#math-and-meta

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upbeat tide
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Each is a one pipe for 6 gens system tho just different layouts

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The bottom one is an old picture, its fully working these days

timber iris
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eye twitch as her ocd pokes at her brain. XD

upbeat tide
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Lol

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Thats why things are compact like that in the first one, water extractors actually do not fit beneath my platform, its 3 foundations up, so had to build the โ€œbulgeโ€ you see to the left of the coal gens to cover up the tops of the water extractors

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Rest of it is an endless maze of oil refining

timber iris
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@w@

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right lol bed time for me. XD

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thanks all.

upbeat tide
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Sure bed time...up to 05:00 optimizing m ๐Ÿ˜‚

timber iris
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3am here

upbeat tide
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But yea that oil setup turns 1650m3 crude into

400 plastic
400 rubber
250 turbo
1800 petroleum coke

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Gonna build a heavy frames setup here too, and I still need to find room for 39 more fuel gens

proven sphinx
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i need 9 belts to become 10 belts, any ideas on a functional balancer setup ?

short swift
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merge to one, split to 10

proven sphinx
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if i merge 9 mk5 belts to 1 belt then split them to 10, wont that slow down the troughput ?

serene abyss
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I can't think of any that wouldn't mean a whole bunch of mergers/spliters. But are all the 9 belts maxed out on capacity?

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or a combinitation of 3 to 2, (that'll get you directly from 9 to 6) and do a 3 to 5

wind spade
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why would you need 9 belts to become 10, if they are maxed?

proven sphinx
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i have 10 freight cars and 9 belts of limestone

wind spade
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why not just 9 freight cars then?

summer field
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That would be easy.

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We don't like easy.

proven sphinx
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^

serene abyss
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well, why ask if you don't want it easy? xD

proven sphinx
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its ok i'll just go with 9 cars... :D i just wanted help making some advanced balancer

wind spade
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balancers aren't needed in sf

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unless you go for style points

serene abyss
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The link I gave can give some inspiration though ๐Ÿ™‚

proven sphinx
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thanks alot!

serene abyss
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I've never made balancers in that scale before xD

unborn ermine
fallow lily
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The one place I'd make a point of using balancers is for trains.

wind spade
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Hm, not sure why

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If you know that first cart has 400 ipm and second cart has 300 ipm, you can work with that after you unload

fallow lily
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For the purpose of evening out load between the cars.

sand garnet
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But why would you need that

wind spade
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But you don't need that, see my previous message. You can work with the existing amounts on the belts

fallow lily
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Because I care that the cars carry equal amounts? That they take the same amount of time to load and unload? Plus it will simplify planning at the receiving end if each belt out carries the same amount.

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But what it comes down to is that I want to do it. :P

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(That said, I'd prefer to do the balancing by controlling which belts are merged with which to begin with, not balancing after the fact.)

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I do have a 2:2 balancer in my crystal oscillator factory, because that simplified doing the layout for the manufacturers. Bit of a situational usage, though.'

sand garnet
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@fallow lily do your trains underfeed the machines at unloading then

glacial hemlock
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trains take 25 seconds to unload, whether it is 1 item or full train.

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I just finally setup my temporary 120 alclad/min, it really starts to have the mk5 feeling!

cedar basin
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how much turbofuel can i make with 600 compCoal/min?

rancid lark
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750

cedar basin
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thanks

upbeat tide
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Your gonna need 900m3 fuel tho for that much

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And 40 refineries for the turbo

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OR the heavy turbo alt

22.5 HOR
30 compacted

30 turbo

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Actually makes less turbo, 600 total but needs 450m3 HOR

cerulean cloud
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Huh, having 3 outputs needing 10, 15, 15 and one input providing 40 doesn't sound fun :/

shy mason
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the turbo alt is great if you are using the HOR from rest of plastic / rubber refinement and not bottlenecked by sulfur/compact coal.

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saves you the hassle of refining to fuel first as well

upbeat tide
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Yup at least the HOR alt is 30:30 compacted to thrbo so it depends on how much compacted you can use

cerulean cloud
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splitting it equally gives 13,33 to each of the assemblers and that's not nice

upbeat tide
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Just run the final assembler at 33%

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Or whatever the variable is

cerulean cloud
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Yeah, well... It's possible, but not fun :<

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37,5%, 37,5% and 25% per machine

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Eh, i might just add some additional input so that's kind of balanced

fierce ruin
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So, one miner mk 1 can feed 3 machines equally correct?

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My question is, assuming that is true, is how many can a mk2 feed?

scarlet marsh
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depends on the machine/recipe

empty hemlock
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mk2 machines have double the speed of mk1

fierce ruin
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just look at how much the miner says it produces, then divide it among your machines

scarlet marsh
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elixir is correct

fierce ruin
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Will do.

fallow lily
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It also depends on the node's purity.

wind spade
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@cerulean cloud it will balance eventually

untold quail
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Could you make 14 of them but underclock them all to get the 13.33 repeating average

upbeat tide
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Well, that took a while, but 55 fuel gens setup and purring like a kitten

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250m3 turbo/min goes a ling way

shy mason
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yeah that's going to be my setup as well with pretty close numbers, I assume you're limited by a single pipleline of HOR as well?

upbeat tide
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Nope not using HOR alt

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300m3 fuel tho

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HOR is being baked into coke at a total of 1800/min

shy mason
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gotcha

upbeat tide
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HOR method uses more compacted coal, so thats really what determines how much turbo you get as its a 30:30 ratio compacted:turbo

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And the HOR part isnt much really

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Notmal uses less compacted

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So yea balancing game

obtuse jetty
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planning a coal powerplant

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Input are four full pipelines

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can anyone tell me how many powerplants I could feed off of a single full pipe?

upbeat tide
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6

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300/45=6.6666

obtuse jetty
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@upbeat tide so I have four pipes

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so theoretical 24? cause someone else told me 16

upbeat tide
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Its 15/min coal so that coulda been the 16 number?

sudden ferry
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@obtuse jetty
240 coal/min can feed 16 coal plants (update 2)
5 water extractors can feed water 13 coal plants(update 3)
1 full pipe powers 6 coal plants

wind spade
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6 extractors -> 16 plants is a better ratio

upbeat tide
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So, working the math eith the rubber based HMF alt I can setup two 10% manufacturers off 450 petro coke supply, 150 rubber, 45 plastic, and the other more common bitd,

Kinda glad the coke need came out to 450, could potentially double this setup too if I want and have 4 manufacturers running

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Coke steel recipe

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Gonna use just shy of 3k screws, thats not gonna be fun tbh

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Wet concrete
Pure iron
Coke steel
Steel screw
Bolted frames
Bolted plates
Coated iron plates
Piped encased beams
Rubber HMF alt

umbral scarab
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Wait, coal generators only use 15 per min? Damn, I need to be more active in this channel. Totally fudged my coal plant numbers!

tight crag
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a coal generator under 100% load uses 1 coal every 4 seconds. 60s/4s = 15 Coal per Minute

ivory yarrow
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What about compacted coal?

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tbh, after all reddit posts & explanations, I still don't see the compacted coal benefit

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I'm not seeing more power production from compacted coal, nor less consumption

serene abyss
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Compacted coal contains over doubble the amount of energy, meaning a coal plant burns around 7 compacted coal pr minute insted of 15 regular coal pr minute at 100% power usage. I haven't done the math with taking into account the extra miner(s) and assemblers needed though.

ivory yarrow
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currently using 18 assemblers to provide compacted coal for a number of coal plants, generating a max of 2700 MW, but sure, I'm way over capacity, for safety reasons.
If it's actually just 7 compacted coal / min / coal plant, I estimate about 10 assemblers being enough

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thx for the feedback

serene abyss
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yes, 7 is rounded though, if you want excact numbers it is 7,143 pr/min

regal oriole
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How to load balance coal generators with 2 150 coal imput???

glacial hemlock
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2? Then just use merger lol

regal oriole
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More like hoe manny coal generators can i hoop up

glacial hemlock
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If your belt speed not allows, then just split your coal generators into 2 groups.

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150 coal supports 10 generators

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So you could have 20 total

quasi wedge
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So close to get all the items mathimatically automatically calculated, and yes my factory is built on this each floor has items for the next tier and so on, if anything updates in the game, major changes should occur, major dismantle of whole floors for that matter ๐Ÿ˜„

regal oriole
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Nice then im almost maxt out

upbeat tide
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Id say dont make nuclear stuff in areas you want to visit

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Hazmat suit will become mandatory

glacial hemlock
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I gotta separate this into 3-days of play.

glacial hemlock
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Now i am actually building it, then realised that I haven't unlock the RCU. And I have yet to automate the oscillator!

forest hollow
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Im looking for a map that has all four starting locations on it for comparison. I can only find one with the original three. Anyone have something?

fallow lily
glacial hemlock
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this is the one with 3 starting points that he is not looking for.

fallow lily
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It has all four spawn locations.

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I'm looking at it right now.

forest hollow
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Hmmm when I click on it, it says 3 spawn locations

fallow lily
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Toggle Experimental/Early Access.

tight crag
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@glacial hemlock @fallow lily the link has to modes in the top right: "experimental release" and "early alpha release"

forest hollow
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Thanks for the clarification 2tba

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@tight crag

glacial hemlock
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I see

bright sparrow
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Experimental question: How many oil nodes at 300/min output do you guys tap for turbofuel production

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or recommend for a decently sized factory

tawdry pebble
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Been number crunching for over 1 hour trying to figure out how best to split up 7040 steel pipe into building and floor specifics of -below -and this is the best i have come up with:
2160 - 3*720 for 64 mfg of HMF
1680 - 720 +480+480 to make 240EIB
1680 - 720 +480 +480 to make 240 EIB
840 - 600 +240to make 120EIB
680 - 360 +320 for 204 MF
The EIB usages will just use splitters and mergers and let everything balance itself out i hope.

For my setup for 7040 pipe in constructors 7 floors output 960 1 outputs 320

shy mason
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I'm aiming for feeding 50~ generators off turbo fuel with a single pipe full of 300/min heavy oil residue that will feed off my other plants refining byproducts, off 2 normal and 2 impure oil nodes by dune desert. Needs 240 sulfur and coal/min to feed 10 assemblers to feed the 8 refineries making turbo fuel with the HOR alt, making 7.5GW

unborn ermine
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@bright sparrow If you use the alt heavy turbo recipie, one node can net you a 300/min line of turbo. A tiny bit more if you dont split off exess.

That provides around 66.66~ fuel for gens, or around 10000MW (what im using atm)

fallow lily
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I currently don't have any.

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I don't have compacted coal or turbo fuel.

unborn ermine
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The only difference between the fuel-turbo, and the heavy-turbo is compact coal usage and output numbers if its a flat conversion from oil.

worn birch
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any idea what they retooled about the sink

summer field
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points gained for some items

bright sparrow
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@unborn ermine I'll be using the 1 with the diluted fuel route

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@unborn ermine which should end up at something like... 140 fuel gens or something

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per 300/min crude oil

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700 or so turbofuel/min (roughly)

unborn ermine
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Neat, I find that it seems like each route has one thing used more.
I like it.
Heavy alt- More compact -coal*
Straight fuel- standard affair(?) with more machines
Diluted fuel- more machines but more fuel gains

bright sparrow
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yeah diluted fuel is a great alt, instead of downgrading quantity when going from heavy to fuel, it x2 it instead

unborn ermine
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Im currently doing the Alt turbo and using the extra heavy to make diluted fuel, its like 25/min dedicated to that.

bright sparrow
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@unborn ermine how much resin do you have going into your plastic/rubber production?

unborn ermine
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I feel like it works, but I think I would want to fiddle with my output locations.

iirc its just 10 refineries each, so there is a spread of 200 for plastic(containers) and fabric.

bright sparrow
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I should mention also into whatever else ๐Ÿ˜›

unborn ermine
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I figured that I want this first main facility, the 4 nodes south of dune desert, to be flat rubber/plastic and (Turbo)-fuel.
The rest of the nodes I can fiddle with for production needs.

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If I want to go crazy later, aka fabric not being made, I could try to fit in a few more rubber/plastic refineries for the heavy resin.

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I loved the fact you can squeeze a few extractors beside the geo-gens nearby jacelul

dry mason
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Does having the smart splitters/programmable splitters make a storage Hub more appropriate than having smaller random pockets of storage units?

fallow lily
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Not really.

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They're both valid, but you never want to mix items on a belt.

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The only time you'd want to do that is sorting your personal inventory into a storage.

fierce ruin
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combining onto a belt slows down how fast its coming in

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if it starts to back up

shy mason
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It's nice having a single place to store building materials and hub requirements, but it'll eventually lock up.

dry mason
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So itโ€™s better to have a belt to each separate storage rather than a giant bus with smart splitters/programme splitters?

fallow lily
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Yes.

shy mason
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could do both if you go industrial storage route and use both inputs, would recommend you build a basement / lower floor though for all the spaghetti.

sharp mountain
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Hi, I havent checked myself if anyone has posted it but I ran the math and wanted to share it here if people need it :)
1251 power shards
225 powershards = 57000 Limestone
315 powershards = 84000 Iron
108 powershards = 25500 Copper
48 powershards = 13200 Caterium
108 powershards = 28500 Coal
30 powershards = 6300 Sulfur
39 powershards = 9900 Bauxite
51 powershards = 13200 Quartz
9 powershards = 1800 Uranium
45 powershards = 6000 S.A.M ore
73 powershards = 7650 Oil
(Pure only 1 powershard each and a pipe with 150)

Total powershards left = 200
All of this is taking Conveyer belt Mk6 in mind, supposedly being a 1200 unit belt. Although it hasn't been released yet.

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This is for all nodes with the max overclocking (oil is abit special cause of flow rate limit)

sand garnet
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seems wrong

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why put 118 shards on oil? that's an uneven number if you divide it by 3

sharp mountain
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Oil pure pumps 240 so you need 1 shard and downclock it abit. theres 9 impure which is 150 each.

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The oil was the only one that was finnicky

sand garnet
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ah right forgot about the pipe cap

sharp mountain
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So you end up with 1 pipe with 150. Sure you can mix an unclocked pure and impure and get one full pipe but this was to maximize all material available.

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There, made it bold so people can see they're connected :)

sand garnet
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but still, you cannot have only 0.3333 shards in a machine

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either it's 1, or 0

sharp mountain
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I'll break it down to you how I got to that number in my head

sand garnet
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this is why i shouldnt set foor in the math channel lol

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im just making a fool out of myself ๐Ÿ˜›

sharp mountain
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Oh i thought you were one that were in here usually cause you were so fast to answer :,D

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Im extremely poor at math but this is simple + -

sand garnet
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yeah I think im overthinking it

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im dividing by 3 but obviously not every machine will have 3 in them

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so dividing by 3 gave a number with a decimal but since i shouldnt divide y 3 to begin with that gives me a wrong answer

sharp mountain
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Wait

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Oh i think i messed up

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Wait how did i mess up this bad lol

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its 73

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I must've mixed numbers up

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Node Purity 100% 150% 200% 250%
Impure 60 90 120 150
Normal 120 180 240 300
Pure 240 360 480 600

9 impure oil
14 normal
7 pure

7 pure with 1 power shard overclocked to 125% = 300 (Max flow cause of pipe) = 7 power shards
14 normal max overclock. 14 x 3 = 42 power shards
9 impure max overclock = 150. 150 x 8 = 1200. 1200 / 300 = 4 full pipes. 150 left. 4 full pipes + half pipe. 8 x 3 = 24.
7 + 42 + 24 = 73

fallow lily
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@sharp mountain You also need to account for the fact that if you're using Miners Mk 3 on pure nodes, you can't overclocked to 250%.

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You're limited by belts.

sharp mountain
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Oh yeah. i take mk6 in mind

fallow lily
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And who knows when we'll get those and what capacity they'll have?

sharp mountain
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It was 900 but the wiki says it changed to 1200 b4 they got removed.

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Its safe to say it will be atleast 1200 so a pure mk3 miner max overclocked wouldnt be considered useless.

fallow lily
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That can change again before it gets pushed to EA.

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So I wouldn't rely on that number.

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And, in any case, there aren't Mk 6 Belts right now.

sharp mountain
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True. Though I do believe they like the idea of making nodes 100% efficient with max overclocking. Like new pipes that can hold 600 flow rate.

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I'll add it to the message that its only possible to get all the material using mk6 which is thought to be 1200 units per minute and that it isnt released as of yet.

fallow lily
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That does limit how useful those numbers are right now.

sharp mountain
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Im already setting my mega factory up for mk6 right now so I ran the math. Just thought id share it here if people are expecting the 1200 unit belt or perhaps an even faster one

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But I think the oil math checks out now atleast. I need to look back n find out how I messed that one up lol

fallow lily
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It could be another year before we get Mk 6 belts.

sharp mountain
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Im optimistic :P

fallow lily
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I don't see any reason to be, given that they released pipes with the same issue.

sharp mountain
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Besides, if you see the numbers. Thats probably enough to make 1k super computers a min

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Wdym?

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Like flow rate issue?

fallow lily
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That you're limited in how much overclock you can use by the capacity of pipes/belts.

sharp mountain
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That is true. With pipes I do imagine they hear the feedback n want to fix em abit by adding another pipe. They did change the volume of fluid wagons to demand

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I mean by all means. mk6 or not. The main reason I did the whole thing was just out of curiosity about the amount of material you could get if we had bigger belts ofc. I could make another calculation based around max flow rate aswell as belt speed

regal oriole
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How manny wather colectoes per coal generator ?!

stuck stratus
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3 water extractors per 8 coal generators is perfect ratio, though requires using at least 2 pipes

shy mason
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120/45 ~= 3:1

fervent fossil
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120/45 = 2.6

regal oriole
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2 pipes ?!

stuck stratus
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yeah cause 300/m limit

shy mason
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or just stick a extractor on both ends of the 1 pipe and the 3rd wherever

fervent fossil
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Yes thatโ€™s the simplest method ^^^

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Straight pipe in front of 8 generators, 2 extractors connected to the ends and one in the middle

stuck stratus
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as long as you don't have all 3 extractors on the same line into the generators is the important bit

lime terrace
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@fallow lily so i timed it from start to finish

sand garnet
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wtf lol

lime terrace
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The belts are faster

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imma see if i can NVIDIA record lol

fervent fossil
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Faster for what???

lime terrace
sand garnet
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@lime terrace how are belts different for speed going up and down

lime terrace
sand garnet
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are you manually moving on them or standing still

lime terrace
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because if i go too fast BEEEEEEEEEEEEEEEEEP

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youll see LMAO

sharp mountain
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Doesnt 3 extractors give more than 300 flow rate? So what you want is like. One extractor giving 300 flow rate up to around 3 generators, then have an input pipe to give it the missing fluid the other generators snatched?

regal oriole
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I dont realy get it iether to be honest

sharp mountain
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I aint ingame rn but I believe 1 water extractor is 120 right?

fervent fossil
stuck stratus
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yes

fervent fossil
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It shows how to run 8 generators off 3 extractors

sharp mountain
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360 / 45 (what a generator consumbes = 8. So yeah 8. So i guess 2 extractors combine into 1 pipe and feeds the first 4 generators. Then you have an input pipe with the other 120 from the third extractor.

lime terrace
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see? go too fast you get BEEEEEEEEEEEEEEEEEEEP

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and thats what pisses me off....i bet i could go WAY faster using those stupid tubes

stuck stratus
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oh yeah even a basic accelerator tube would get you much higher speed

lime terrace
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^

sharp mountain
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I mean. Tubes are cheaper. Same reason you dont use 1200 conveyer belts across the map but instead use a train. Sure you might have resource dropoff if your train isnt like 500 wagons.

lime terrace
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but it has to go both up and down the slope

stuck stratus
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just try to avoid full warp drive and teleporting off the map

sharp mountain
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Jay, have you seen the hypertube railgun trick?

lime terrace
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no

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i mean i prob have on reddit but idk how tf to make that

sharp mountain
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time stamped. If you're on phone its 40 seconds in

stuck stratus
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that's what i was referring to. use a few supports with the right spacing, replace with entrances and you can circle the map in 30 seconds

lime terrace
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im over here with my dick in the dirt tryna make some stupid framework thing for the space elevator that advanced "hey i beat the shit out of the game so now imma become nikola tesla" shit is way above my pay grade

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lemme watch this tho i wanan see

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OH WHAT THE FFFFFUUUUUUUUU

stuck stratus
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yeah i think we all thought that upon seeing that the first time haha

lime terrace
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jesus idk if i have the elctricity to power that tho

stuck stratus
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yeah 10 MW per entrance is pretty steep before fuel generators

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or a beefy enough coal i guess but

lime terrace
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yea i only have 1200 MW for 16 coal gens

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maybe i could fit it....... idk tho

stuck stratus
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even a simple accelerator with 2 boosters before the main tube would propel you pretty dang fast

lime terrace
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yea i think the trick is the entrances stack exponentially with your speed

regal oriole
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Indeed it is a whater problem thnx every one

fierce ruin
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Is there a guide on how to do coal power set ups with pipes now? I have a power plant of 12 and it looks like only a few of the plants are getting enough water.

dim thicket
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Coal plants take 45mยณ/min of water per minute, the extractor supplies 120mยณ/min, unless I'm mistaken?

stuck stratus
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3 extractors per 8 generators, don't have all 3 extractors on the same input pipe and you're gucci. there's lots of images on here and reddit showcasing nice designs

dim thicket
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If you have 12 generators and only one extractor, there's a problem lol

tulip bronze
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How much does a fuel generator consume on experimental? (normal fuel) And how many generators can be powered with a single, normal oil source?

stuck stratus
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15/m at 100%, 80/m max with no overclocking or alternates

dark wadi
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There is more to it b/c the oil to fuel now produces a 'waste' product that also has to be handled. I know in my setup I put a regular pump on a pure source and it produces 240 oil. I think I built 10 fuel generators from the resulting output before getting tired of building more. My power consumption was not anywhere close to being at max.

stuck stratus
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oh i misread, well 80/15 ~5.3, so call it 5 and play it safe?

tulip bronze
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Yeh, the waste I reroute into plastic production. So, I am trying to understand how many generators I've gotta power so that the waste is continuously produced to end up into plastics.

stuck stratus
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that's a risky game, since you'll always be having to stay at the same % power consumption for reliable plastic production; any reason you can't have seperate, dedicated production for each?

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it's not as efficient of course, but byproduct balancing is pretty nightmarish when fuel's involved

tulip bronze
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I mean, it's either I produce resin waste by turning oil into fuel, or I produce heavy oil from producing plastic directly, and then turn that to fuel.

stuck stratus
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sink the resin, turn HOR into coke, sink that, cry. that's what i did anyway

tulip bronze
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Granted, I don't intend to expand fuel production to get more resin but, I'd like to make what I have work (because I need those generators to keep my power up... until I go nuclear)

dark wadi
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I would agree Enaero. I know my setup pure oil -> 1 fuel, 2 plastic, 2 rubber -> 1 alt fuel, 1 alt plastic with overflow going to a sink, seems to work. Even though I know I'm not even using all the 240 oil coming in, I don't want to have it stop on me. I think like I said earlier I build 10 fuel generators to consume the fuel b/c I was tired of flushing the fuel out of the pipe. Even after that my pip and storage is full of fuel but not enough to be stopped.

stuck stratus
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yeah the choice of how to optimize it is interesting, and trying to make the most out of the byproducts without risking either blackout or starving the factory is frankly over my head, hence why I just dedicate X amount of oil to a given product and sink all the byproducts

tulip bronze
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Fair enough

dark wadi
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my 'nightmare' is I think I want to set up a petroleum coke to steel production. Trying to figure out how I'm going to set up my production where I'm actually trying to make HOR to turn into coke. I don't want to think about that. but I need the steel.

stuck stratus
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well there is an alt to make straight HOR and resin from crude

dark wadi
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yeah, but I don't think I've found that one yet. Guess I need to go pod hunting again. lol

dim thicket
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Any source discussing the experimental alternates?

wooden shore
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guys,i dont know if i just found this but after aloot of practical math i figured out a faitly simple system that lets you add a conveyor capacity apon another

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if anyone wants to see this technique he can join me on my factory to see it in action

wooden shore
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its like stacking the capacity of the belts so no overflow or max load on outputs

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i did it with 3 but you can do it with 50 layers up if u wanna

upbeat tide
#

When your making 2.8k screws to feed into heavy mod frame making needs......

#

TY for steel screw

summer field
#

We're lucky that the screw gods are benign.

upbeat tide
#

Side affect of alot of bolted plates/frames in the calculations

hybrid horizon
#

@fierce ruin I just use one water extractor per two coal plants. It's less efficient, but the spacing is easier to do it mindlessly. One water extractor is almost exactly as wide as two coal plants - I just place one long tube perpendicular to the coal plants, a junction at each coal plant, and a water extractor every other junction.

#

like so

tawdry pebble
#

What is the burn rate of petroleum coke in a coal generator? I assume it can be used in there? i know default coal is 15/m

paper mauve
#

I think it's 25/m

open willow
#

is there a general rule of thumb for splitting iron into rods and plates, like 2/3 to rods and 1/3 to plates or something?

wind spade
#

depends on what you are making

#

usually people start calculating from final products, not from rods/plates

open willow
#

yeah, that's my problem. I've never gotten to endgame so I don't know what i should be shooting for

upbeat tide
#

@tawdry pebble

Coke is 25/min
Coal is 15/min
Compacted is 8.17/min

open willow
#

I'm on tier 5/6

wind spade
#

you don't need to calculate for endgame

#

just calculate for what you need right now

open willow
#

ok

wind spade
#

and expand later

#

if you build modular separated factories, it will help you a lot with later expansion

open willow
#

ah ok, makes sense

scarlet marsh
#

agreed, just leave enough space between buildings to allow for expansion

#

routing additional conveyors for input/output

upbeat tide
#

If you want ideas on modular factories I recommend you follow

U/oldshavingfoam

#

He shows blueprints and exactly how to set things up too

open willow
#

well if i know my max input for stuff cant i just make it to that maximum size then not worry about it?

wind spade
#

his blueprints aren't always the most effective tho and he often crosses belts

upbeat tide
#

True I have found errors but they are inspiration none the less

wind spade
#

but yeah, some inspiration can be drawn from them

open willow
#

like if I need more iron, I'm going to make a more permanent factory elsewhere

upbeat tide
#

Anyway I base my factories off how much of the hardest material I need that I have

wind spade
#

what I usually do is that I first decide what item I need next, then find out which resources I need and how many, then find a nice group of nodes for that and build the factory there

#

then ship the final product to the storage

upbeat tide
#

For example my WIP heavy frames setup uses coke steel alt and thats my main limitation for expansion

scarlet marsh
#

rocket that is a good idea, max out the belts for your inputs

#

then production is based on demand

#

if you run into a shortage thats when you need to build more production/add more nodes

open willow
#

im just a little worried about making my area the permanent factory as I look at mega factories that dwarf my current one, I can only support 2 long bus lines within the area I have

wind spade
#

yeah that's why you don't build 1 factory, but separated ones ๐Ÿ™‚

#

easier to expand / rebuild

scarlet marsh
#

yeah that way you dont have to plan everything out re: space

open willow
#

so max out the space I can use then build a new factory with more unused resources near it

upbeat tide
#

The only thing you really need to plan is how much you need to make product x at a desired rate

scarlet marsh
#

yeah i usually just look on the map

upbeat tide
#

Sadly you really cannot max things out til you have mk5 belts and mk3 miners. Late game expansion is insane

scarlet marsh
#

for which nodes i need for input then build the factory near that

upbeat tide
#

Thats the best way to do it. Also kinda the only way to do oil properly

open willow
wind spade
#

if you build megafactory, no matter how big you build it, you'll eventually find out that you need more space anyway

#

that's why you don't build megafactory ๐Ÿ˜„

open willow
#

ok, so build small and regional

wind spade
#

but anything can work ๐Ÿ˜„

elfin dock
#

thats why you just build a giga factory

upbeat tide
wind spade
#

just smaller separate factories are way easier to manage

elfin dock
#

or tera factory

upbeat tide
#

All of that makes a ton of screws, some pipes, crete and iron ingots

#

My plan will use almost 2600 screws a min, kinda nutty

#

Steel screw alt is essencial

stark lichen
#

you can still cut out screws completely if you if you want

elfin dock
#

or just alts that don't use screws

open willow
#

im lucky to have gotten that alt early, although that is one thing that is tripping me up with thinking of production

upbeat tide
#

Nah I like bolted plates and bolted frames too much

open willow
#

wait you can CUT OUT screws???

upbeat tide
#

Yup

#

Stitched iron plate example

Uses wire and iron plates

open willow
#

I require all of the hard drives.......

elfin dock
#

the alternates without screws are great

#

especially the rotor one

upbeat tide
#

Im using the bolted plates/frames mostly because of room

#

Makes the most per assembler

open willow
#

that's the thing, in mid game MK 4 conveyers can only hold so many screws

elfin dock
#

yeah thats why cutting out screws is good

stark lichen
#

you can place the screw constructors just before the assemblers, it takes more space but will solve having to make several belts of screws

upbeat tide
#

Yea would love to do that way hut im already setup this way

#

Pipes > screws x12 > crete > iron ingots

stark lichen
#

same. i realized that i wasted a lot of iron on regular casted screws.i could change it to steel screws but i dont want to tear down all the constructors i already made. it works fine. iron is everywhere

ivory glacier
#

I like the ingots to screws recipie alot!

glacial hemlock
#

I like ingot to wire more!

exotic swallow
#

I like alt hmf recipe uses no screws

crude girder
#

Pretty sure that existed pre-3

wind spade
hazy fossil
#

Is the alternate more efficient point wize?

wind spade
#

what do you mean by point wise?

upbeat tide
#

I like the rubber based HMF alt personally

elfin dock
#

rubber needs a shit ton of screws (390/min)

glacial hemlock
#

@hazy fossil efficient in terms of what? Power consumption? Space and speed? Complexity? Total ore usage? Weighted ore usage?

#

Prior to u3, alts are almost 33% better in every aspect. Now, it always come with tradeoffs

hazy fossil
#

I mean the point value (in the awesome sink) of the input materials compared to the output

wind spade
#

that's hard to judge since all the input materials can be crafted in different ways as well

hazy fossil
#

When the game comes out i plan on doing a massive project with other players to get the maximum possible points per minute in the sink tapping all nodes on the map at 250%

#

If the game can even handle it that is

#

Might need to use the void to get rid of nuclear waste tho

wind spade
#

nuclear waste can't be removed

hazy fossil
#

Yeah the void is a mod that creates a building that voids any item, including nucelar waste

wind spade
#

also, game is already out ๐Ÿ™‚

elfin dock
#

The map should be big enough to make a massive storage area

wind spade
#

and afaik all voiding mods disallow nuclear waste

hazy fossil
#

I mean officially, game is still in early access and items are constantly being added and recipes are being rebalanced

wind spade
#

early access is officially out ๐Ÿ˜›

elfin dock
#

also for the sink I'm pretty sure adaptive control units are pretty goodnow

wind spade
#

and the big rebalance was only for update 3 for now

elfin dock
#

since supercomputers went from 1 mil to 100k

hazy fossil
#

Turbo motors are still the most point efficient right?

elfin dock
#

wiki doesn't say their new values

hazy fossil
#

Yeah it doesnt have most of the new sprites and recipe changes either

elfin dock
#

well most of the other sink items were updated on the wiki but turbo motors just disappeared

glacial hemlock
#

@wind spade you mean the EA is updated?

wind spade
#

I mean that they did big rebalance with U3, but it is not that likely that we'll get such big rebalances in later updates again

glacial hemlock
#

Still a lot of alternatives missing for supercoms, limiter, alclad, steel pipes, spelevator part4 and 5

wind spade
#

I don't think we'll have alternate recipes for all items

#

and also, adding new recipes doesn't rebalance stuff, just adds new content

sand garnet
#

Agreed. Also why do we need an alt for steel pipes? Theyre already easy to make

#

Supercomputer alt could be interesting but with what

glacial hemlock
#

Cement lined steel pipe, aluminium coated steel pipe, etc

#

Liquid-cooled supercomputer

#

Smart AI limiter, etc etc

sand garnet
#

aluminium coated steel pipe seems like a recipe for disaster ๐Ÿ˜›

#

liquid cooled supercomputer actually sounds kinda cool

upbeat tide
#

Speaking of alts would be cool to have an alclad alt and an aluminia solution alt

eternal kiln
#

The real question should be when do we get to combine fungus/berries/water to make ethonal

upbeat tide
#

That would be difficult seeing as shrooms, berries, and nuts dont regrow

#

And we dont have a greenhouse to do it in

glacial hemlock
upbeat tide
#

5/10 not complicated enough

#

๐Ÿ˜‚

glacial hemlock
#

plot twist: this is not the whole diagram.

fierce ruin
#

Post the whole one lol

dark wadi
#

I will second that request.

glacial hemlock
#

the only resources that didn't involved: uranium and sulfur.

upbeat tide
#

Is that a open resource calculator? Cuz I likes

shy mason
#

guess nuclear rods don't need oil anymore with ai limiters being copper and quickwire based now.

#

was about to say nuclear rods needed everything but bauxite, then that change came to mind

glacial hemlock
#

just try to enter the address and it should bring you to the calculator.

#

and thanks to @plucky dagger .

upbeat tide
#

Ty

dark wadi
#

yes, thank you

hazy fossil
#

Maybe we could get some kind of quantum supercomputer with sll the fancy tier 8 stuff

glacial hemlock
#

maybe.

upbeat tide
#

Think thats on the menu

#

Heard rumors of quantum computing, fusion, and other jazz a while back

cyan basin
#

Has anyone figured out the new equation for coupons? It's not up on the wiki yet.

cunning vector
#

how many coal plants can I feed with one 60 line of coal?

sand garnet
#

1 coal plant takes 15 at 100%

cunning vector
#

thanks

gilded quarry
#

by the time you have coal, wouldn't you have 120/min belts?

#

well i guess you could have a normal coal node

#

or using it for something else.

#

But overclock those miners if you can!

fallow lily
#

An impure node and a Mk2 miner is 60/minute, too.

cunning vector
#

yeah, was just figuring out why my systems were crashing, I'm making 240 per min now, so I'll be using 16 generators

dark wadi
#

Don't forget about the water if you are on experimental.

harsh fractal
#

what is the 100% max usage of fuel in a fuel generator?

#

(experimental if that makes a difference)

sand garnet
#

15 per min

pine tangle
#

To my surprise, Fuel Generator actually shows how much it consumes at full load. Unlike "burned time" in solid fuel generators. As above, 15 m3 of Fuel per minute.

summer field
#

I agree, it would be nice if generators showed how long it took them to consume resoruces/how much they need to run.

unborn ermine
#

Oh Rekalty, any chance you know which nodes for Geysers that people say are bugged?

Im just curious because 2 nodes I know of "werent working" and were recently confirmed workable.

summer field
#

I don't know which particular ones, no. I haven't run into it myself, because I don't want to pla... I mean, I haven't gotten that far yet.

paper mauve
#

1 sec @unborn ermine I got you

unborn ermine
#

I was debating getting a map out and numbering them off, but I got lazy distracted.

paper mauve
#

The highlighted (not the transparent) ones are the broken ones

#

One of the devs commented on the post on the QA site and said it was fixed internally so it should hopefully be working the next patch

unborn ermine
#

So I know the east most one is working, as shown in my #screenshots post, and someone confirmed the southernmost ones are similar.

dry mason
#

the awesome sink has been nerfed quite a bit before 2 tech 1 storage units (24 slots of 50 turbo motors) got you 887 tickets from 0 now 2 tech 2 storage units (48 x 2 x 50 turbo motors) gets you 566 tickets from 0

unborn ermine
#

@paper mauve Thanks ๐Ÿ˜„

#

I have to load up for another geo-trip and get them setup/checked out.
I love the geo gens just for the fact you can get something kickstarted off the gens and have enough power to get something rolling.

#

Also have to see if the node breaking is still a thing... thinking_helmet

paper mauve
#

From what I've discovered the ones that don't work have the little outcrop on top of the node. It seems like the node itself is on level water and the outcrop is on top of it so it's unable to detect the node when you go to place the generator on top. Like this:

green matrix
#

@paper mauve talking about broken geysers/geothermal generators.
I have connected all available geysers (16) and had no problems.
Last connections was a week ago. All works fine. 3200 mw output.

paper mauve
#

Well lucky you

#

I unlocked them 2 days ago and the next day the most recent patch came out and said the geysers were fixed so I went on a trip to set them all up and had issues on those 6

#

I bet if you were to go to the 6 in the picture above and remove one of the generators, you wouldn't be able to replace it

green matrix
#

I don't touch any of them and let them work ๐Ÿ˜‰

paper mauve
#

Yeah I'd do the same lol

#

I have to wait til the next patch unfortunately

green matrix
#

btw: is there a new geyser in the desert to find, a #17?

paper mauve
#

Nope

#

Not yet at least

#

I mean it is a desert after all lol

green matrix
#

There is a lot of water at the "desert" ๐Ÿ‘€

paper mauve
#

Maybe it's not updated for experimental? Idk I just use the interactive map

unborn ermine
#

I had to face south to get this one to clip right

#

Prior to the patch that fixed the extractor bug... I had one sitting in the pool beside it jacelul

#

Because... it made sense

paper mauve
#

I tried every angle imaginable and turned my autoclicker on just in case it detected it before I moved. Idk I might go back but it was so frustrating having 6 in a row not work

green matrix
#

Yes, that's annoying... but a fix will out soon for sure (I hope with some other nice things).
And when EA? I want lights in my base! (mod)

unborn ermine
#

Well, at the very least, this one works.

#

I still have to test the others though, making some parts and going for a trip.

sand garnet
#

@green matrix make sure you see the correct game version in the top right

green matrix
#

I know about this. What do you mean?

sand garnet
#

you said there was no geyser there

#

nodes have been moved around on EX

paper mauve
#

@sand garnet the 2nd map wolfen posted was a different wrbsite

green matrix
#

It's another map, not the interactive where it shows the geyser ๐Ÿ˜‰

sand garnet
#

ah right, might be outdated then or something

green matrix
#

Or EA, maybe. I was there, no geyser. So it's ok, but bad ๐Ÿ’ฉ

sand garnet
#

looks like your link only has the EA map

green matrix
#

I also have this one since I start playing (months ago). but thanks

paper mauve
#

If you scroll up a bit more wolfen posted a picture of their base with the interactive map

sand garnet
green matrix
#

yes ๐Ÿ˜„

sand garnet
#

greeny's calculator, anthor's map. that's the best combination

green matrix
#

I heard about a 17th geyser so I googled for it. That's all

sand garnet
#

yeah it exists in EA

paper mauve
#

Is green's calculator fully up to date with u3 yet?

sand garnet
#

no

paper mauve
#

Dang. Do you know what's missing from it?

green matrix
#

ok, only in EA. But I want update 3 in EA... how long have we wait... baaaah ๐Ÿ˜„

paper mauve
#

They're aiming for next Tuesday but I think it'll be another week or 2 at least

unborn ermine
#

iirc people were saying UI was a thing needed for it, but there could be other factors.

sand garnet
#

@paper mauve yeah, the calculations lmao

paper mauve
#

Ha right

sand garnet
#

basically, EA recipes are easier to manage because he could do reverse tree traversal

unborn ermine
sand garnet
#

but with the new changes to the game, byproducts and everything, that whole system needs to be overhauled

#

that link ^^^doesn't deal with byproducts

#

so its useless for anything oil related

unborn ermine
#

Yeah, and it only can use ONE alt at a time

sand garnet
#

greeny's hard at work getting his site up and running for update 3

#

just give it time

paper mauve
unborn ermine
#

The real question at this point in time, what is easier to read/use ๐Ÿ˜›

#

and how much math do you want to do outside the calculator.

dry mason
unborn ermine
dry mason
#

are they U3 ready?

unborn ermine
#

Kinda? Some just have numbers, and some (like this one) just show straight outputs.

#

also this hides things like extra materials, but at the point of needing one of these... you kinda know what you are doing.

dry mason
#

greeny did an amazing job on his U3 website just needs a planner and its perfect

unborn ermine
#

aka silica from alu solution isnt mentioned, but you can do the math yourself if need be.

carmine hearth
#

has anyone done math on train throughput? such as how long can the track be before a single wagon doesn't exceed a single MK5 belt on purely flat terrain.

earnest orchid
#

Greeny did the math somewhere, I think its on reddit

carmine hearth
#

thanks, I'll look.

unborn ermine
#

I got a image stored one sec @carmine hearth

carmine hearth
#

Yea, I'm currently looking at that on reddit. I just have to translate things into an aprox distance.

unborn ermine
#

ah nice, I remember people had a video on youtube, myth busting or something.
They went through some tests like inclines and curves for timing variances

paper mauve
carmine hearth
#

oh, thanks man ๐Ÿ™‚ Using that chart from above(1 MK 5 belt) I figure (100 stack) leaves 196(4:06-0:50) seconds of travel time. Ignoring brake and accel time gives a max of 6.533 km on level terrain. Rule of thumb it down to 5km and keep it level and it should be good to go.

marble badger
#

I calculated the numbers for pipes too, at 300m3/min you need a station for every 1:40 the train takes to do a full cycle

carmine hearth
#

Yea... no thanks. Unless CSS increases the amount a wagon can carry a long range pipe is likely best. The calculations happen per pipe segment, so longer segments are best. so pumping up to a sky bridge then going where you need it to go would be best. IMO

cedar mica
#

That dont sound too bad

carmine hearth
#

I'm considering a "water farm" where I pack extractors as close as I can get them together, and pumping everything up and over to my base... cause there is a TON of stuff that takes water for increased production.

cedar mica
#

The question is power. Pumps takes 4MW and you need one per 20m (if you can get them exact)

summer field
#

20m vertically. Need to specify that sometimes ๐Ÿ˜›

carmine hearth
#

yea.

#

Well with that in mind you would want to stay away from the grasslands or the other green starting area as that typically has higher elevation. Mabey pump what you can out of there going around mountains? While the two deserts are roughly about 14-30m above sea level (from what I remember on the interactive map). SO you just need enough head room to get around the hills to the south east in the new area and I want to say the west isn't too much higher.

cedar mica
#

I'm placing my power plants, close to water, then train water to everything else. Even if there is some down time, it dont effect much

carmine hearth
#

./shrug. To each their own. I was just expressing my thoughts. ๐Ÿ™‚

cedar mica
#

I'm also not building on the ground and bringing everything to the city. So the pumps would be going up quite high, to reach some refinerys, by the time its built

carmine hearth
#

Have you built nukes yet?

cedar mica
#

I'm on the 3rd world, as I needed to refine the layout. First reset, to add enough space for train stations. 2nd to make sure the travel time would not be excessive, by having room for ramps between buildings. And no, mass dismantle 30k+ foundations, would not have been faster

carmine hearth
#

completely agree. I'm about to restart my self. I'm not sure how to dismantle the mess right now with out making a larger mess.

summer field
#

We have mass-dismantle. What we need is mess-dismantle.

carmine hearth
#

lolz

#

dismantle into these storage units >.>

cedar mica
#

So the math really works out to 100sec to keep up with an 300m3 pipe, with train stations? Maybe it would make more sense to package things, get them up high, then let gravity handle the rest?

carmine hearth
#

that's an insane amount of power. 90w for 120m3 + extractor

cedar mica
#

YOu dont need to use overclockers on them. 2.5 extractors is 300m3

#

Overclocked 90MW, 50MW when using multiple

carmine hearth
#

Okie? So everything at 100%: 1 extractor + 2 refineries packaging water + 1 unpackaging =110w...

cedar mica
#

22.5 pumps or 90MW for package and unpackage

carmine hearth
#

<idiot

unborn ermine
#

and thats if you manage to get the height perfect, so more like 23

cedar mica
#

22x4=88

#

Its going to be more then 23. I at least seems to get them down to the 16m-18m range

carmine hearth
#

still... going with 16 average per pump is 352m

#

and that's pumping 300m3 not 120m...

#

275W for the equivelent of a full pipe.

unborn ermine
#

Also, pump hub location can be a factor too, the elevated crater areas or the dune desert lake for instance

cedar mica
#

88 walls worth of pumps, with my numbers. Most of the water in the new desert, is 40+ walls under my base, so there goes half that. Then add in all the floors I need, as refinerys are not small. We are quickly past 88 walls total

carmine hearth
#

40 walls base line? yikes... am I underestimating the waterfall or are you above that?

cedar mica
#

You need quite high, to get over most stuff in the desert. My 4th floor, is close to the top of the water fall

carmine hearth
#

Still 275w =1088m with 16m pumps... or 272 walls (they are 4 meters right?)

cedar mica
#

Think I will stick with trains. Simpler, but not easier on the power grid

carmine hearth
#

Hmm... thanks for the brain food. Much to think on.

random island
#

we got a graph on oil production/residut ratio ... trying to plan next fuel plastic/rubber setup ...

gleaming ermine
#

I saw someone say mass dismantle... how?

eternal slate
#

press/hold ctrl while in dismantle mode

glacial hemlock
#

Or you aim at the desired building, then press down ctrl a while and release it, then go for 2nd building, etc.

wooden atlas
#

Hello, I am confused and need someone smarter than me, if anyones willing to help.

#

I currently have 44 coal generators running at 100 percent, and each is said to produce 75 MW, which should equal 3300 MW. However, when I check a power pole it doesnt reflect even close to that. why isnt it showing 3300 GW? The poles only show max production of 1200 MW and lowest production of 600 MW (fluctuating between those two extremes).

wind spade
#

check if all gens are connected to the same power network

wooden atlas
#

They are all connected to same

wind spade
#

if all have water available, coal available

wooden atlas
#

yes

wind spade
#

well I can't help you much more

#

since I don't see your factory

wooden atlas
#

The other question I have is why doesnt it switch over to GW in the display...after reaching more than 999 MW.

fiery shard
#

Are you reading the right number?

#

There's production and then there's capacity

wooden atlas
#

Am I confusing Capacity with Consumption/Production? Capacity reads 4,425 MW

fiery shard
#

capacity is how much power you could be producing, production is how much you are

#

coal generators slow down to match consumption, so with coal, production always matches consumption

wooden atlas
#

Okay thank you โค๏ธ *greeny and *your name here

#

Will it always say MW and never switch to GW?

elfin dock
#

Yes it is always in MW

#

Probably because you don't want to have different units on the same axis in a graph

sand garnet
#

it doesnt really matter, there's only 1 unit displayed at any given time

thorn tusk
#

Why is it measured in MWh and not MW

sand garnet
#

MW.

#

and yeah multiple people commented on it

thorn tusk
#

Why it's not fixed

sand garnet
#

probably low priority

thorn tusk
#

True

tawdry pebble
#

Not sure if this has been discussed before or is widely known but the alt recipe of recycled plastic and rubber are great recipes and i got math to back it up. Provided rubber and plastic are needed and oil is short.

glacial hemlock
#

Recycled recipes are indeed good

quiet tendon
#

anyone know the consumption rate of turbofuel at 100% in power generation?

#

is it still the same as what's on the wiki?

upbeat tide
#

4.5/min

hardy flume
#

Are there any good diagrams for making plastic and dealing with the byproduct to package fuel?

sand garnet
#

Not yet

timber iris
#

Do basic spliters have a output priority? ie left, center, right. ?

wind spade
#

they have output order, but not priority

timber iris
#

ah my bad with the name. order then.

#

so then um.. what's the order?

wind spade
#

don't know

timber iris
#

mm I shall do some Science then ebil laughter.

#

Center, right, left

#

was hoping it would have been counter clock.. hmm

weary path
#

It's counterclockwise if you re looking at it from below simon_smile

timber iris
#

eh was able to get it all sorted out.. just had to re do a section of pipe so the T junction wasn't in the way of the belt passing under the pipe where i needed it to go. XD

glacial hemlock
#

@hardy flume

glacial hemlock
harsh fractal
#

How did you get such pretty foundations?

upbeat tide
#

Is there any calculator that I can determine how much of X I can make from specific input amounts?

#

@harsh fractal those are glass foundatiojs, look in the awesome shop

harsh fractal
#

Cool, thanks

upbeat tide
#

Decided to build a sun roof above that sink and didnt expect the glow from the moon to work that way

mystic cliff
#

Can someone give me compacted coal burn time on EX #3 ??

upbeat tide
#

8.17/min

wind spade
#

uh

#

7.14/min

upbeat tide
#

My bad, got themj for compacted messed up

wind spade
#

630 MJ

dry mason
#

10 coal generators use 15 coal a minute so need 150 coal a minute on a belt, right? but the belt still backs up...

summer field
#

Their consumption rate depends on how much of the power you're using.

sand garnet
#

You're too slow

summer field
#

I'm not in a hurry to go anywhere.

sand garnet
#

I got nothing for that. Lol

summer field
dry mason
#

is that the same for water usage too?

harsh fractal
#

Coal gens use 45 water per minute at max

dry mason
#

10 water extractors need 4 pipes right for full flow? ((10 x 120) / 300) = 4 right?

cedar mica
#

2.5 per full pipe yeah

fierce ruin
#

I'm sad that the higher power generators make the lower ones obsolete. Like there is no reason to have fuel or coal based power once you get nuclear, nor can you affect it by making priorities, saying coal power should be primarly and fuel secondary, so they have to run 100% before nuclear kicks in
Or you would need to make a dozen seperated grids all with their own power source.

fervent fossil
#

It all depends on what you want to use your resources for.

upbeat tide
#

Does this work?

Mk3 miner on a normal mode, 250% 600/min

Can I place a small mo5 belt and then split it into two mk4 belts for equal 300/300 distribution?

paper mauve
#

Yes

upbeat tide
#

Cool, just figuring out best way to move 1200 raw quartz a min and I got oodles of EIBโ€™s and very few alclad

paper mauve
#

I just unlocked alclad and started setting up the logistics. Planning on 180 sheets/m

#

It's a bit of a headache but I'll power through lol

upbeat tide
#

Yea its not purtty

paper mauve
#

I'm gonna make it purdy though just you wait! Although if I went spaghetti style I'd have it done in an hour lol

upbeat tide
#

Tell me about it... OCD on 200/10 mode here

#

Built a 7.5/min HMF factory yesterday, was supposed to be a hour project

#

Wound up being 5

fervent fossil
#

That was very optimistic to think you could build a HMF factory in one hour!!!!

upbeat tide
#

Really wish we had proper roof mounting, dont like the look of conveyor walls hanging from the roof so I delete em once its all in place

paper mauve
#

SAME

#

I hide the roof conveyors on their own 2-3M floor if I can

#

But it'd be nicer to see them hanging from the ceiling

upbeat tide
#

Probably coulda done that, woulda been cleaner transitions too...thoughts

paper mauve
#

There's always next time ;)

unborn ermine
#

Fences make a good mount point for conveyor wall mounts, if space permits it. @upbeat tide
I would have to cook up an example, but the gist is that you can place a fence under a wall and its in its own space.

paper mauve
#

Oh nice

#

That's probably 1M height yeah?

unborn ermine
paper mauve
#

Oh that's pretty cool

unborn ermine
#

The thing is, the mounts are on the joint of the fences

paper mauve
#

Yeah I noticed that

unborn ermine
#

If you want it lower, you would have to add a 1m foundation underneath the top wall, and place a new wall under that to start the fences off of.

sick tendon
#

bout the solar system...

sick tendon
#

space elevator:
must be close to the equator...
the planet has north and south poles...

#

2 moons?

#

2 suns...

#

day / night cycle.

#

so it (as elevator also needs it) rotates on a steady axis...

#

one of the suns is in the 6500k area

#

the other is more in the 5000k

manic flame
#

The new Oil is so baffling to me. I'm in the area where there are 2x Impure nodes, 2x normal nodes.

Looking for a read over on why my system isn't breaking into a mess.
I have 4 extractors at base Pulls (120m3 x 2 and 60m3 x 2) for 360m3/min (Output)
3x Plastic Refineries with 2x Power Shards to intake each 60m3; x3 = 180m3/min (Intake)
3x Rubber Refineries at base intake 30m3; x3 = 90m3/min (Intake)
This Total 270m3/min Intake, leaving 90m3/min unused of Crude Oil

I have added into the system:
4x Fuel Refineries taking in Crude 60m3/min = 240m3/min (Intake)

Total intake is now 270m3/min + 160m3/min = 510m3/min
Yet the system isn't struggling to provide fuel.

4x Fuel Refineries making 40m3; x 4 = 160m3/min (Output)
18x Fuel Generators on base yields that use 15m3/min to privde power = 270m3/min needed for full power. (Intake)
Note: It ran all day with no issues. As for the solid materials being outputted are into Sinks & Storage in order to prevent stoppage for testing

#

By all means I should not be able to provide the needed amounts to keep running

sick tendon
#

any height differences?

#

add pumps

#

for each output max is bottleneck of the pipe

#

300m^3/m

manic flame
#

Quite. Thw e Fuel Gens are above the refineries by about 32m with 2x pumps on 2x feed lines going up

#

The 4x Fuel Refineries are fed into a fully linked pipe system taht feeds up via 2x tubes

sick tendon
#

use puffer containers

sullen cloud
#

is your plastic and/or rubber production backed-up by by-products?

manic flame
#

Double checking Marc, though I them linked to feed into Sinks once storage overflow begins

#

Except for the plastic

#

Which might be why

sick tendon
#

i have plastic / rubber with the purple oil going to refine to coke

#

2 buffers

manic flame
#

Plastic is currently full and not running. Might be why then

upbeat tide
#

Sink
|
| โ€”โ€”|โ€”โ€”โ€” |
Source โ€”- S โ€”โ€” S โ€”โ€” M โ€”โ€” factory

This is my preferred oil product buffering system

sick tendon
#

2 inputs 2 outputs to 1 pipe -> 2 buffers

manic flame
#

I have no buffers and teh fuel gens are always online

sick tendon
#

yeah

#

keep outputs free

#

make sure it can clear

manic flame
#

My Residue isnt my issue

#

the fact the entire system wasnt failing when math states it should is my issue

sick tendon
#

(2->)1:1->1

upbeat tide
#

My method sinks unused products but allows plastic, rubber etc to keep flowing to where it needs to be

sullen cloud
#

math does not reflect power usage <100%

manic flame
#

True but the providing to the power should no?

#

Input prior to

sick tendon
#

the water pumps, oil pumps stop when systems pressure is reached

#

they reactivate when pressure goes beneath 300m^3/m

manic flame
#

Verios I am sinking my resin at this point until I decide what to use it for

sullen cloud
#

make sure that the fuel, which is not consumed by the generators, can be fully absorbed by the rest of the production

sick tendon
#

what is teh resin from?

manic flame
#

Fuel

sick tendon
#

ahhh yeah

manic flame
#

Fuel feeds up from refineries that all 4 link into a line that also has 2 splits upwards to feed 18x fuel gens.

sick tendon
#

make some higher quality products and sink em

manic flame
#

Resin merges into a sink line

sick tendon
#

gives more points

manic flame
#

Its there as a filler until I want to use it

#

I am making fuel out of these regardless

sick tendon
#

what can it be used forยฟ

#

liquid or packed fuel

manic flame
#

Residual plastic/rubber recipes

sick tendon
#

?

sullen cloud
#

what's the actual fuel usage of the generators? I've never seen generators run at 100%

manic flame
#

30-35% effiiency for the moment

#

Betting my main lines are full

sick tendon
#

60m3?

#

/m?

manic flame
#

15m3/min at taht rate

sick tendon
#

so with mk.1 pipes max efficiency isnot

#

fulable

manic flame
#

There arent mk2 pipes

sick tendon
#

not yet

#

๐Ÿ˜‰

manic flame
#

K well update 6 is a long ways off

#

Marc Im gonna dump main plant and see what happens

sick tendon
#

there weren`t pipes ten daays ago or so...

#

scotty

#

pippin

#

the pipeprojectah

#

Now back 2 the task of stellar cartography

#

binary star system: ยท"( ยฟยท:? )"

#

2 solars, 1 planet, 2 trabants...

#

map is...
equatorial area...

upbeat tide
#

So, I wanted to make computers with the crystal computer alt, and silica circuit board alt

Im VERY glad I found two normal quartz nodes not too far away that I can pull 1200 raw quartz from in total, should be interesting to calculate how many computers I can make with this supply

#

Mk3 mkners at 250%

fierce ruin
#

Hi any one got a Good layout for computers

upbeat tide
#

Come back next week after I figure out one ๐Ÿ˜„

fierce ruin
#

Lol

#

Update 3, I took as milestone to make a new one... Although the graph isn't yet done, the excel/calc chart is.
If you don't mind, I would like to get feedback and opinions. Especially about to solve the issues which come up with refineries and byproducts/recycling which - when poorly done - could result in calculation loops.

upbeat tide
#

Your point about byproducts the key is to keep everything flowing no matter if used or not

For example lets say you are making petro come via HOR and you have no use for it yet. Sink it until you do.

When you do begin to use oil products, I have found an overclow splitter works well l. I accomplish this like this:

                          Sink
                             |
                 |  โ€”โ€”|โ€”โ€”โ€” |

Source โ€”- S โ€”โ€” S โ€”โ€” M โ€”โ€” factory

#

Design allows the flow of materials. Fill the machine to their max capacity and then attach middle splitter. After that nothing will stop flowing

fierce ruin
#

I mean, I've found a solution for HOR to get rid into the Sink. turn into residual fuel, turn into packaged fuel and get rid of it.
A shorter way would be to put the residue as packaged directly into the sink.
Though by making it into fuel first before packing, I get more points at the expense of another machine in the chain, saving plastic for canisters, which then will generate less HOR in the first place.

upbeat tide
#

My way isnt designed to sink directly, just keep it moving and not clog.

My HOR method is to use it for coke and alu and steel making. I have found the coke steel alt very useful

fierce ruin
#

The thing is, I would need a ton of aluminium manufacturing and further processing to get rid of all the HOR by making it into coke

upbeat tide
#

My fuel is turned into turbo directly and consumed in 55 gens, dont worry about overcloes there

fierce ruin
#

Anyway, that isn't what I'm here for. ๐Ÿ˜„

upbeat tide
#

450 coke can be made into 600 steel ingots

#

For me thats 1/4 of my supply almost

fierce ruin
#

I never used alternative recipes and I most likely never will do.

upbeat tide
#

75 coke 75 iron ore 100 steel

#

Aah ok

fierce ruin
#

IMO, 7 out of 10 alternative recipes are trash. The other 3 I would consider, but not before I could consider its usefulness related to the total available resource throughput of the map

#

What does it help me to turn Quickwire from iron instead of caterium, if I would not have enough iron production.
For example.

upbeat tide
#

Agree and disagree, some alts like steel screws are very valuable

#

Yea most quickwite based ones are eeh

#

The crystal computer one is very useful tho, combine with silicon circuit boards and your entire computer setup can be majority based on quartz

fierce ruin
#

Currently on my savegame, I'm cartographing the map for myself.
Setting up beacons at groups of ore deposits with the amount of throughput I can get from it.
1 point for impure, 2 for normal and 4 for pure, along with the count of deposits in front of it.
So I have a ton of beacons saying things like
IRON_3-2
Iron deposit, 3 deposits, normal.
I know maps like this exist already, but its more fun to do for myself.

upbeat tide
#

๐Ÿ‘

fierce ruin
#

And once I get yEd up and running somewhen, I will make another diagram like the old one I've posted.
Just a bit different, taking actual machine size (2D) into account, so it could lay down InGame.

#

Though there is still a high chance that I screwd something up in the refinery section...

#

There is one thin dark collumn which acts as seperator between the machine and what it crafts and the actual recipe (and the sink).
The first seperator does include numbers as well as green/red markings sometimes.
Red referrs to items which could be caused by byproducts, green does consume these byproducts.
The numbers define the amount of other recipes they're used in, a dot therefore means its an end-of-chain item.

sick tendon
#

you have no efficiency column./.

#

you can scale down the clocking of certain machines, so you have better load balances.

#

reduces the energy used; lets you meet addordnumbers

#

accordnormnnumbers

#

and the more sophisticated the sunk item, the higher its p/min refund.

upbeat tide
#

And you cannot sink nuclear waste

sick tendon
#

the alt recepies... for iron made caterium is good if your at earlier stage of teh game

upbeat tide
#

And the pure iron, copper and caterium are the best in terms of raw ore efficiency so is wet concrete

sick tendon
#

A.D.A: Does it run a Satellite Network?

#

wet concrete: donยดt fall into that stuff, you`ll get burnt!

upbeat tide
#

Ficsit Corporation does not take liability for on-site accidents, self-inflicted damage, gravity assisted suicide, or any form of self-harm

sick tendon
#

the landmass of the current game world is about 2*8km another 11.km and some hundred yards of coastline!

#

whats on-site par definition?

upbeat tide
#

Any activity involving but not limited to powered or unpowered machinery, natural or unnatural terrain, and any piece of dirt claimed under Ficsit general ownership. Including your drop pod and the region of land assigned to your operations

sick tendon
#

$@
i;
f(i.$);
f(AC[T|Y]);
else return;

#

itisfactsonficsit!

#

ficsitfactsonsite!

#

Recomendations for Names to give the Lizzard Doggos domesticated?

wintry finch
#

i can't make fuel generators yet but out of curiosity, in experimental, how much fuel would a single generator take per minute, if i did the math right my own set up will be able to make 200 fuel per minute once everything is ready, keep in mind i'm still new to this game

sick tendon
#

sec.

#

how comes 200/m?

wintry finch
#

10 refineries each making plastic/rubber, 300 oil residue per minute, can fuel 5 refineries making fuel out of it, give 40 fuel a minute each

#

at least that is the plan

upbeat tide
#

15/min fuel

wintry finch
#

okay thank you

upbeat tide
#

And for future ref, 4.5/min for turbo

wintry finch
#

the fuck is turbo

upbeat tide
#

Turbofuel

#

Alternate, unlocked after you discover compacted coal

wintry finch
#

oh

upbeat tide
#

PSA to all Ficsit employees. Remember your contract with us will expire on [REDACTED]. Unless you renew your contract by [REDACTED] time before your contract is expired, you forfit your [REDACTED] and must immediately report to [REDACTED] processing. Again, have a good day!

sick tendon
#

15m^3/min making 150 MW with 0 efficiency

full raptor
#

so i'm finding while building my pipesline from an oil extractor overcloked to 300m^3/m that oil is flowing through the pipes at 295ish even 500m away from the extractor

#

doesnt look like pumps are needed to maintain pressure

full raptor
#

nevermind, the pipe at the end is barely filling up

low raft
#

Pumps are needed to maintain flow uphill. Each pump can push the fluid up 20m in altitude and maintain the 300m^3/m

full raptor
#

indeed but my pipe is on a floating foundation that goes around 1000 meters without vertical changes

low raft
#

Yes. But that shouldn't matter - Remember flow rate is 0 if there is nothing drawing from the pipes

full raptor
#

so they're not really necessary?

low raft
#

once the pipes are full that is

full raptor
#

yeah

low raft
#

Pumps are only needed for vertical flow

full raptor
#

okay, the wiki says fluids stop moving after 450m horizontally, and I noticed a flow rate improvement

#

so i'm not sure

low raft
#

Unless you are drawing 300 cubic meters at the end of your pipes you won't see the actuall flow rate maximum. I haven't seen the 450m horizontally thing myself but I haven't really measured any of my pipelines and I run mine up above things so I am using some pumps. You could always test by cutting power to your pumps and seeing if it changes your draw rate at all

full raptor
#

Indeed i could test it out and make two very long pipes one without pumplines and one with, but that's effort and i'm sure someone will math it all out one day. For now it makes me feel better lol

low raft
#

I am currently starting up my oil refineries right now so I'm in the middle of it - I have access to only 300 cubic meters and I'm definitely running my pipes over 450 meters long horizontally in some sections without pumps and my flow is not affected, but I'm only trying to draw 180 cubic meters atm

#

slowly hand grinding out computers in order to unlock fuel generators is 'fun'

full raptor
#

๐Ÿ˜› I'm in pretty much the exact same situation

#

Tons of new factories to make now

#

I piped 600m^3/min capacity just for the future

low raft
#

I'm in the desert - so far I've only visited one oil patch with 2 impures and a normal :/

full raptor
#

further north west from those patches are a large amount of patches, two of which are pure

#

where the giant mushrooms are on the coast

low raft
#

sigh. 44/100 computers.

sick tendon
#

holy sh*7

#

i was doinยดmy thang pipinยดa old savegame to get power back online

#

suddenly there is a fluffy-tail hog standing on the walkway, staring right at me.

low raft
#

Sometimes the respawn is 'interesting'

sick tendon
#

It mustยดve find its way there

#

find => found

#

with update 3, did they add more beast spawn spots / quantities?

low raft
#

I couldn't say - I only re-started playing with this update - hadn't played since before update 2 prior to that

upbeat tide
#

They added a respawn mechanic that isnt behaving as it should quite yet.

sudden ferry
#

There was a reddit post by a dev summarises. They changed the respawn behavior of critters to have more requirements

Powered building, foundations etc.

sand garnet
#

It seems like the new mob spawn system resets with every patch though

short swift
#

Yeah I'm drowning in carapases ;)

glacial hemlock
#

Thats a good news to hear

#

I see a lots of filters in them

upbeat tide
#

Is crystal computers good?

-Crystal computer

  • normal crystal ocilator
  • silicone circuit boards

Thinking of a method to make computers that cuts out oil products completely

pearl lynx
#

Hello everyone. I have a question about "building philosophie". Should I build everything near the mines ? Should I build one floor for one production ? Where Should I stocked my overproduction ? Should I put the storage near my production ? Should I have like, one big building with all the storage and a hundred converyor belt going in and out of this terrific building ?
Should I try to never have storages and everytime try to use the production ?

I have in my game too much conveyor-spaghetti and I do not how to organize myself :<

fiery vapor
#

Someone plz send help
How am I gonna split 1 Belt into 23 Belts?

upbeat tide
#

Dont use manifold

#

Source โ€” S โ€” S โ€” S
| | |
D D D

#

D= destination
S= splitter

#

You are limited by belt speeds and it will take a whoe for everything to get to 100% BUT its far simpler this way

fiery vapor
#

The thing its that I like everything organized but i think i have no choice

#

this factory is killing me and i only built like 1/10 of it

upbeat tide
#

That is the best way to organize it, plus the smallest footprint

#

As long as you do not build beyond your belt speed or pipe flow limits your good

fiery vapor
#

well ty for the help my good sir

glacial hemlock
#

@upbeat tide crystal coms are v good, but due to high quartz usage, you need to pair it with caterium circuits.

#

Use fused quickwire or pure cat ingot to reduce the cat consumption

fiery vapor
#

I am building a Heavy modular frame factory fam

glacial hemlock
#

@fiery vapor you will be surprised how little HMF you are going to use. I recommended not to go over a single manufacturer.

fiery vapor
#

I play this game for the challenge

upbeat tide
#

Reason why im looking at crystal is to not use rubber or plastic, nearing max capacity usage already for those

Also im bringing in 1200 total raw quartz

glacial hemlock
#

@upbeat tide you better save more quartz for T7 things, they use a lot. But who knows, you could just use more quartz nodes

upbeat tide
#

Two normal nodes with mk3

#

Yea im not using alot of nodes too

glacial hemlock
#

Same, i am using the 2 norm quartz node just above the uranium cave. And they are pretty sufficient for my alclad and turbomotor production

fiery vapor
#

oh yeah and btw I am only at the 1/10 of the factory because I am planning doing 10 computers and 10 Heavy modular frames per minute in the same place

shy mason
#

don't see any cross over in materials between those two, hope they don't clutter too much for you, would have seperate sites for those two

glacial hemlock
#

Thats ambitious. But is a good direction. I would recommend adjust the ratio to the turbomotors though.

fiery vapor
#

don't see any cross over in materials between those two, hope they don't clutter too much for you
@shy mason Left Heave modular factory right computers

#

with a big ass train

shy mason
#

sounds good

glacial hemlock
#

Even after the nerf, the best item you could sink is still the TB, by considering sink pts/total ore usage

fiery vapor
#

the sink helps me so much tho

shy mason
#

think they'll make any part that uses HMFs?

fiery vapor
#

good that they made something to chew off the trash

glacial hemlock
#

HMF is part of the ACU. But the ACU cable management is hellish

upbeat tide
#

If you get into fuel gen spam you will go through HMF like nuts

And yea as said above used in elev parts

fiery vapor
glacial hemlock
#

10HMF build?

fiery vapor
#

there are 25 assemblers making modular frames

#

the normal ones

glacial hemlock
#

Wow, you avoid using alternatives? My OCD triggered

fiery vapor
#

i like the challenge

upbeat tide
#

My HMF uses flexible HMF alt, bolted frames and plates, steel screw, pure iron, wet concrete, and coke steel

#

7.5/min there

fiery vapor
fiery vapor
#

delicious

upbeat tide
#

Sink is just to ensure that rubber never backs up

fiery vapor
#

Yeah i got that

limpid hamlet
#

Sinks one of the best things added in U3

upbeat tide
#

Use that sink overclow on all oil products too

fiery vapor
#

Sinks one of the best things added in U3
@limpid hamlet it sure is

upbeat tide
#

Also because sinks are 7 foundations tall, decided to make a dome with skylight for the roof

fiery vapor
#

Just delicious

upbeat tide
#

Uses 2600 screws...not fun but works

fiery vapor
#

I hate those damm screws

upbeat tide
#

Side effect of going the bolted alt route

#

600 steel
600 iron ore
450 coke
150 lime
600 water
45 plastic ( decided to use coated iron plates)
150 rubber

7.5/min HMF

fiery vapor
#

How long did u take to build that?

upbeat tide
#

Ern...............

#

What are hours again?

#

Honest answer I dont know, too long probably

fiery vapor
#

i long do u think I am gonna take to build this monster of a factory?

upbeat tide
#

Its designed to nestle into my overall oil facility

#

Depends on your OCD level tbh

fierce ruin
#

hi

fiery vapor
#

sup

fierce ruin
#

how do i get this game on steam launcher?

upbeat tide
fiery vapor
#

we dont know when it is gonna be released

wind spade
#

@fierce ruin add it as non-steam game

fierce ruin
#

how?

wind spade
#

google "how to add non-steam games to steam" lol

#

though it'll be in offline mode, making you spawn as a new character each time you boot up the game

#

not sure if that's worth for you, I'd recommend just using epic launcher

glacial hemlock
#

@upbeat tide you could try mixing the stitched RIP, Iron wire and compacted steel into your HMF build

#

Zero-iron ingot build is also a nice challenge

upbeat tide
#

Woulda used compacted but its being used for turbo

#

Anyway is cheap silica any useful?

glacial hemlock
#

Yes it is. Since quartz is rare.

upbeat tide
#

Nice

glacial hemlock
#

Power wise, it is not 'cheap' though

upbeat tide
#

Its assemblers vs constructors thats obv

dry mason
#

theoretically if 10 pipes that are 8m3 they are all the same size right? But not necessarily the same shape? But could be the same shape?

formal silo
#

shape in this game isn't really a factor here, size is one size fits all type of deal, flow depends on the user setup

willow igloo
#

is it a good idea to try making a single tower? I'm thinking each item will get 1 floor each floor being 4 wall segments high. Is this tower going to hit the ceiling of the world or am I fine?

formal silo
#

Four high is limiting for some buildings heights and it depends are you trying to make a mega base? I would suggest multiple bases all over the map is more ideal for my liking personally.

#

Production base going higher the tier, not a bad idea. I see a lot of people doing this setup. Again four high isn't enough

willow igloo
#

I was originally making a bus base, but I realized it was going to be messy, then I got to thinking how I could use my vertical conveyors and converyor wall segments as a vertical bus

dry mason
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@willow igloo the miners are 5 walls high. so if youโ€™re going to start above a mode make each floor 5 high. keep your conveyor belts on the outside gives you more space inside...

willow igloo
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giving each item a floor allows me to expand production of the item on the same floor and with the vertical bus going up one wall, I would always have access to all the items, so if I wanted to switch to an alt recipe, all I have to do is disconnect the inputs, rebuild, and connect the new inputs

dry mason
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your building will probably end up looking like an L or an X depending on what way you expand unless you expand each flow the same to keep the box tower.

willow igloo
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pretty bases are secondary to function

upbeat tide
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And id make a passthrough for the giant flying manta ray when your at that height

formal silo
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Pro Tip: don't forget some times those vertical conveyer junctions you put on the outside of your storage boxes etc sometimes need a conveyer belt added and sometimes it doesn't. Using the lift to get to the next floor and the storage containers to keep any overflow as it moves up isn't a bad idea at all but don't forget to check if it's flowing through properly.

willow igloo
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for me I just want a base where I can build a production line for an item, and if I need more either add more lines producing my ingredients or if I'm full on ingredients make another line making the end product

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My question though is there a height where my character will just die?

formal silo
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I find the opposite personally AestheticallyPleasing>Efficiency

dry mason
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Modular bases are common. Lots of videos and streamers have ideas of how to do it.

willow igloo
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aesthetically pleasing is nice, but sometimes I can't fit it all onto one floor

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so some floors will naturally be bigger than others

formal silo
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and they will be ever changing as you upgrade in tiers

willow igloo
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that's why I figure leave the building ugly and by having all of my iron ingots on one floor, if ever I need to increase my iron ingot production, all i have to do is either lengthen it to a new tier of belt speed or add a new line

formal silo
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One of the best things I personally seen in one of those big project videos, can't recall who it was, was where he put a bunch of storage containers with small belt coming out that showed which item was inside the bins.

Until we get some sort of image or signs this is the best idea for your storage room I seen personally.

willow igloo
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that's what I do, nice to just glance at a bin and instantly know what's in it

formal silo
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I know right, I am sure in due time we will get some sort of signs or something to display later on but for now I thought maybe I should share that with you if you didn't know. It's very helpful esp when you get a lot of items

willow igloo
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my rule of thumb is that while building, if I run out of an item, I go directly to my bin at my hub, I want to grab 4 stacks (unless I know I'm going to be using a lot immediately) but I'll settle for at least 2 full stacks. If I have less than 2 stacks in my bin, then I know my next project is to increase production of that item

formal silo
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Since you were asking I might mention that the sink building you know that one is very tall... off top my head I can't recall but I think like eight tall. Keep in mind when making that big base my man.

willow igloo
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yep, I don't mind making a floor 5 wall segments tall, but 4 is enough to allow me to move 6 belts via wall conveyors and vertical conveyors. if I need more than 6 belts of something then I can just designate the wall segment beside as the next group of 6

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2 wall conveyor segments in, 2 out

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<--Factorio player loves buses

upbeat tide
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So, I can make 20 crystal ocilators/min off 600 quarts/min, 600 iron ore/min, and 280 copper ore/min without alts

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Not too bad tbh

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If I add pure iron though, casted screws, iron wire then I elinimate copper and only need 490 iron and 280 water/ min instead

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Will use 15 refineries though

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  • 15 refineries
  • 78 constructors
  • 10 assemblers
  • 20 manufacturers
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So question is the extra power use worth the simplifying of the design, and lower raw input?

cedar mica
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Its a question of amount. The pure recipes, gives you more ingots per raw ore.

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35 iron ore, becomes 65 ingots, instead of 35 ingots and so on

paper mauve
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@willow igloo to answer your question from earlier, yes there is a certain height at which you will begin to take damage very quickly the same as if you go to far out of the sides of the map

cedar mica
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Around 500 wall high, depending on where on map you start.

willow igloo
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Neat, I'll keep that in mind

paper mauve
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Also note that sea level is actually below the 0M mark for some reason

covert tendon
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around how many screws do you need per minute

cedar mica
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All from 1 to 10 millions ๐Ÿ˜›

sand garnet
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Somewhere between 0 and a truckload

covert tendon
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so does 5000 pm sound good?

scarlet marsh
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is there a calculator that includes update 3?

pulsar ridge
scarlet marsh
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thanks

pulsar ridge
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No probs. Enjoy

broken falcon
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if we take the number five , and we soustracte 2 , what is the resultat ?

fervent fossil
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12

broken falcon
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oh ty

short swift
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it's on the internet so it must be true

paper mauve
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"soustracte"

wintry finch
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is 200 plastic/rubber a minute good for when first getting into tier 5/6

stark lichen
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ug, holy crap I do not want to make turbofuel by making HOR direct, diluting, and unpackaging first

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or maybe I will...

pine tangle
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200 plastic is enough to run single Computers Manufacturer at full power (with default recipes).