#math-and-meta

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oblique hollow
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Why not let each train take at least 2 ores?

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Hmm, guess it isnt relevant for you right now, as you said

quick gorge
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Well I might do but for now I'm happy with separate trains..racist trains, they don't allow iron on this train....

oblique hollow
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Segregation Trains

near hatch
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anyone knows how to balance 1 belt to 5 ?

wind spade
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--S--S--S--S--S
  |  |  |  |  |
  X  X  X  X  X

S = splitter
X = machine

oblique hollow
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Isnt that unbalanced?

near hatch
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well, the first machine will receive more than the other

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i guess

wind spade
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it will fill up and then overflow to others

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if you have enough input to feed 5 machines, it will eventually balance itself

near hatch
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ive just enough materials

wind spade
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yeah, then you should be fine

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also, this system is super easy to expand, compared to any balancer you could build

oblique hollow
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This maybe

wind spade
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that isn't balanced

oblique hollow
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Oh yea

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The two middle ones

wind spade
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I mean yeah, it will eventually balanced because it will overflow

near hatch
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here its 25% - 12,5% - 25% - 12,5% - 25%

wind spade
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but at that point you can just build the manifold

oblique hollow
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I mean it is symmetrical so thats something

oblique hollow
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Manifolds for uneven numbers above 3 id say

wind spade
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manifolds are for any numbers, because they are faster to build and easily expandable ๐Ÿ™‚

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and usually take way less space

oblique hollow
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I know

wind spade
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also, they work really nice even if you e.g. underclock one or more buildings

oblique hollow
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Buut when needing to equally balance, even numbers are easier with balancers

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Well

wind spade
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the point is that there's no need to equally balance ๐Ÿ˜„

oblique hollow
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Not easier to build but.... Well, you get the idea

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The max number of buildings i balance is 2, 3, 4 and 6, else i just manifold too

near hatch
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but when its perfectly balanced its satisfying just as the game should be

wind spade
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and then you want to upgrade the thing and you need to rebuild the whole balancer just because you're adding a few buildings

near hatch
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i'm not adding buildings

oblique hollow
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Building a manifold with multiple inputs works too

wind spade
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well how are you handling upgrading your factory then @near hatch ?

near hatch
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by building other compartments

wind spade
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then based on your balance logic you need to balance inputs between compartments ๐Ÿค”

oblique hollow
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Ah, the department factory

near hatch
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well, its hard to explain but no

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i just feed my compartment with what they need and just build what im supposed to build in the compartments

oblique hollow
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... So Module-like then.

wind spade
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you have miner mk1 and 4 smelters e.g.
now you upgrade to mk2, you need 8 smelters, how do you do it? build 4 more somewhere else?

near hatch
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kind of

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no i keep my 4 smelters and i split the belt for other smelter

wind spade
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yeah, so balance the inputs for compartments

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because then if you upgrade to mk3, you'll need to do it again

near hatch
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where is the problem here

wind spade
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with manifold, you don't have to ๐Ÿ™‚

near hatch
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but i prefer to perfectly balance everything

wind spade
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unnecessary, but ok

quick gorge
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I always use the overflow methods..
No need to make a 1 to 5 splitter or whatever.. just have enough though put and they will al fill up if you didn't fuck the math up..
If you don't have enough to keep the overflow methods supplying all machines then you don't have enough to keep the 1 to 5 splitter method going at 100%. You just need more throughput regardless. Just the splitter has a larger footprint.

That's my 2 cents.

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(Even though I don't use cents)

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If it stops your OCD from wanting to rip a hole though your spine but sadly cannot because OCD isn't a human and in fact cannot do such things but the thought is there then so be it. Apeace the OCD demon. Otherwise if you can have a reasonable conversation with the demon and get it to understand then do that.. also you don't really have OCD if you can do that...

cunning vector
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heyguys how can I split a 60 line into 5 parts?

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just with basic splitters and stuff

barren lagoon
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5 is hard easy

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click the album to see why

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fyi i didnt make it

hazy fossil
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Is it possible to make nuclear fuel rods without any oil products?

quick gorge
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That 1 to 5 splitter is... wrong...

brazen ocean
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Hmm, I have two assemblers making a total of 10 stators/min, they're well fed always getting to 7/3 steel pipes before popping.

Down-stream from that I then have 1 assembler using 2.5/min of those for automated wiring, and then an underclocked assembler using 7.5/min for motors, however somehow it still seems like the motor assembler is very starved for stators. What could cause this?

glacial hemlock
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yea, the input should have marked as 86.66%

brazen ocean
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There's a good ~30 seconds of it being idle

glacial hemlock
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duckle, use graphical to post question, else we can't imagine

quick gorge
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I find it kinda funny after I explain why splitters like that are kinda pointless... someone asks how to make a splitter

glacial hemlock
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but it may seems the automated wiring is still piling up its storage. once it is full, the motor assembler shld have no problem running

brazen ocean
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It's full and backed up :/

glacial hemlock
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then let it run for 1 hrs and check later. Else it might be something is going wrong. It might be splitters eating your items.

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just make sure all upstream factories are running well.

brazen ocean
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odd. the assemblers are at "2% effeciency" yet they never run out of 2x the itemes they need

glacial hemlock
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make sure they have 3x of the items they need.

wind spade
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@cunning vector just use manifolds ๐Ÿ™‚

glacial hemlock
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1x is the minimum for the machines to run. Take note the input items are not consumed until the progress bar is filled up

brazen ocean
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Right, that's why I mentioned it always got to >2x (7/3) before producing one item. Interestingly these are my only under-clocked machines. I'll try and fill up their buffers

glacial hemlock
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although in exp version you can specify ppm instead of percentage, the game will still floor the percentage down to nearest %, so in some cases it will not run exactly as your specified ppm

brazen ocean
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In this case I specified by %, as it fit accurately ๐Ÿ™‚

glacial hemlock
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you should always ceil your % to match your desired parts per minute.

brazen ocean
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(20 -> 15 items/m)

glacial hemlock
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ok. then this is not the case.. hmmm

brazen ocean
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Oh. (unrelated) You can insert items into the output of the mk2 miner ๐Ÿ˜ฎ

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@glacial hemlock Would you mind if I sent you a link to a little stream of me showing the issue?

glacial hemlock
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a quick one, because I am going to sleep..

brazen ocean
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well I found the issue ๐Ÿ˜›

glacial hemlock
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oh, how?

brazen ocean
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nvm maybe not

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@glacial hemlock I sent you the link

pure forum
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anyone able to give me a quick rundown on how to work out items per minute using trains?

wind spade
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calculate how long does the train trip go

glacial hemlock
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use your timer to time the round trip time of the train, then divide accordingly.

wind spade
glacial hemlock
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greeny has a detailed article about that

wind spade
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(that's how often does a train need to come to keep up with that throughput)

brazen ocean
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Thanks for the look @glacial hemlock, I'll make me a patience factory and get myself some more of that, and wait for the production to catch up ๐Ÿ˜›

glacial hemlock
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@brazen ocean as a rule of thumb, generally a manifold takes about 40 mins to be able to run fully 100% (jk)

brazen ocean
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๐Ÿ‘

glacial hemlock
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once i setup a factory part, I just go and do something else. like hard drive hunting

wind spade
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hm, in my experience it's way less

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depends on items I guess

glacial hemlock
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yea, higher throughput factories usually are faster to start up. A 1ppm computer kickstart spaghetti factory, for example, can take hours to start.

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the rate which logistics are backed up are item count / belt storage capacity

fallow lily
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What are you doing that it would take that long?

pure forum
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right so just to check, because im using 1xmk5 line and the stack size is 100 the train has to come at least every 4 minutes and 6 seconds. so if the time to get from A to B is under that i am essentially transporting 780 items per minute?

glacial hemlock
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yes. Else, just add more wagons and make the train longer.

pure forum
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got it, ty guys

glacial hemlock
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From previous calculation, a long train is more efficient than 2 short trains.

hazy fossil
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For my whole map maximum points possible experiment im thinking quartz will actually be the bottleneck, considering how silica and oscillators are used in a lot of crazy good alternate recipes

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I guess i could use other alternates for hsc and circuit boards

patent bough
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Is this including latest stats from current experimental map like any new/changed nodes?

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Oh speaking of manifolds now that you can set pipe junctions on the ground it's a lot easier on ex to do pipes in manifold style

shy mason
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i'm not too worried about having a lack of quartz, seeing how we can now pull silica from bauxite refinement, and can also use concrete as filler. And also that we can use water to further refine crystals/quarts ratio with that recipe. I think crude Oil is still the bottleneck on the entire map for late mega build game, especially with the 300 m3/minute of pipes now capping pure oil nodes worse than mk5 belts.

shrewd yacht
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the 600 cap from the extractors might indicate better pipes later?

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even though a fully OC extractor only can do 240 now...

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the 300 cap on pipes will create an insane mess for bigger builds

shy mason
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i can see a stronger pipe with steel pipes over just copper, they might roll that out steadily

oblique hollow
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Next Pipe upgrade: Quantum Pipes

fallow lily
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Donโ€™t we still need higher tier belts for overclocked Mk 3 miners?

summer field
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depends on the purity and which higher tier belts you're talking about

gilded trench
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question, if i have 1 miner that is connected to 6 foundries, and theres no effi problems, if i oc it to 200% can i add 6 more foundries, so total 12 behind one??

summer field
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Overclocking to 200% would make it run twice as fast, so yeah, that math would make sense.

gilded trench
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aight, i just finished my first clean factory :D, tho i think i might have some kinda effi problem but im not sure

empty hemlock
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aslong as you have the belts to handle that ore output

gilded trench
wind spade
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btw you don't need to do the balancing thingy ๐Ÿ™‚

gilded trench
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balance?

summer field
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That's what a Sith would say.

wind spade
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splitting to two and then splitting each branch to 3

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you can do this instead

--S--S--S--S--S--S
  |  |  |  |  |  |
  F  F  F  F  F  F

S = splitter
F = foundry

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also makes it super easy to expand

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like in your current case, where you need to add 6 more smelters

gilded trench
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wait, oc-ing miner doesnt increase smelter speed tho

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or im being slow in the head and not understanding what you mean

dawn lark
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@wind spade got the train timing for the liquid cars, assuming they stick with 500m3? How many would be needed to fill a pipe?

wind spade
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pipes do 300/min

dawn lark
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I dont even know what the liquid trains are like, do the have the same animation length? How big is their local storage?

wind spade
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500m3 of liquid per train car

dawn lark
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What about the station?

oblique hollow
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also 500 (?)

dawn lark
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Hmmm

nocturne flower
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So I did some experimenting with the alt Heavy Turbo Fuel recipe and Heavy Oil Residue alt recipe. With 1 oil extractor overclocked to 300m3/min and 20 refineries, you can power 66.66 fuel generators, but I built 70 which were able to fill up assuming it doesn't go full load.

Gold Coast is a good place to set this up. Only issues I had/have is getting the materials to build it took a while and supplying it with Compacted Coal was sort of a bitch, but once it was all set up it's glorious and will run forever

dawn lark
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Oh man yeah I'm working on that too

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I have 20 gen down so far

nocturne flower
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Once I expand my HMF production I'm gonna work on hooking the other 3 oil nodes up and bring it to 280 fuel generators

dawn lark
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I plan on going out to 60 so that I know for sure they can all run

gilded trench
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oh u mean instead of this?

--s--------s
| |
s s
f f f f f f

wind spade
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yea

dawn lark
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Yeah once every foundry is full the belts will only use what they need

gilded trench
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ok cool, imma see what i can do there, thanks man

nocturne flower
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Yeah @dawn lark , I'm sinking byproducts but eventually will setup residual plastic, rubber and fabric off it. So it's a really nice build with this update.

dawn lark
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Mhm

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I'm building mine to be expamdable by 20 fuel gens each time

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Because 3 refineries each of heavy and 3 of turbo pretty much sustains them nicely

nocturne flower
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Yup

limpid hamlet
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What is the ratio with Fuel generators and Residual fuel

wind spade
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you mean heavy oil residue?

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that can't be used for fuel generators

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oh

limpid hamlet
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Nah the Residual fuel you get from heavy oil res

wind spade
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yeah, that's just fuel

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๐Ÿ˜„

limpid hamlet
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oehh

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nice

oblique hollow
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if the icon doesnt change its probably the same item just a different name.

shy mason
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the different name is referring to the specific recipe and input / by product ratios

wind spade
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the different name is just recipe name ๐Ÿ™‚

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same as e.g. Iron Wire

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some recipes have the same name as items tho ๐Ÿ™‚

gilded trench
oblique hollow
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oooh stacked splitters

shy mason
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so how much steaming with water fed refineries are you fellas planning to use over manifold smelters for copper and iron?

gilded trench
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but doing so, the last foundry is getting like 4 times less iron

quick gorge
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I always use the overflow methods..
No need to make a 1 to 5 splitter or whatever.. just have enough though put and they will al fill up if you didn't fuck the math up..
If you don't have enough to keep the overflow methods supplying all machines then you don't have enough to keep the 1 to 5 splitter method going at 100%. You just need more throughput regardless. Just the splitter has a larger footprint.

That's my 2 cents.
@quick gorge

gilded trench
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ah yes, thought about that as u wrote that

quick gorge
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You need to wait till the rest of them are full, if it still don't get any then you need more being pumped in ๐Ÿ™‚

gilded trench
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i might be at slightly over 100% tho

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cuz i used the calculator and it showd 50%, so im guessing there might be 0,something off

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1 foundry consumes 45 ore per minute?

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yeah no my math is way off, mine takes 270 ore per minute right now, but mine produces 240

hazy fossil
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if anyone else would like to go into the maximum possible points per minute on the map i would love to

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all ore would need to be processed through the alternate recipe with added water so making mega setups for those will be a nightmare

honest willow
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can anyone confirm my math of supporting 157.5 Nuclear Power Plants off of one node of uranium mined at 600/m. I calculated following this path uranium -> uranium pellet -> alternate: infused uranium cell -> alternate: nuclear fuel unit

quick gorge
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Can confirm, nightmare.
Nightmare for effort required, logistics and most importantly your CPU

hazy fossil
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but that is why we do it

zealous jackal
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seems deeply unnecessary which is why you should definitely do it

hazy fossil
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we could probably figure out all the necessary math outside of the game

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the most point rich object is the turbo motor

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so we need to figure out how much of them could be produced per minute

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then we move on to whatever the most valuable product is that we can make out of the resources we have left when we hit capacity on one

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or use other alternate recipes

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you'd probably have to use long belts and pipelines for transport since without signals we cant really make a complex enough train network to transport this many items

quick gorge
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Just make tons of closed loops of trains... kinda shitty but yeah, that is better then belting everything to the, I assume middle of the map.
So step one being unlock all the alts then we can do math

wind spade
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just make the products where nodes are

hazy fossil
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i mean, we already have them in a big spreadsheet

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if possible i would love for nuclear stuff to be made in seperate factories

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the bottleneck resource for making the turbo motors is definetely either going to be either quartz or oil

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im learning more towards quartz

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since silica and oscillators are used in so many alt recipes that replace oil products

quick gorge
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Also we need to take the maximum amount of ore we can take out of the world per minute, "estimate" how much power we need, then build reactors... you need to account for the resources to make fuel cells.

hazy fossil
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not sure if we should account for being able to tap more than 300m3 from oil wells since we will likely get more powerful pipes in the near future

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also all of the water we would need for all of the ore refining would be insane

quick gorge
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Jesus Christ we would legit drain earth of all the water in matter of weeks

hazy fossil
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what is the recipe for recycled plastic again? for some reason its not in this spreadsheet

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i can post the link for it if u want

quick gorge
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Well tbh I wouldn't begin to start this insane task UNTIL a 1.0 release.
When we have all the things we know we're going to get.

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When maybe mk2 pipes

hazy fossil
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for trains i guess we make one track for each train until we get rail signals

quick gorge
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better trains and mk6 belts

hazy fossil
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plus we'll probably get even crazier point rich products with the introduction of SAM ore

quick gorge
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And most importantly a dedicated server would be 100% required because I'd think we'd have a ton of people working together for this

hazy fossil
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definately

quick gorge
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I'd say about 30 people max. I've read people on here getting past that already, not like it was stable but hey hoe

hazy fossil
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i still hate how monorail trans clip through the tracks on rails splits

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all of the math should be possible out of the game tho

quick gorge
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Train overhaul is coming after dedicated servers so again, I'd wait for that before we start this

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Yeah, make a huge master graph for this beast

hazy fossil
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plus i beleive mk 2 smelters constructors etc are planned

quick gorge
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eeyup

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And if we're going to start when 1.0 drops then we have all the SAM stuff. A bunch of [REDACTED] stuff

hazy fossil
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we'd probs need a dedicated discord server for the project

quick gorge
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OH YES 100%

hazy fossil
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i think ore refining should be done in facilities that pull all the ore from a certain area of the map and a ton of water from the area and have one large building for each type of ore being refined

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ie one for iron copper and limestone

quick gorge
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Yes I was thinking that, pure processing all the way

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And let's assume Pure Sam too

hazy fossil
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idk

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limestone is also necesary for making extra silicon

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even if it takes a ton more power it should be worth it

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since silica and oscilators are used in so many powerful alternates

quick gorge
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SO much nuclear... dear god..

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BUT again, we don't know if there isn't going to be any power gen after nuclear that uses SAM... ๐Ÿ™‚
This whole mega graph will be constantly changing until 1.0 so I don't see much point in doing it now when it's just going to be trashed and redone with each patch and rebalance

hazy fossil
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yeh

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once 1.0 drops we can make a dedicated discord server for the project

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needs a good name tho

quick gorge
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I'm shit with names

hazy fossil
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i guess it could be called the truly perfect factory

quick gorge
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...

hazy fossil
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thing is it would probably require the void mod just to void nuclear waste

quick gorge
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topkek

hazy fossil
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i doubt a permanent solution to nuclear waste will ever be added to vanilla

quick gorge
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you never know they might have waste reprocessing and all that shite

hazy fossil
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extracting plutonium and automated breeder reactors

quick gorge
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Sounds good to me ๐Ÿ™‚

hazy fossil
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now just imagine doing this for the bobs angels adaptation mod

quick gorge
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Nope.avi

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So I like latin names because you know dead languages are fun.
For the name we could go for "opus ut creaturae"
Since automation doesn't really have a tranlation

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And I will wrongly assume google is correct

hazy fossil
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I guess well resume this conversation when 1.0 drops

quick gorge
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haha, we could think up names in the mean time as 1.0 will... be a long time

hazy fossil
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Im pretty sure the pure recipes are going to get nerfed, they are crazy powerful as of now

quick gorge
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I think sulphuric acid will be replacing the water in those recipes

hazy fossil
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I really hope they reduce the time it takes to research hard drives, rn it would take literal in game days to get al of the alt recipes

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I mean days in game

quick gorge
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"A liquid mostly used to extract elements from ore"

Sounds like a refining methord to me

hazy fossil
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Watch them add an even more powerful pure recipe with sulfuric

quick gorge
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I'd say take the pure we have now, and replace it with if not add the difference to the sulfuric recipe

wind spade
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690 minutes for all hdds if you have frame perfect inputs and no delays, so more like 700-720 minutes, so around 12 hours of MAM research

hazy fossil
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Idk if we should used enriched uranium fuel cells since we could instead use the sulfur to generate more points since radioactive items cant be put in the sink

quick gorge
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Well if you research as you drive hunt...

wind spade
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just store the waste ๐Ÿ™‚

hazy fossil
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So using uranium efficiently might not matter

quick gorge
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Fusion reactors maybe?

wind spade
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@quick gorge yeah, you can now take the MAM with you and not waste time going back ๐Ÿ™‚

quick gorge
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I've been doing that constantly since it became it's own thing.

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Bring a mam with me, get drive, research, goto next drive

hazy fossil
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Id just use the void so it can run literally forever

quick gorge
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field reserach

wind spade
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does it research even if the mam is deconstructed?

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@hazy fossil there's no void ingame

quick gorge
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Yeah

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you can place it, dump the drive in and remove the MAM

honest willow
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according to my math one uranium node can now support 157.5 nuclear power plants which is 393.75 GW of power. seems like they buffed it alot

hazy fossil
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Its a mod

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Overclocked?

wind spade
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then it's a cheaty mod if it allows voiding of waste. The whole point of waste is to be stored, not voided ๐Ÿ™‚

quick gorge
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Since you can't research more then one at a time it's map wide and thus you could have it researching without even having a MAM placed...

hazy fossil
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Using which alts?

honest willow
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157.5 Nuclear Power Plants off of one node of uranium mined at 600/m. I calculated following this path uranium -> uranium pellet -> alternate: infused uranium cell -> alternate: nuclear fuel unit

hazy fossil
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As long as u have one mam placed at home base you can remove and replace it on the go

wind spade
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also mods don't work on U3, so I'm not sure how you manage nuclear there ๐Ÿ™‚

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other than storing waste

honest willow
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you can drive it off a cliff

wind spade
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it doesn't work

hazy fossil
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We wont even attempt this till 1.0 drops

wind spade
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it doesn't despawn, so the radiation stays there, also the vehicle in void eats your FPS

hazy fossil
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Since everything keeps being changed and adjusted

wind spade
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@hazy fossil that's just a case in U3, they said they don't want to do this big adjustments in the future

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and 1.0 may be a few years, so that's a long time without nuclear power

quick gorge
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.. :deepthink:
OAKY IDEA
we can do the drive hunts in waves
there's a wide range of drives we can get at each level
like 12 screws in the grass lands
We need to be insanely effective in this shit

honest willow
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getting all drives + slugs takes like 2 days max. its not too hard

quick gorge
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haha... can someone goto every single drop pod and pick up all the loot around it and then compile a list of things?

Okay maybe exclude the ones that are covered in gas to begin with...

hazy fossil
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There are guides on the internet that show where all the pods are and the resources they need, if it is updated for 1.0 then it will be a breeze

lavish sapphire
#

Does anyone have a good ratio for coal burners/water extractor for a single pure coal node?

wind spade
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3->8

quick gorge
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Since all this plan is based around being the most meta gaming should we name this project meta madness?

honest willow
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depends on your miner speed and belts

wind spade
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3E -> 8G, 120 coal

lavish sapphire
#

Greeny, are you the brains behind the production calculator?
I think you are. If so, very nice work. Extremely useful!

wind spade
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not sure if I have any brain cells left, but yeah, I made the tools

sand garnet
wind spade
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my calculator is better

sand garnet
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it is

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your calculator, his map ๐Ÿ˜›

wind spade
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considering I don't have map, then yea ๐Ÿ˜„

still plinth
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Yes @sand garnet I'm of the same opinion

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You do tho...

lavish sapphire
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I did see the one Tom mentioned. I was definitely more comfortable with greeny's.

wind spade
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not made by me. I just share Cornik's map

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it's also on homepage, but nobody reads that

quick gorge
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Who reads?
That isn't meta

wind spade
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yeah exactly

still plinth
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I just type numbers and your calculator builds my factory uhhhhh

wind spade
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you'd be surprised how many people don't even know I have other tools apart from the production calculator ๐Ÿ˜„

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even if it's in the top menu

still plinth
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You have the consumption calculator

wind spade
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yeah, and 5 other tools xD

#
  • map
honest willow
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i remember sharing my spreadsheets pre calculator days during the alpha

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good times

wind spade
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hehe, I made the tool pretty much instantly after release

tidal timber
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you still need to make your tool so you can manually setup your stuff ๐Ÿ˜›

#

drag drop the components basically ๐Ÿ˜„

wind spade
honest willow
#

i thought about making a calculator during the alpha but playing the game already took enough time away from school lol

wind spade
#

22th March xD

#

soon the tool will have 1st birthday

#

if I don't delete it by then xD

quick gorge
#

I'm legit trying to make the most meta play I can think of

#
1a: Hunting slugs, drives and Artifacts(Mercer/Somersloops)
1b: Collects biomass, once coal, disband and moved
1c: Sets up an array of bio burners (32), bla bla bla I'm still typing this```
tidal timber
#

so right now i have no calculator i actually like ๐Ÿ˜ฆ

quick gorge
#

F

wind spade
#

@tidal timber tbh I kinda wanted to do something like this

#

but with a bit different aproach

tidal timber
#

well if you do i will love you !

wind spade
#

instead of putting down each machine and mergers+splitters, you just put down "group" of machines, represented by one graph node

#

so you add one node, and set e.g. produce Iron Ingot, 5 machines

#

or 120 ipm instead of machine count

#

and you can then add something that processes product or creates the ingredients

tidal timber
#

well the problem i see there is if you have it fixed at finished setups, you take away the ability to change the setup

#

like what if you want to use miner mk1 in one production chain and mk2 in another

wind spade
#

then you add two nodes, one is miner mk1 and one is mk2

#

it's just early idea and nothing has been really coded for that, but I want to do that eventually

tidal timber
#

well im always happy to see new stuff and test it out, i for one love the node way, basically like ue4 nodes ๐Ÿ˜„ would be perfect for something like that

#

something like this

wind spade
#

I just feel like for any bigger calculations, putting down machine by machine and splitters+mergers is super tedious

#

and also I don't see any big advantage of displaying every machine separately

tidal timber
#

well everytime i wanna use your calculator, and maybe taht is just me.. but when i put in a production i get slapped with 100 machines all over the place

wind spade
#

instead of "5 smetlers"

tidal timber
#

its easier to start one by one if you are building from scratch

wind spade
#

have you tried the "visualize machine grouping" option in settings?

tidal timber
#

yeah it does not help much ๐Ÿ˜„

wind spade
#

I'd be happy to hear your opinion on what you actually need/want, so I can see if I'll be able to put something similar in the new tools ๐Ÿ™‚ but probably in DMs, if you want to talk about that

tidal timber
#

sure we can do that

#

i will pm you tomorrow or later this week a bit

hazy fossil
#

What is the most space efficient design for a line of constructors assemblers and manufacturers

quick gorge
#

From what I can tell it's the support design that has been around

honest willow
#

manifold

sharp mountain
#

Can someone help me understand the point of compacted steel ingot recipe?

#

6 iron ore 3 compacted coal (3 sulfur 3 coal) for 37.5 per minute steel when the vanilla recipe gives you 45 steel for 3 iron and 3 coal?

#

The only positive I can see, is that you save power cause you make 10 instead of 3 but the overall output is lower?

warm flame
#

if i have 3x mk2 miners on 3 normal coal hotspots how many coal generators can i have at max?

storm ingot
#

Well, the enriched steel ingot has a higher output rate, but is more expensive. So the power savings can be pretty significant considering the level of steel you use.

#

plus you also get a bit more steel per minute for less iron.

upbeat tide
#

@warm flame any power shards involved?

warm flame
#

nope

upbeat tide
#

120 each right?

warm flame
#

yes

upbeat tide
#

8 each

#

24 total

warm flame
#

wow i had no idea i could support than many lol

#

i was running 8 total lmao

#

thanks man

upbeat tide
#

Mk2 belts can do 8,
mk3 can do 18
Mk4 can do 32

#

Coal math is easy, total coal output/15 and compare that to how much your belt tech can handle

Water: 45m3 a min

#

And 1 full 300m3 water pipe per 6 coal gens

warm flame
#

awesome, thanks!

solid talon
#

so i just got fuel unlocked and i have 4 pure(i think) nodes of oil how many refineries can 1 node support?

#

not really seeing a lot of mathe recently for oil. seems to be all coal

devout leaf
#

its the same as miners

#

most use 30

#

as in each refinery uses 30*

solid talon
#

so with that math i could theoretically use 10 refineries to 1 oil node if i keep the flow constant

devout leaf
#

yes

#

how ever do u need rubber / plastic

solid talon
#

curently thats all i have set up

devout leaf
#

ah

solid talon
#

and im trying to figure out wht to do with th by products lol

devout leaf
#

3 residual fuel refineries power 4 gens

#

or u can use it to make resin which can be used to make more plastic and rubber

#

but thats to much math for my tastes

solid talon
#

yeah im kinda overwhelmed with the new oil changes. i miss 4 refineries to like 50 fuel gens lol

devout leaf
#

Lol

#

yeah but its still pretty cool

solid talon
#

yeah once i get it figured out it should be fine

#

i love piping stuff now though

devout leaf
#

tbh idk what through put is

upbeat tide
#

My oil setup

6 normal nodes, feeding 3 full oil pipes. 2 oil pumps per pipe. Normal can do 150m3 at 250% oc

10 refineries plastic
10 refineries rubber
05 refineries fuel
05 refineries residual fuel
05 refineries residual plastic

devout leaf
#

convert a residual fuel to plastic / rubber if you have load balanced your generators

#

how many generators?

upbeat tide
#

10 for now, out of quickwire so shopping trip to the mall

devout leaf
#

heh

upbeat tide
#

Think it can do 20 total

devout leaf
#

how many of your pumps are oc'd

upbeat tide
#

All of em

devout leaf
#

ic

upbeat tide
#

900m3 oil total

#

300 per base product

devout leaf
#

18

#

you can have 18 gens

upbeat tide
#

I wish resin could become fuel, so that entire segment is seperate

devout leaf
#

it TECHNICALY can

#

if u convert it back into plastic

upbeat tide
#

Yea thats what it is right now, on residual plastic

#

Turning the heavy sludge into the residual fuel

#

300m3 sludge, nice even numbers

devout leaf
#

honestly what im gonna do is use it for the ticket printer

upbeat tide
#

Currently tossing V frames and A wiring into mine

devout leaf
#

same

upbeat tide
#

Until I can make the tier 4 elev item anyway efficiently

devout leaf
#

have you unlocked turbofuel?

#

cause thats a whole diffrent number game

shy mason
#

i'm limited by circuit boards on my end, need to go to town on the pumps

upbeat tide
#

Yea but the southeast oil area doesnt have close sulfur

#

Working on belting it in tho but slow work

#

Nearest sulfur is a normal too if I remember right

devout leaf
#

yeah

upbeat tide
#

The 4 coal normals are nice though, right there

devout leaf
#

thats what i was using for power for a while

#

now im just gonna use it for steel

upbeat tide
#

I have 3 coal plants
And two steel facilities

#

30 coal gens
18 coal gens
32 coal gens

#

The 18 is compacted too atm, tbh thinking of just redirecting that to the oil field

faint compass
#

could someone please help me with the math on a bolted plate factory im making?

upbeat tide
#

bolted plate per minute needs
input:
80 iron plate
250 screw

output:
15 RIP

faint compass
#

im also using the casted screws recipe though

#

i have a miner on a normal iron node at 250%oc

#

feeding into 6 smelters

upbeat tide
#

two constructors doing casted screws will make 250 if at 250%

#

needs 62.5 iron ingots / min

faint compass
#

just trying to avoid overclocking anything but the miners

#

miner*

upbeat tide
#

if you use 5 constructors its still 62.5

#

in total

faint compass
#

perfect what about dividing amongst the 6 smelters?

upbeat tide
#

and 120 for the plates

faint compass
#

i figured it'd be bad to throw them through a bunch of mergers

upbeat tide
#

overclowing is just fine, the machine at the end will take a bit to get up to speed though

wind spade
#

well underclocking and/or building more machines is more power efficient than overclocking

faint compass
#

yeah i was hoping to simplify but only overclocking miners

#

would i want to have each of the 6 smelters going into 2 constructors?

#

with 5 of the constructors makeing screws and the other 7 making plates?

upbeat tide
#

your gonna be 2.5 ingots / min short with 6 smelters sadly, just have them all merge into one line as long as your belt tech can handle 180+

#

if not, send four smelters to plates and two to screws

faint compass
#

gotcha okay i'll try that

upbeat tide
#

anyway if you dont have mk3 belts yet you will never have 100% efficiency

faint compass
#

ahh that explains it

#

okay

#

thank you!

upbeat tide
#

mk1 can handle 60 a min
mk2 120
mk3 270
mk4 480
mk5...stupidity

faint compass
#

i have not been thinking of it like that dang

vital seal
#

anyone have an oil setup which mitigates backup scenarios?

#

i assume it uses a sync and is highly dependent on what materials are being consumed elsewhere in the factory

#

burned the excess off as fuel but as soon as i built more coal generators, fuel generator utilization plummeted and i lost rubber and plastic production

wind spade
#

have to different production lines, one for fuel, one for plastic+rubber

vital seal
#

so keep them separate so they back up independently?

wind spade
#

yeah

#

or just add sink to whatever item is overflowing

vital seal
#

all have a bi-product so could just send the one bi product to the sync

#

cool, like that idea

#

wasteful but then guarantee you wont ever back up

wind spade
#

if that's fuel, you can package it and then sink it

storm ingot
#

One thing I heard, but haven't tested is apparently pipes fill/drain from bottom up

#

So if you need a "drain" of excess, one theory I haven't been able to test was using a vertical cross pipe.

vital seal
#

yea good idea, wish they had a splitter which prioritized one output and allowed over flow to go to the sync

#

figured you could build one in a convoluted way with mergers to say have 10% go to the sink normally but otherwise all the rest go to the sink if overflow occurs

storm ingot
#

So what happens is you put a splitter that is vertical, then if you have full usage on the lower pipe, the upper pipe will be empty unless it drains out, so you can use that vertical overflow to go to something to just concume it and make into tickets.

#

I haven't tested that. Only have read on what people have tested.

#

The test i read was somebody had a full pipe that split vertically into 2, and the bottom one stayed full while upper one drained out. Worth a test to prevent a midline backlog on dual production outputs.

vital seal
#

Plan for sending a minimal amount to the sink and then letting the overflow go 100% to the sink when there is a backup

wind spade
#

you can just add more splitters to have it send even less

#

or use the train technique to not send anything until it overflows

vital seal
#

train technique?

vital seal
#

Ah this is cool, thx!

#

might stick with more splitter overflow because is simpler for now

storm ingot
#

I have considered a truck overflow before, wonder if that is the train one. I hate that you cannot have it go 100% to something til full

#

But that train one is what I do, with tractors, etc.

wind spade
#

definitely simpler, the train technique is really useful only later when you have stuff brought in by trains or a lot of power

storm ingot
#

It works with trucks too, but what all now has more than one simultaneous output?

#

Refinery does now, what else?

wind spade
#

only refinery

storm ingot
#

Then a pipe bubbler if that elevation one does work.

wind spade
#

trucks work too, advantage of trains is that they can carry multiple items without mixing them on a belt

storm ingot
#

.
OVER<--
MAIN<--|--<--SOURCE

#

Is what I was thinking. If the "main" goes to a storage or depot, then it should flow out of junction same way if flows in, then fill the upper pipe only when it is full? Want to test....

wind spade
storm ingot
#

wierd, must look different on mobile.

wind spade
#

that's compact mode

storm ingot
#

better?

wind spade
#

yeah

#

and yea, I've seen several people mention this

storm ingot
#

if that does work, it is at least an easy one to do cause just can put it right at start of refinery output.

worn moat
#

does conveyor distance factor into a machine running at less than 100% even if the input math adds up to an expected 100% efficiency?

sharp crow
#

nope. the time it takes for a single item to move along the conveyor doesn't matter, because all the items on the conveyor move at once. so even if the conveyor is a billiom meters long, as soon as a new item enters at one end another item leaves at the other

#

it's just the throughput (speed) that matters, not the length

worn moat
#

odd
i have rotors automated at what should be 100%, but reads 94%
was 82%, but i replaced the rod conveyor with mk2 and it jumped to 94

sharp crow
#

yeah it takes a while for them to forget past i efficiencies

#

since they sample a large range of time to determine the efficiency

worn moat
#

ah

sharp crow
#

my 100% factory still reads in the high 90s from last time i had a power outage

#

saving and reloading might reset that tho idk

worn moat
#

that's probably why lol
went to dinner and left it on
power very much went out

upbeat tide
#

Is wet concrete worth the power requirements vs comproable constructors with standard?

glacial hemlock
#

Better if just try to maximize all limestone nodes first.

#

Conveyor belts are easy to go long distances. Pipes are not.

sharp crow
#

pipelines barely need any pumps to go long distances tho

#

as long as it's flat

#

and a rise of less than 20m only needs one pump

glacial hemlock
#

Horizontal pipelines go 300meters or so before needing a pump

sharp crow
#

to maintain headlift or flow rate?

glacial hemlock
#

Horizontal flow rate

#

Pumps actually don't provide flow rate, as it depends on the source.

sharp crow
#

pumps don't increase headlift or flow rate, but they do maintain the flow rate and maximum headlift

tight phoenix
#

@glacial hemlock perfectly horizontal pipelines don't need pumps, someone tested it

glacial hemlock
#

I see.

lofty swift
#

For the sake of it: Can you put a radio tower high enough to scan the entire map when it's at 100%?

glacial hemlock
#

Yes you can

quick gorge
#

Put in the middle of the map, (in the pink forest) and about as high as the space elevator, see how far that gets ya

sand garnet
#

Pretty sure you need at least 3 to scan the whole map

glacial hemlock
#

Somebody in the youtube had tried with 1 radar tower

sand garnet
#

successfully?

quick gorge
#

I never cared to do that :p

#

So I saw you can extract water from land in some areas of the swamp... I mean I want to so I could process the bax on site before loading onto train, I want a get what feels like a legit water extraction and not from land or the shallowish bog water.

fierce ruin
#

did someone already rebuild his nuclear power plant and production for it?

west cove
#

whats best setup atm for oil generators?

paper yacht
#

Ok really not trying to be confused even after a year so bear with me . The BOLD print often messes me up 40 Uranium Pellet is 20/m input. Are each made parts concidered 40 pieces but are 20 /m this does not seem right.

fallow lily
#

The per minute numbers are correct.

#

As you can see, the recipe takes 120 seconds to run, or two minutes.

sharp crow
#

it takes two minutes to craft, so the number of items per minute is half the number of items in the recipe

limpid jungle
#

it produces every 120secs

paper yacht
#

Its so odd pissed at myself looked at the 40 Bold number and built a manifold of 15 manu's with 600/m input

fallow lily
#

Then build 15 more.

paper yacht
#

So should be able to double the manifold then ahh ok thanks chaps not loosing my mind hehe

fallow lily
#

I need to fix a 15 reinforced iron plate/minute deficit in my crystal oscillator factory. So you're better off than I am at the moment.

sharp crow
#

how did that happen lol?

fallow lily
#

A division by 2 error.

sharp crow
#

oh that sucks

fallow lily
#

I've got enough crystals and cables. Just not enough reinforced iron plates.

#

Still, not going to be difficult to fix.

#

Just need to add another layer to my factory, add more production, and belt it down to the manufacturers.

shut rock
#

any one have a design to maximize steel beams and pipes production

paper yacht
#

Wonder if any gamer teachers use parts of this game to teach division ;) I would have loved a teacher like that.

#

@fallow lily the alt recipe math is making head hurt hehe

sharp crow
#

i mean
the level of math required for this game is
not actually very much, for most things
overclocking power consumption and radiation use exponential stuff, but everything else is just ratios and stuff
so even though it can get complicated, the concepts aren't very advanced
idk if this game would be a very good teacher
although i suppose you could use some of the more complicated recipes for word problems

hazy fossil
#

Trying to squeeze every last point per minute on the map is difficult

patent bough
#

so i noticed oil nodes don't mention their purity on inspection anymore but has anyone determined if they still have relative purities?

harsh fractal
#

Has anyone done the math on whether itโ€™s more power efficient to have an extra building and under clock it vs over clock fewer buildings? Like if you need 1.5x the standard production of a thing

patent bough
#

i've only used one so far and it seems to have the same output it used to (previously i believe it was an impure node)

#

give or take....maybe less actually as it has 60/min base

wind spade
#

@harsh fractal build 2 and underclock both to 75%

harsh fractal
#

Thanks greeny

wind spade
#

most power efficient

#

unless you want to do crazy stuff like 150 machines at 1%

patent bough
#

i've solved rolling blackouts by mass underclocking

#

like "oh, i'm not using all of this supply? lemme underclock down to what i actually need.

#

of course if i were smart i'd precalculate all my power needs before building a thing

#

in early stages i do that. but once i get beyond a dozen machines i don't always check every single one.

storm ingot
#

Or subdivide your power supplies so each section has it's own power plant and grid. There is no disadvantage aside from space to doing it since fuel consumption is directly tied to power consumption due to each fuel providing a specific energy value as it is consumed regardless of power clocking.

#

I combine that with underclock balancing. Each individual product line having it's own power generators. Effectively, each tier of components is stand alone production line. Found it made balancing and maintaining power much easier because once something is going, it keeps going even if I grab a bunch of stuff.

gilded trench
#

if my mk2 200% oc miner pumps up 480 ore per minute, and i use mk3 belts, that transports 270 items per minute, im bottlenecking myself?

wind spade
#

well you're bottlenecking the belt, yeah

gilded trench
#

when do i get mk4 belts then?

wind spade
#

also matters if you have a use for that 480 ore

gilded trench
#

i could double my steel-production then

tulip bronze
#

Hmm, I never understood the upper input/output of industrial storage containers. They seem to input/output at a slower rate? How are they used?

wind spade
#

ISC has a weird priority thing going on. It's semi-random and changes randomly as well

#

you usually don't want to use their 2nd output

summer field
#

^

wind spade
#

unless you're sending out two full belts

gilded trench
#

why doesnt input change from oc-ing?

#

im tryna figure out how to maximize versatile framework production

#

or does it need to be operational to change numbers?

wind spade
#

it needs to be operational and the numbers change after a production cycle

#

also, don't oc, build more stuff ๐Ÿ˜„

gilded trench
#

Why have 3 stations if they all running at 75% if u can use two and even it out with oc

wind spade
#

because it uses less power

#

especially if you underclock them to 75%

gilded trench
#

Thats.. actually a good idea

#

Been toolazy to underclock

storm ingot
#

The only time one usually ever needs to overclock is if you need more output from an extractor and have the belt capacity to do so.

Even then. Overclocking is an evil and inhumane practice!

tulip bronze
#

@wind spade thanks for the info!

gilded trench
#

ehm excuse me, 2020, i can be evil if i want ._.

warm flame
#

how many refineries can 1 oil pump support?

unborn ermine
#

10ish depending on what you are making, like plastics and rubber. 300/30 = 10

quick gorge
#

So if you underclock 2 machines at 50% they take less power then 1 machine at 100%?

Meaning if you clock nuclear reactors at 1% you could run 100 reactors and how make how much power compared to 1 reactor at 100%
And also the waste, does that get reduced?

white fog
#

Hey, how much coal generator i can setup with 2 water extractor ?

quick gorge
#

(This is partly a joke)

#

Why do we not have it pinned? Or in FAQ?

#

I want to use the power of memes.

wind spade
#

@quick gorge for machines yeah

#

But for geneators it work differently

quick gorge
#

So if I clock 100 refiners at 1% to make up 1 refinery will that use like zero power?

#

I've never clocked stuff to 1% because that is stupid

wind spade
#

You don't gain nor lose anything by ocing gens. Just space and shards

#

Yeah, downclocking stuff usess way less power

quick gorge
#

Sooo I could make a factory that uses next to no power but will take up all the space in the universe...

#

Also my CPU would blow up by that's besides the point

wind spade
#

Yeah, downclocking stuff usess way less power

#

Uses like 0.063% of power, instead of 1%

storm ingot
#

Yeah, so it is a balance of the space for more generators vs the space for more manufacturers.

wind spade
#

So 100 machines at 1% oc use 6.3% of the power used by 1x100% machine

storm ingot
#

Also if you think you will not be able to meet the fuel means for all the manufacturing stuffs.

#

I do like it though for high tier products vs low tier because two manufacturers is not that much more space but they take lots of power. However low tier stuff is in such large numbers that it is considerably more space to do so there.

#

IE for computers for example. Manufacturer takes a reasonable level of power draw, but running four of em at 25% is quite the power savings.

quick gorge
#

Okay so 100 1% is 6.3% worse then 1 at 100%.. haha

storm ingot
#

Think you misunderstood. The factor of clock speed vs power consumption is not a direct relationship. So the power usage percentage increase is greater than the increase/decrease in production.

wind spade
#

@quick gorge no xD 100x1% only uses 6.3% of power used by 1x100%

quick gorge
#

Ohkay... so that's stupid.

#

But let's be honest.. anyone's computer will start to hurt before you see any benefit of doing that.

wind spade
#

For example smelter that uses 4MW at 100%, when you build 100 smelters at 1%, they will use 0.25 MW in total

storm ingot
#

Which is why the big stuff is where you see the savings. A manufacturer is 55mw. But if you used as exampled 4 at 25%? That is... less

#

so over a base, that is quite considerable but not in terms of base size or complexity, that much more.

#

Ditto for oil refineries, etc. That is where I like to use it. The high power usage buildings adds up very quick.

#

Refineries are pretty power intense and could definitely benefit as well from underclocking.

quick gorge
#

I've always challenged myself to make the whole base run at 100%

storm ingot
#

I like to do it just to reduce the resources going to power vs production on those ones. Else you can build two powerplants vs the four productioners.

shrewd yacht
#

to not gimp completely I do 50% on the 50MW machines and save around 33%

#

so manufacturers and refineries

drifting axle
shrewd yacht
#

and with the new alt recipes using refineries this will increase total power draw

serene yarrow
#

anyone have the oil sheet?

#

i dont get it... have 4 water stations supplying now 2 nuclear gens and still not enough water....each are doing 240m^3/ min and wont supply 100m

shrewd yacht
#

100m distance?

#

did you check elevation? long pipes will also need a pump eventually

vital seal
#

@drifting axle what program did you use to make your diagram?

wary imp
#

Hey! i'm looking for a flowchart editor, are u using one of them ?

drifting axle
#

@vital seal Inkscape

vital seal
#

ah cool, will give that a whirl again, tried that a long while back

#

i also used to use dia but not sure that's still around

latent blade
#

can someone tell me the Nuclear plant resource/min usage?

wind spade
#

1/ 5min

lofty swift
#

So, this new way of getting Alclad Aluminum Sheet confuses me.... Is the only way of crafting it via refineries now? With the aluminum solution and scrap?

quick gorge
#

Yes.. kinda simple when you compare it to Bob's mods

snow gazelle
#

Does anybody have a graph or a sheet on how they do there nuclear? im a little confused and have a headache

vague magnet
#

Anyone know a good site for factory planning ? With images ? I was trying to use one way back when, but I can't find it now.

wind spade
#

None of them is updated to U3 afaik

shy mason
#

think the only change done to nuclear is now having to refine uranium into pellets with sulfuric acid in the refineries.

#

if you're talking about nuclear power in general, yeah it's alot of work, would recomend a spot with limestone, water, suflur, and uranium to start off, and another spot with steel and caterium to make electromagnetic control rods and encassed industrial beams.

proven quarry
#

does anyone know of a site where i can put in my input and it tells me the highest output i can achieve

#

like a reverse calculator if you will

#

instead of: i want 500 copper wire a minute
you have: I have 2 120 copper ore a minute belts, what can i make out of that

mortal spindle
#

Lmao came here to ask for the best oil layout and see it posted right there lol

daring slate
#

Anyone got a neat ratio for aluminum production?

forest jewel
#

How does one split 1:25?

#

Basically. Got 1 Pure Oil, 200% due to mk4 belts.
Need to split it out to 25 fuel generators

tight lintel
#

is there an updated flowchart for update 3? seems like the ones pinned are for old stuff

fallow lily
#

Just manifold it.

daring slate
#

@tight lintel There isn't one yet afaik

tight lintel
#

k

#

gotta redo a whole lot hehe

prisma basalt
#

weird stuff

wind spade
#

@forest jewel use manifold ๐Ÿ™‚

forest jewel
#

Manifold, sorry?

shrewd yacht
#

pipe and plit it along to the generators

#

not quite there myself yet, but not sure a single 300m3 pipe can support 25 generators?

#

think I saw a video of 15m3 per at full load?

wind spade
#

@forest jewel manifold:

--S--S--S--S--S--S--S--S
  |  |  |  |  |  |  |  |
  X  X  X  X  X  X  X  X

S = splitter
X = machine or generator or whatever you want to use

#

if pipes, they work the same

forest jewel
#

Though last generator wont get fed properly though

wind spade
#

it will

#

first one will get full and more items will be sent futher

#

it cascades like this, as long as you have enough items, it will work 100%

#

and yeah, 300m3 of fuel won't feed 25 gens

shrewd yacht
#

generators never work 100% anyway as that would trip the fuse

wind spade
#

101% trips the fuse ๐Ÿ™‚

forest jewel
#

Pure node at 200% makes 480 crude oil, should be enough for 25 generators, no?

shrewd yacht
#

well good luck balancing the factory to never go over 100% capacity

wind spade
#

you need to process oil to fuel

#

@shrewd yacht if you connect 75 MW machines to 1 generator, then it runs at 100% easily

shrewd yacht
#

I'm sure someone is crazy enough to clock all machines so it runs at 90-100% of capacity

sand garnet
#

Greeny go to bed lol

wind spade
#

lol

#

I just got home

forest jewel
#

480 crude is 300 fuel, generators is 12 fuel/min aka 25 gens ๐Ÿ˜„

wind spade
#

it's 15/min tho

dawn lark
#

Yee

forest jewel
#

Rly?

dawn lark
#

Yes

forest jewel
#

Is their wiki thingy out of date?

wind spade
#

well fuel gen is 150 MW and fuel is 600 MJ

dawn lark
#

A full pipe can support 20

wind spade
#

wiki is about EA branch, not experimental

forest jewel
#

Im not on experimental ๐Ÿ˜„

#

Though might aswell make it for the future ye

dawn lark
#

:O

wind spade
#

well you'll need to rebuild everything for U3 anyway

forest jewel
#

Yeah, still working on my starter base

wind spade
#

but yeah, if you are on EA, then 300/min can provide enough fuel for 25 gens

forest jewel
#

Will redo whole base for U3

wind spade
#

and you can use the manifold setup to feed them

forest jewel
#

Roger, thx

shrewd yacht
#

to many bugs loading old save imo

plush jewel
#

I know this question has been thrown about a lot, but are busses actually a good way to organise a factory? My machines a cant keep up with demand? Is this bottlenecked by the belt sinzes?

fallow lily
#

Possibly.

#

And I don't care to use buses myself.

#

I prefer to build balanced, dedicated factories for the products I want.

plush jewel
#

How do you shift items between buildings?

fallow lily
#

Umm, belts?

plush jewel
#

So say you have iron going to a mini factory, then changed into iron products and shipped out? or really dedicated like iron to rods etd

fallow lily
#

Try dedicated to heavy modular frames or motors.

plush jewel
#

hmm, I guess I just can't get my head around how to organise everything, I think I rush into trying to make everything at once

#

@fallow lily So when you start out make these factories, do you already have in mind what the output value of the final product will be, Like I'm going to make a motor factory and I want to make 10/m

#

then build backwards?

fallow lily
#

I start from the convenient resources and work forward from there.

#

But once I start working on turbo motors that may change.

dim thicket
#

||I often build rows of manifolds. That way you can increase at any time||

#

Spoiler above for building efficiency. Don't click if learning the game

plush jewel
#

@dim thicket do you use overflow method then?

dim thicket
#

I don't recognize the name!

fallow lily
#

Another name for manifolds.

dim thicket
#

Oh yeah I do

plush jewel
#

Sorry if I just sound stupid, so you would take iron ingots say you have 120 on a line and make as many constructors as you need then just wait for it to fill up?

#

What happens if you are using more ingots in say the first few and the last ones are not getting the resource?

wind spade
#

You can build other stuff while it's filling

dim thicket
#

That's many people's worry. If more iron ingots are coming into the manifold than the constructors can work with, they'll all fill up and work at 100% efficiency

plush jewel
#

so you can only build manifolds up to belt speed is that correct

#

So I only have 120 atm so i should work around that?

dim thicket
#

If you supply less iron ingots than the manifold can make, then it will just make what you supply

wind spade
#

If you reach belt speed and want more, just build a second manifold

dim thicket
#

^^ Thus comes planning multiple manifolds

plush jewel
#

ooooh

#

so find another node and repeat

dim thicket
#

120 also won't be your max for long

plush jewel
#

I've just unlock steel so working towards mk3 I think I just tunneled vision playing this game and want everything in one buss line

#

I need to break out of it and make mutiple mini factories then

dim thicket
#

There's many ways to play, and happily there's no "one best way"

shrewd yacht
#

another thing is the alternate recipes changes things

#

so I tend to build a basic factory to unlock some things to upgrade to next tier and get items to survive and fight off mobs

#

then I go hard drive hunting

cedar mica
#

Is compacted coal equal on sulfur and coal, now?

upbeat tide
#

Yes its

25 coal
25 sulfer

Makes

25 compacted

cedar mica
#

That makes the math 22.5m fuel, 15 coal and 15 sulfur, for 18.75 turbo fuel

#

Now, how many fuel gens, does that cover?

upbeat tide
#

I know a gen takes 15

cedar mica
#

Turbo fuel supposently burn 2.2 times longer

upbeat tide
#

Yea it should be 8.4 sec

#

Just like if you compact coal into a coal gen

cedar mica
#

Now the question is, is the alt for making turbo fuel from heavy oil residue better?

#
Same 60/m cruid oil is 80/m heavy oil residue, which is 63.9 turbo fuel.```
#

Is that math right?

worn shuttle
#

How much Petro coke will 1 coal gen run on?

cedar mica
#

Think its 25/m for coke

worn shuttle
#

Thank you ๐Ÿ˜Š

upbeat tide
#

Speaking of coke, is the coke to steel ingot recipe even useful?

#

The one that uses iron ingots is nuts tho and my current fav

cedar mica
#

Coke is useful for steel, but you also need it for Aluminum. Not to mention, you are using a lot of power to make it

upbeat tide
#

The 60 steel a min one tho is spoiling me

#

The iron ingot, coal one

worn shuttle
#

Setting up plastic and rubber on 6 oil nodes. coke the best byproduct? Will be making enough to feed 108 coal gens

upbeat tide
#

That one takes in 240 iron and coal ore and spits out 360 steel ingots

6 foundary setup

#

40 iron ingot
40 coal ore

60 steel

#

I was gonna use the compacted coal steel alt then saw it only does a pitiful 37.5 a min

worn moat
#

any calculators out for experimental yet?

upbeat tide
#

The interactive map- calc kinda works

#

But not fully up to date

worn moat
#

fair
i'll just hand it

plush pasture
#

There is one calc for experimental

worn moat
#

% based conveyor splitter when

upbeat tide
#

When mods update

fallow lily
#

Ask on the modding Discord.

grave jewel
#

Any other scientists/grad students in here, preferrably over 30?

upbeat tide
#

Networking and telecom, tech not science tho

fallow lily
#

@grave jewel Is this for a Satisfactory related question?

grave jewel
#

Depends, are you policing me

fallow lily
#

Just noting that #off-topic-general might be a better place for non-Satisfactory questions.

grave jewel
#

thought so. no

fallow lily
#

But what's the actual question?

grave jewel
#

Any other scientists/grad students in here, preferrably over 30?

faint compass
#

if i wanted to make a rotor factory using one pure iron node (overclocked x3) and the casted screws recipe how many constructors and assemblers would i need to meet the 300bars/min demand?

sand garnet
#

@grave jewelare you using this discord as a dating app then if that was the only question

#

@faint compass you could use the alt for rods

fallow lily
#

@faint compass Iron bars? 10 smelters.

faint compass
#

ah i don't have the alt for rods yet

#

i have 10 smelters though

sand garnet
#

Uaes steel and makes like 100

fallow lily
#

Or did you mean iron rods?

faint compass
#

yeah iron rods and casted screws

fallow lily
#

If you need 300 iron rods per minute, you need 20 constructors making rods.

faint compass
#

i dont think i need 300 rods per minute

#

im trying to make a rotor factory

#

which i believe costs 20 iron rods/min and 100 screws/min

sand garnet
#

Use alt rotor

faint compass
#

i dont have that either haha

fallow lily
#

Then where did you get the 300 number?

sand garnet
#

Go find hard drives

faint compass
#

a pure iron node with an mk1 miner maxed out on overclocking produces 300 ore/min

fallow lily
#

Ah, clarity.

sand garnet
#

Alt rotor and normal stator is the same recipe

#

Makes motors super easy

faint compass
#

i'd prefer to try this with the regular recipe as im not there yet

fallow lily
#

Let's see...you can completely consume 270 iron ore/minute with a balanced factory by building 6 rotor assemblers, 15 screw constructors, 18 iron rod constructors, and 9 smelters.

faint compass
#

โค๏ธ

#

thank you! will try that

fallow lily
#

You can partially feed a 7th with two more screw constructors and three more iron rod constructors.

#

But it won't run at full efficiency.

faint compass
#

i'd rather go for efficiency. trying to learn so this will help a lot thank you

fallow lily
#

Then use my first set of numbers.

#

As a bonus, you only need a Mk3 belt.

#

You do have Mk 3 belts, right?

faint compass
#

thats the one problem lol

fallow lily
#

XD

#

You can cut all the numbers by 1/3 and you'll be able to manage with 90 iron ore/minute.

#

That only needs a Mk 2 belt, and is still fully balanced.

faint compass
#

ah i see so the trick is to start the math with what the conveyers can handle then adjust the miner to that?

fallow lily
#

Well...sort of.

#

I started by making a spreadsheet.

#

Basically to figure out how much iron ore/minute each rotor assembler needed and worked from there.

faint compass
#

gotcha

#

i appreciate it

faint compass
#

@fallow lily by cut the numbers by 1/3 did you mean use 1/3 of the value or -1/3 of the value (2/3rds)

fallow lily
#

Ah, the former.

faint compass
#

sweet i was hoping so haha

vital seal
fading lily
timber iris
#

is it still possible to run say 16 Coal genies off of one Normal coal node?

glacial hemlock
#

@fading lily good! But without alternate recipe this look very inefficient

vital seal
#

@fading lily that's sweet, what graphing library you using? Also I assume you'll want some of those intermediate components for other higher tier items but that's more just adding to your diagram

#

@timber iris That depends, 16 coal genies need 240 coal per min when running fully so yea can do that on a normal node if you over clock / use > mk1 miner

fading lily
#

@glacial hemlock Thanks! Recipes are based on a json file I create so the only alt recipes on there are the ones i have unlocked.

@vital seal I use the graphviz library to generate dot files and then thats rendered in graphviz itself. The program works by typing what i want to make then the thoughtput and it generates a single graph. I didn't think of adding multiple end products. You've given me homework!

timber iris
#

@vital seal by "running fully" what do you mean?

vital seal
#

if the generators are running at 100% efficiency which means your right at your total power generation for your network

#

for example if you're only using 50% of your total power, then your coal generators will only consume half of their max amount of coal (15 * 50% => 7.5 coal per min)

timber iris
#

ah. on the EA-P2 I had a set up running 24 genis off a OCed MK1 normal node.. someone had mentioned they use more coal per/min the more power is actually drawn of a network capacity.. but I had yet to get to that point where this was vissable..

I had the 24 genis manafolded off a single buss, with 12 on each side. and pre-filled each one with a full stack of coal.

I'm just trying to get my head around a way to adapt that kind'a scaleablity to the new P3 system.. I know 5 water grabers will run two lines of 8 genies for 16 total.. and i have 4 nodes of normal Coal I was thinking of tapping just for a power hub. 16 genies per node.

elfin swan
#

Do you think its worth it to do load balancing on 64 smelters for iron ? Or should I just do a overflow method lol.

vital seal
#

i think the ratio is 3 water extractors to 8 generators with 120 coal going into them

timber iris
#

2.5 water extractors i was told.. thus why the 5 extractor set up works by sending half of the 3rd to both lines or something..

elfin swan
#

Yea its 3 water extractors to 8 generators.

vital seal
#

@elfin swan split the different and load balance 4 lines of 16 smelters which are overflowing?

#

regardless that's a lot of smelters ๐Ÿ™‚

elfin swan
#

Yea thats what I was thinking about Josona but idk XD And yea it will produce 1920 iron ingots per minute.

#

Its 4x 480 belts.

vital seal
#

geez will be set for a while

#

@timber iris have you unlocked Miner Mk.2 yet?

timber iris
#

nupe

#

I do have OC shards and MK2 belts though

vital seal
#

with mark 1 fully overclocked you can get a max of 150 coal / min

#

need 120 for 8 generators

elfin swan
#

So with Mk3 miners is it 3x the amount or 4x the amount of resources ?

vital seal
#

i think it's 4x

timber iris
#

thanks for the input. ๐Ÿ’œ

elfin swan
#

Ok so on a pure its 480 so yea 4x

devout leaf
#

thats insane

#

one of the alt recipes for computers is so much better

elfin swan
#

So Mk3 on 200% = 960 per min. Soooo I can do 3840 iron ingots per minute lol.

#

I was wondering with belts what is the fastest belt like items/min

devout leaf
#

780
im pretty sure rails are faster but either way you need multiple lines

vital seal
#

haha yea belt speed limits you

#

someone's build is really iron hungry

devout leaf
#

i mean unless you load balance i think you can get a way with 3 lines

#

but thats with t5 belts

elfin swan
#

So 780 is max. ๐Ÿ˜ฆ

#

So I can only make 3120 iron ingots per minute with the miners at 100% efficiency lol

devout leaf
#

"only"

elfin swan
#

Im currently working on unlocked Mk4 right now so I can make this iron 100% efficient lol.

#

And yea only!

devout leaf
#

do you have trains?

elfin swan
#

Imma need to tap more iron nodes XD

#

Also no not yet but this is all in my base right now.

#

Also trains would help me at all.

#

Cause I cant take the 960 out of the miner to begin with XD

#

If I had Mk3 on 200%

worn hound
#

Is there a way to have all of your resources go down one belt route until that route fills up, then go down another route without slowing down in the process? Belt travel latency is fine, but both outputs should be the same belt rate as the input.

My current idea is imperfect- Have a bunch of splitter/mergers to make going down one route less and less likely. You can scale the number of splitters to half the chances that the items will go down the backup route... For instance 1 splitter = 50% chance for main route, 50% chance for backup route. 2 splitters = 75% chance main, 25% chance backup. 3 splitters = 88% main/12% backup. Once the main fills up, the splitters act as a passthrough to the backup and don't slow the items down.

This idea is workable, but its large and not ideal because there will always be a little bit of uncontrollable loss.. Curious if there's other ideas out there to do this

#

Here's an example that divides by 3 instead of by 2. The main route (top mergers) takes 242/243 of the input items, but every 243rd item is lost out of the bottom route. Its exponential, so adding 2 more sets of splitters and you're at less than 1/1000 lost, but I'd still like a "perfect" solution if I could find one

rigid knoll
#

there might be something with programmable splitters? there isn't otherwise

worn hound
#

Haven't gotten that far, unfortunately :/ Just restarted with update 3

vital seal
#

pretty sure that still isn't a thing

#

think your idea is still the best workaround

worn hound
#

Aw dang. Would be nice to have an "overflow router" or something like that :/

vital seal
#

yea, might have already seen this discussion

worn hound
#

I haven't seen either of those, nope. First one is exactly what I made, second one looks nutty haha

vital seal
#

Alright just unlocked programmatic splitters and tested, no luck

#

top is programmatic splitter UI in update 3 (think it's the same as before). Just allows you to give more rules for each output, nothing about weights or priorities

#

maybe there is a feature request we can +1 somewhere

#

and the other ones referenced by it

wind spade
#

@worn hound yes there is - with trains

vital seal
worn hound
#

ah yeah, that makes sense... but I kind of hate it lol. I'm not at trains yet, and tractors will for sure mess up enough to make that sketchy

iron notch
#

is there any planner updated with U3? thanks

opal timber
#

one refinery powers how many fuel generators? im guessing Gen uses 15 m3/Min so one refinery using 60 M3 oil/Min into 40 fuel/Min = 2.67 gens per refinery running at 100%?

viral fog
solid burrow
glacial hemlock
#

If you only build 100m, it supposed to cost you only 9 item each

wind spade
#

btw, I've just run some numbers and contrary to popular belief, coal power was not buffed in U3

#

it's still the same as it was before

#

just a bit harder to set up

quick gorge
#

If anything it is nerfed.
You have to put water in it, water that could be going else where.
Also you have to power ti extractors and maybe pumps to get coal going in the first place sooo. Overall lowered

sand garnet
#

@wind spade what makes it the same? the power needed to use water?

fervent fossil
#

Iโ€™m just doing the calculations!!!
A single extractor supplies 2.66 generators = 195mw produced. A single extractor uses 20MW for 120m3 water. Thatโ€™s a power output of 175 on this system. Before you generated 130mw on 2.6 generators

#

With only coal

upbeat tide
#

Isnt coal gens a 50 MW base in update 2?

fervent fossil
#

Yes in update 2

upbeat tide
#

So yea its not a nerf. I imagint the extra 25 MW as room for the water extractor

glacial hemlock
#

Consider 86% efficiency for u3 and 95% efficiency for u2, it is still a 17.5MW net gain.

#

Oil generators, however is definitely nerfed due to higher consumption for proper proceecing

oblique hollow
#

well according to my calculations fuel generator setups are about 83,33% efficient, maybe more

upbeat tide
#

I think the thing with fuel gens is to make turbofuel more useful?

fallow lily
#

The thing with fuel generators isn't their efficiency, but the extra set up needed to handle byproducts.

glacial hemlock
#

Fuel is supposed to consume the byproduct, not producing it

fallow lily
#

If you're using fuel for the primary purpose of consuming byproduct, turning heavy oil residue into coke and sinking it is a more straightforward way of handling the matter.

grand thorn
#

I'm struggling to figure out an efficient design for a factory. Everything I see online is dedicated to making efficiency for X or Y advanced part, whereas I just want to get the most bang for my buck out of the first few parts (rods, screws, and maybe plates) so that the later parts aren't coming out at 1 part per minute

upbeat tide
#

Speaking of coke, whats the ratio to use it in coal gens?

grand thorn
#

I'd also rather not use an online calculator to just copy paste my factory

fallow lily
#

25 coke per minute per coal generator.

grand thorn
#

So right now I have 1 pure iron node, and one normal, both of which I want to dedicate to iron rods alone, and then use two nodes for plates

#

My tech isn't very advanced, I'm using mark 3 conveyors and mark 2 miners

fallow lily
#

The math for rods and screws is pretty simple.

grand thorn
#

Right but I'm wondering if I could be doing something better than doing a 3 way split from both miners, into smelters

upbeat tide
#

Do you have any alternates yet?

grand thorn
#

I've seen Kblitz do some crazy stuff

#

None, should I go out and try to get a bunch of those?

fallow lily
#

You consume 15 iron ore/minute for every iron rod constructor, and 10 iron ore/minute for every screw constructor.

#

Some are helpful, but they won't help with coming to grips with how to lay out factories.

#

But here's a starting point. Every smelter consumes 30 ore/minute.

#

So for every 30 ore/minute a miner puts out, you can support 1 smelter.

#

Every smelter can support two iron rod constructors.

grand thorn
#

I'm wondering if I'm losing out before that though

fallow lily
#

And every two iron rod constructors can support three screw constructors.

grand thorn
#

Since I'm getting 270 items per minute with m3 conveyors

#

Split 3 ways that's 90

#

I'm using m2 conveyors for the split since they handle 120 and that's already more

fallow lily
#

So far so good.

grand thorn
#

I'm wondering if there's a way to do a split & merge system where I'm using the belts more efficiently and the smelters more efficiently

fallow lily
#

Not really.

grand thorn
#

I assume I shouldn't use a bus design until I get at least m3 belts?

#

M4*

fallow lily
#

I never use buses, so I couldn't tell you.

grand thorn
#

Alright

fallow lily
#

I try to build my factories so each input belt is fully consumed by some segment of it.

upbeat tide
#

I use busses but its to move product from one manufacturing center to the next

For example I make iron products in one facility, rotors, mod frames, and RIP come out and get combined later into higher tier products such as motors, the various elevator parts, etc

#

Also I like to use the overflow method to do smelting. Instead of splitting off, I setup smelting in a long row. Enough smelters to consume the max amount of ore I can bring in.

I use a splitter before each smelter and copy that down the line. For me its cleaner and simpler to setup. The only con is that the final smelters in the line will not be at 100% until the first couple smelters have 100 ore in them.

Then, depending on what I am making, I branch off enough smelter output for the desired item

wind spade
#

@quick gorge @sand garnet @fervent fossil @upbeat tide @glacial hemlock re: coal power

Change for U3: Coal's energy value changed from 270 MJ to 300 MJ, so coal on it's own got slightly buffed.

Now, you need water. 1 coal burns for 4 seconds, to burn 1 coal, you need 3m3 of water. Water extractor produces 2 water/s, meaning it needs to run 1.5 secs to produce water needed to produce enough water for 1 coal. With it's power consumption of 20 MW, that's 30 MJ of energy needed to produce enough water, which is exactly how much extra energy you have per coal.

So you still get the same amount of energy per coal, just it's now a bit harder to set up (but that is a one-time payment, so not relevant here).

sand garnet
#

thanks for the clarification

opaque socket
#

i already posted it on #old-questions-and-help but i've been told i would have more answers/discussions here so i repost it here:

hey guys i've tested multiple ways of playing this game through automation, and i still don't know, so i wonder, what for you is the best between those ways of thinking, the easier, faster way to play:

-Reuse the products of your previous factories as inputs for your new ones (and so, upgrading your old factories so it can keep up with the amount of resources all your other factories need)

-Building your factories so it produces the right amount you need to store it for personal uses and then for each new factories you rebuild the previous products in it

-A mix between the 2 and if so, how do you manage things ?

quick gorge
#

Maths is fun :)

orchid panther
#

hey Greeny the new tools page going to have a production calculator too?

wind spade
#

@opaque socket there's no right or wrong, there's no best or worst, but if you want opinionated best setup, then I'll give you mine:

How do I build factories:

  • I first decide what I want to build next. Example: I need reinforced iron plates.
  • I decide how much reinforced plates I need, e.g. 20/min.
  • I calculate the production chain
  • I find how much that chain needs raw ores and find a nice place on the map, where it has these quantities of ores (or more). I build a dedicated factory for 20/min refinorced iron plates there, minding it may be expanded later
  • I transfer those reinforced iron plates to storage, either by belts if it's close, or often by train.
    Repeat this for any new product. If I already have an existing factory for that product, I either expand that factory if it sill has enough raw materials around it to support it or build a new one somewhere else.
#

@orchid panther I'm working on it, it's pretty hard and I've hit so many obsatcles on the way because of the byproducts and everything, that I can't give you any estimate right now

orchid panther
#

yeah no rush i totally understand was just curious

opaque socket
#

@wind spade thx for the answer, we played exactly like this last playthrough with a friend, but ended up making plans for hours and hours, and producing way to much products (not more of a problem now that we have resource sink) ^^ that's why i was thinking how could i play like this (cause i like it, it makes complex factories) without doing to much

wind spade
#

plans were pretty fast if I used some of the online tools for them. I usually just went for smallest number of products, usually what 1 or 2 machines produce, unless I knew I'll need that product for long term and in large quantities (i.e. materials for belts, concrete, materials for often used buildings and infrastructure, ...)

glacial tide
#

so i saw 100% coal gene is 3 Water - 8 Gene with 2 pipes. Does that mean i can do 1 Water Overclocked(150) to 4 Gene aswell?

opaque socket
#

yes i think we'll use more online tools for plans right now, yours are pretty nice, and i was wondering too, for end game products, do you guys overclock every first products buildings at 250% kind of, or do you use it only if you need to expand the factory later ?

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and last question, do exp branch is kinda safe now to start a new playthrough, or is it better to way for the EA release ?

strange hawk
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@wind spade any eta on calculator update for U3?

wind spade
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look 7 messages above^^

strange hawk
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Haha sorry

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Didn't see that

wind spade
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@opaque socket I don't overclock at all (except for miners if I need more raw materials and there's no nearby node), because overclocked buildings eat way more power. It's just more power efficient to build more buildings.

strange hawk
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Ye only overclock miners, I always overclock all my miners instead of using another deposit next to it

wind spade
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I first use the nearby deposit, but otherwise the same

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I mean yeah, I have tons of shards, but why waste power when I don't need to

strange hawk
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Idk why but I always think I will once run out of deposits even though will never happen but ye

wind spade
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if you run out of deposits, you can always just oc both miners, split one miner into the existing two lanes and use the second as extra resources

opaque socket
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๐Ÿ‘Œ

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thanks for your answers, really ๐Ÿ™‚

unborn ermine
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Just for giggles I did the math, if you overclocked all nodes to 2.5x you will have 270 shards left for other things. (excluding doggos and slug respawns)

wind spade
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slugs don't respawn

storm ingot
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They can if they error.

wind spade
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I think that's just caused by the update

storm ingot
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But is a moot point because overclocking is a badโ„ข๏ธ thing.

wind spade
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badTM

vague herald
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its only bad if it's on anything else but resource extraction

glacial hemlock
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Power slug is only renewable if you farm lizard doggos

storm ingot
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No, cause you gotta live the sluglife! Only heartless fixit dogs process the beautiful slugs.

quick gorge
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So I need to redo my plastic/rubber and fuel setup because all my geo gens are supporting my temp base but the issue with that being I have no plastic or rubber... so rip. Now I have recycled rubber and plastic.
You could have fuel to... well fuel a feedback loop of infinite recycling between rubber and plastic.
So focus fuel and only fuel could we have a closed loop of recycling to gain more then doing it normally.
Bonus being you can hook it directly to power fuel, the overflow of fuel going towards the recycling system.

This is just a theory
A stupid theory

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(This does not take into account turbo fuel)

wind spade
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this exact theory was suggested in another discord and I'm pretty confident it's worse than making the rubber/plastic from oil directly, though I haven't done the math yet (but I kinda want to do it now)

quick gorge
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IT'S FOR SCIENCE!

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I would like to see how it plays out... hmmm

wind spade
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basically I'm trying to do this:

You want a setup that converts oil to rubber OR plastic. You have 3 options:

  • direct = convert oil to desired product (and deal with byproducts)
  • recycle = convert oil to the other product, then recycle it to the desired product (without byproducts)
  • loop = convert all oil to fuel and use that to feed a loop of recycling refineries and take out the product (without byproducts)

I want to compare all 3 setups and see how good/bad they are in comparsion to each other

snow folio
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anyone got the maths for a 100% efficient turbofuel power plant?

quick gorge
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Are you actively doing this right now?

wind spade
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I have an empty open excel sheet ๐Ÿ˜‰

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but I've done a lot of research about the recipes before, so yeah, kinda want to do it now

quick gorge
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Well I was going to do it in game because a excel is a written theory written out in detail.

oblique hollow
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im busy with Draw.io Graphs so ยฏ_(ใƒ„)_/ยฏ