locked and will avoid the issue I described earlier in case you have a short round trip time, etc.
just generally a good idea to do it anyway

#

yes like that

tropic zephyr
#

This is the unloading area, have I done it correctly?

tropic zephyr
fervent spire
#

bruh idk then man, believe what you want. I explained the circumstances in which an issue could arise already and why this double belt will solve it. dunno what more you want me to say. it's not like it'll somehow make things WORSE

tropic zephyr
#

I didn't mean to say anything bad, I apologize.

mint coral
fervent spire
#

😮 okay noted

tropic zephyr
wind spade
wind spade
#

with trains it's very much necessary

mint coral
tropic zephyr
#

Wow, it really has the same effect as a belt, only with a difference of -1 per minute, probably because I just set up the system, but this is definitely cooler than belts, fuckkk yeahhhhhhh

#

"gelen transfer oranı" means
incoming transfer rate

tropic zephyr
fervent spire
fervent spire
#

the buffer is always necessary with trains. you ALWAYS want a container connected to the freight station. double belt not always necessary, but you might as well always do it too.

tropic zephyr
fervent spire
#

yeah

tropic zephyr
#

Wow, it takes 480 and exactly 480 comes out of the mine, and it's totally cooler than those belts.

meager kettle
wind spade
tropic zephyr
tropic zephyr
#

For example, if these trains arrive at a rate of 1000 per minute, do they always send around 1000 trains per minute? If so, I can use trains everywhere, they're extremely cool (the number can be any number).

#

I think it won't change much; for example, even if a new train line comes into operation, the amount of cargo it will have to transport at the station will only increase with each delay. Am I right?

#

I said that because the new train line will create traffic; I forgot to mention that.

meager kettle
#

more trains will cause traffic yes, but its also a balancing act of will additional trains occupy the same bits of track all the time? does one intersection see a lot of traffic, then make it more efficient etc

#

you can have trains on a train network which will never traverse the same tracks, so those dont affect each other

#

it all depends how you build it and how much traffic you're pushing thru certain points. you might need to rebuild sections to allow for more traffic

#

imo, you can't really plan exaktly how many trains you'll have. can kinda guess which will have heavier traffic if you have some desire of a plan. But generally, if you only transport finished products rather than ores for example. its often a lot easier to reduce traffic. Like transporting 50 motors/min is much easier and much less traffic than shipping the iron + coal (and maybe copper) to make those motors

tropic zephyr
#

So yes, these things can be problematic during construction, but once everything is in place, the trains will always carry as much as they carry, right?

meager kettle
#

yes

tropic zephyr
meager kettle
#

i usually put some sinks on the arrival station and just sink the first 5-6 train deliveries to get an accurate reading on thruputs

old plover
tropic zephyr
#

TRAINS ARE AMAZING

#

This buffer system we're talking about applies to trucks and drones as well, right?

long bridge
#

not in a bad way, i get it, just explains it

#

also. screw aluminum. it works fine while i watch it, even if i watch it for an hour, but the second i go off adventuring it breaks down

mint coral
tropic zephyr
#

Thank you all very much for your understanding.

mint coral
long bridge
long bridge
#

i can give you ratios if you want

mint coral
long bridge
#

okay np. i just watched a sloppy get water starved, just not sure why

#

because the electrodes were okay

tropic zephyr
#

I apologize for interrupting you.

long bridge
#

but im still not sure why my others keep backing up

#

(i have 20 "systems" of 6 refiners that each take 600 bauxite and 180 fresh water

mint coral
mint coral
lofty cargo
#

My mental health can’t take the math again

mint coral
fast cipher
#

hmm very nice power thought i got no idea how i have max 5k consumption xd
time to do trains
i could increase it easly by placing for fuel gens

#

but until i get notification that battery buffer is running out i should be fine (got 20)

crimson moat
#

but some peeps like "i dont put an isc and it works" because of having a 100m belt at each end storing just enough items for it not to fail with their trip time

tropic zephyr
#

It should be 120, but it's 119. This tiny difference shouldn't cause any problems for the factory, right?

maiden lodge
tropic zephyr
#

No, it's been working since this morning, but there are occasional drops from 120 to 119, but only occasionally.

maiden lodge
#

yeah trust that 120 is actually going through, ignor that number if your factory is making 120 its getting 120

tropic zephyr
meager kettle
#

it showign 119 rather than 120 is often a rounding issue

#

i wouldnt worry about it, next delivery it can show 121

tropic zephyr
#

Hmm, so logically it would take as much as any input, right?

maiden lodge
#

if you know how much is going in just ignore that number

unique cypress
tropic zephyr
maiden lodge
#

no worries

tropic zephyr
#

thanks for the information guys

tropic zephyr
maiden lodge
#

my factory, everything from ore processing to fuel and elevator parts is in one area, in the west coast. ive hear dpeople say that gigafacotries are bad but ive never had any issue

tropic zephyr
#

So if you enjoy playing like this and don't see any problem with it, then that's best for you :D

tropic zephyr
mint coral
maiden lodge
tropic zephyr
mint coral
# maiden lodge idk ppl have megafactories but still have satellites, id say a giga is if you ha...

if you have a satellite you know longer have a megafactory. I dont make the definitions lol

https://satisfactory.wiki.gg/wiki/Megafactory

Official Satisfactory Wiki

Megafactory is a gameplay style focused on centralising all production into a single location. Raw resources are extracted and delivered by trains or other means of transportation to a central location, where all processing happens. While Satisfactory can be played in any way, ADA often hints the player that it's recommended to make outposts rat...

outer vale
#

lol he actually made the page

maiden lodge
mint coral
old plover
mint coral
#

@maiden lodge Further more there is many youtubers that have achieved this already. TotalXclipse for example had to upgrade his CPU and Gpu just to playt without crashing while processing all nodes in the dunes at one location. He also had to increase his Uobject limit to do so. breaking from the games designed functions. So i fail to see what you are trying to prove?

if you enjoy playing a certain way do it

old plover
#

also building in a place you've never built before gives off a certain kind of dopamine like I'm productin uranium fuel rods in the red pillars rn and i'm so stoked

outer vale
#

I'm 100% taking credit for the page being created 🤣 (not its content of course)

tropic zephyr
#

"USBeefalo (PC) typing..."
I feel so relieved whenever I see this :D

outer vale
#

tbf some of the megafactory pain is just sheer amount of stuff being processed in general, even if it was more distributed it'd still be a fair performance hit

outer vale
#

but the logistics are the real pain

mint coral
#

even with refining off site

outer vale
#

I did... a less even mix, and just P5 stuff, and also with some offsite preprocessing (aluminium, plubber, iron/steel/copper products, concrete) and yeah the main core was a chunky boi

mint coral
#

not a playstyle for me lol

outer vale
#

oh yeah and remote diamonds/nitrogen due to compression, first real use of drones

fast cipher
#

How quick are drones?
I wonder if they could supply worth of mk4 belt,
From desrt to oil biome on the left of it.

outer vale
#

if your plan is to fully yolo it and not try and match inputs and outputs, then a megafactory might work, but I struggle to see how you could manage to keep track of all the intermediates being funnelled around everywhere if you did mega it

outer vale
outer vale
#

too sloooow 😛

fast cipher
#

Ok it has 9 slots propably not worh

meager kettle
#

can always have more drones

fast cipher
#

Guess gonna use them when i get through phase 3 (only need to setup trains to transport plastic, rubber and do manufacturers. )

outer vale
#

(also already mentioned)

fast cipher
outer vale
#

drones are best at relatively low volume transport

#

though any vehicle can do high volume if you add enough of 'em

fast cipher
#

Thought i plan to make turbo fuel too, propably in the lake east of green zone
So maybe make explosive thingy there

#

If plastic/rubber isnt an issue.
Caterium circuit and caterium computer would be best recipe?, i hate oscilators because of my first playthrough (never finished game)

#

Or maybe silicon one is that much better i dont use quartz at all

#

On other non alternative high speed connector recipe socks then I propabnly will go with silica one

teal tiger
#

finally after 90 or so hard drives

wind spade
#

ah, the "I don't want to go nuclear" recipe

teal tiger
#

i acutally do wanna go nuclear lol

#

but i need some power first

#

im in t9 with only 8k power

wind spade
#

diluted fuel

teal tiger
#

yea will use both

wind spade
#

DF is enough 🙂

teal tiger
#

too late ig..

#

its my first playthrough so i have 0 feelings for that stuff

teal tiger
#

i was aiming for 100k before going for nuclear

wind spade
teal tiger
#

that would be 400 fuel-powered generators tho..

wind spade
#

and don't need to "swap" either, just build new

teal tiger
#

yea id just add it ontop

#

maybe i should do 50k

#

eventho 200 generators are also quite alot to build..

#

maybe 25k lol

meager kettle
#

doesnt cost that much power to just start nuclear, its like manufacturers to make the uranium rods, then blenders, particle acceleartor and assemblet to make the plutonium, can store/sink em while your uranium reactors warm up, then start building the ficsonium refinement, or copious amounts of storage for plutonium waste, or just keep sinking the plutonium rods and leave it there

teal tiger
#

hmm okay should i just use the DF recipe for my 25k power so 100 fuel generators, or still go for the nitro one? i mean i already have both recipes

meager kettle
#

do what you fancy doing

teal tiger
#

df should be cheaper no?

vapid gorge
teal tiger
#

nvm df would need so much more pipes

meager kettle
#

compared to what?

teal tiger
#

nitro

meager kettle
#

no

teal tiger
#

20/min in comparison to 4?

#

thats 5 times more pipes

meager kettle
#

its 30 fuel gens to 600 fuel and 144 fuel gens to 600 rocket fuel

teal tiger
#

actually not rly that much, i can power 30 statiosn with 1 pipeline, so 3 diff pipe systems

#

yea mb

unique cypress
solar oracle
#

kinda of a dumb example but this would work with a 2 way train? like it will go to the other end and if i have stops it wont crash or anything?

wind spade
#

why the big circle?

solar oracle
#

for later like trains

wind spade
#

why not direct route?

#

don't build for later, build for now

vapid gorge
solar oracle
vapid gorge
wind spade
solar oracle
#

thanks

vapid gorge
wind spade
#

something like this

meager kettle
# wind spade don't build for later, build for now

when it comes to train infrastructure, this is not a good idea imo. set up the train line, then you can just add onto it as you expand and you have the infrastructure for logistics already in place.

wind spade
#

(depends on how many trains go to which station, and if they are push/pull or, one direction only

wind spade
#

but don't build map-wide network for "maybe at some point trains will use this"

solar oracle
meager kettle
#

leave yourself easy ability to just expand on it

wind spade
#

and don't build roundabouts 🙂

meager kettle
#

oh yea, that one was shit

#

better roundabout

wind spade
#

why not normal X junction?

meager kettle
#

better thruputs mostly

wind spade
#

normal X junction HAS better throughput

#

roundabout has worst throughput of all the junctions

meager kettle
#

first one yes, second one, no

wind spade
#

second one also yes

#

that thing can't even handle two trains going straight at same time

meager kettle
#

it can

wind spade
#

no it can't

meager kettle
#

probably wont, but it can when timing is right

wind spade
#

meanwhile classic X junction can handle them easily

river night
#

that roundabout is particularly odd because it has that extra crossing, a normal one doesnt have that and it could do t wo straight ones, but its still not very good

meager kettle
#

that roundabout is mainly for right and left, its not build for trains going thraight thru

#

cause trains arent planned to go tstraight thru it

river night
#

i usually just build flat trivial X junctions, or when I feel fancy I build a 3d junction with zero crossings, but those are a pain to make look nice 😛

wind spade
#

yeah, both of those would be better option

river night
#

i think i have one roundabout somewhere because it offered a trivial option to add an option for the train to turn around there, but alas

wind spade
#

usually if your train wants to turn around, you have a weird junction somewhere else already anyway

meager kettle
#

trains should never need to turn around

#

if they cannot exit a station in the correct direction then you built it wrong

#

and you lose a lot of thruput due to it

#

both with it taking longer, and creating more traffic where it doesnt need to be

solar oracle
#

everytime it says this?

wind spade
dapper drum
#

Sometimes

#

If the colors changed it worked

#

And you don't have any ⚠️

solar oracle
brisk urchin
#

the signal is red

dapper drum
#

Is there a train down the line?

brisk urchin
#

has to be

solar oracle
#

like across the map alomst

brisk urchin
#

not evwn a question

brisk urchin
dapper drum
#

You have to split the rail into multiple segments periodically

brisk urchin
#

means the train is scared to enter it

dapper drum
#

The train has the heeby jeebies

solar oracle
#

ahhh alr i just did that

brisk urchin
#

aigh gn

dapper drum
#

I recommend every 2-3 train lengths to drop a signal. It's probably excessive but keeps traffic flowing

meager kettle
#

It's a single bi directional track. It ain't gonna work being segmented with signals

#

Gonna end with two trains facing each other

solar oracle
#

no they go 2 different stations

crimson moat
#

10% of the power that you want to output is a fairly reasonable number, although it can get less than that with the simplest setups or underclocking and it can be several times higher than that that with full OC on ficsonium.

#

you can also jumpstart with batteries but production lines in nuclear tend to be quite long (as in it takes ages for an average piece of ore entering the factory to get buned as a rod) and if you screw up something, which you will, it will probably be more of a pain in the butt to keep recharging the kickstart batteries than it would have been to just build rocket fuel that can cover the plant's power requirements.

fervent spire
#

ok so I have an aluminum setup for sloppy alumina to electrode scrap, 4 to 4 refineries clocked so that 3 of the sloppy refineries use the water from the 4 scrap refineries
.....how do I actually start this up so that it stabilizes to operating at full efficiency?

#

I let the water pipe fill up before turning on the 3 refineries that use the byproduct water, but now one of the scrap refineries is idling a little because the water output is full

#

OH I messed up something, please hold

vapid gorge
fervent spire
vapid gorge
fervent spire
#

I built multiple of these setups for when I bring in the bauxite so the pipes of alumina solution are hidden beneath the belts 🙃 but yeah I think I just need to manifold those pipes

#

all scrap refineries at 100%

vapid gorge
#

yeah really can't tell what you're doing with your image or ... the pointless modeler pic

#

god I hate modeler so much

fervent spire
#

dude I get you hate modeler but you do know people can find it useful right -_-

vapid gorge
#

yeah but this just doesn't convey anything

#

it's extremely frustrating

fervent spire
#

it literally shows the four refineries on each side and what they are clocked to....?? genuinely I've gotten so much use out of modeler, it's perfectly intuitive to me

vapid gorge
#

can you sketch teh layout maybe?

vapid gorge
#

like this is definitely not one pipe

#

can't see what is fresh water or waste

#

but yeah would definitely need a sketch since you've got your pipes covered up

fervent spire
#

seems to be working, just manifold the output of the 4 solution refineries into the 4 scrap refineries. it's 720 solution total but no pipe segment gets more than 600

fervent spire
vapid gorge
#

from the thing it looks like you're merging fresh and waste? that also could ahve been the issue

#

I can't see any combo of whatever this is that looks like it accomadates only waste or fresh

fervent spire
#

no I'm not. the scrap refineries output 420 water total, which is enough for the 2 100% and the 1 10% alumina refineries. so it feeds those.

vapid gorge
#

riiight ok

mint coral
#

any thoughts why 4 fuel lines just stop feeding randomly. they were working fine for 10 hours or so but suddenly stopped the pipes connect in the circled area. the segemnt before are full the segment after are not getting any flow.

I have already rebuild the pipes and they just refuse to fill. hedlift is not a issue as they have pumps just before

dapper drum
#

I don't have any clue but I am going Wtf

#

0 sense made

mint coral
dapper drum
#

Did you rebuild just the segment or the ones before it too?

mint coral
#

both

#

and after

dapper drum
#

Odd question but rebuild pump?

mint coral
#

yup

dapper drum
#

Wth

#

What if you flush the system?

mint coral
#

trying a few things be back in a few minutes

dapper drum
#

Very curious

mint coral
# dapper drum Very curious

deleting the floor holes worked..... wchi makes no sense as the segment before and after the hooles were working

fervent spire
#

sometimes floor holes just Don't

#

I've had that issue a few times, had to rebuild them and it was fine

dapper drum
#

Ill be damned. I've heard of people having issues with them but never seen it

#

You could nudge floor holes into place so it cosmetically lines up still

dapper drum
mint coral
dapper drum
#

Guess i should consider myself lucky. Never had a wall or floor hole issue

fervent spire
#

wall holes have always been fine for me but I've had issues with floor holes, it's strange

mint coral
#

to make things more fo a pain this is a recycled plubber layout so if one thing goes ouit of balance the whole thing poops lol

dapper drum
#

Listen. I only recently realized how amazing recycled setups are. They're fickle but so OP

#

I didn't realize how big of a gain it was

mint coral
dapper drum
#

Yeah no joke

mint coral
dapper drum
#

👀

mint coral
# dapper drum 👀

all i did was delete the floor holes... but my output numbers have chnaged

dapper drum
#

WHAT

mint coral
#

i should be making 500 plastic/min but im not lol

#

im making 400

dapper drum
#

That's ... close

mint coral
#

it was dead on last night while i drew and monitored it lol

dapper drum
#

That's deeply frustrating

mint coral
dapper drum
#

My fingers are crossed for you. What a weird situation

mint coral
#

if i come across a major issue like this again i may need to give up on this save. My crash sites are borken too

dapper drum
#

Haha, I just finished that today and also used so much PURE