#math-and-meta

1 messages ยท Page 438 of 1

paper mauve
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@stark lichen you should. More bang for your buck in the end

stark lichen
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feels dumb to package something to just unpack it right after, though

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buff the normal recipe just on principle!

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i actually don't care too much but it takes away from the 'packaging for transport' idea

pine tangle
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Why you need to package Turbofuel in the first place?

stark lichen
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nono, using diluted fuel (which is packaged) to stretch your crude

unborn ermine
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I feel like it could have a use in the future?
Inb4 diluted fuel TURBO style jacelul

pine tangle
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Why you need to package anything in the first place, except for storage?

stark lichen
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if you wanted to use it in vehicles

unborn ermine
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oh and jetpack

stark lichen
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you might be able to transfer more on trains using packaged fluids as well

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i am not sure

fierce ruin
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Does turbo fuel last longer in jetpacks

pine tangle
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Jatpacks do not use Turbo. Or someone lied to me :3

fierce ruin
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Oh

unborn ermine
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My brain thought we were talkin normal fuel for a sec

stark lichen
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one packaged unit of fluid is 1m^3, no?

pine tangle
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@stark lichen On one hand, Trains can move much more liquid in Packages. On the other hand, un-packing it is major PITA with how much Refineries you need.

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Yes, 1 packed item is 1 m3.

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The top production with Packing/Unpacking is 60 pm... For Water.

stark lichen
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so there is a use besides diluting your fuel

pine tangle
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In my mind any usability beyond feeding Jetpack is divided by zero with one look at production rates associated.

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Sure, one Industrial Storage can store equivalent of 4800 m3 - but packing/unpacking... Is simply horrible.

stark lichen
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it would be a late game thing if you want to stretch crude in recycled plastic/rubber loops

pine tangle
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I would not be surprised if we get separate building for Packing/Unpacking exclusively.

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@stark lichen How does it "stretch it"?

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The ratios are exact already, and you cannot game them with Packing/Unpacking.

stark lichen
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Using Heavy Oil Residue Alt + Diluted Packaged Fuel + Unpacking gives you more fuel than other paths

pine tangle
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Why Pack it if Packing is separate step!? O_o

stark lichen
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some people will jump through more hoops to get more out of the raw materials

pine tangle
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Okey, finally found it.

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For the record, I bloody hate mismatch between recipes names -_-

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Why the hell the recipe is done Packaged form is beyond me...

unborn ermine
stark lichen
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oh

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it is because the refinery does not have two liquid inputs

unborn ermine
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Im not sure if this is an EXACT parallel for this game, but the idea is there.

pine tangle
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Yep. I completely derped on Diluted Fuel. Did not paid attention to it using Packaged liquids while going over options for Fuel Generators.

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And it is or CSS being cheeky or indeed Refineries only having one input/output per type.

unborn ermine
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I was close with that triangle, benefits = time, and it would be right.

wintry finch
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how many copper ingots per minute does the steamed copper sheet recipe take, i am working on another copper production with a pure node where half can go toward copper sheets using the normal recipe

upbeat tide
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Your one stop shop for ratios

wintry finch
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the parts lists should really tell you how much they take per minute in the game..

glacial hemlock
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Lol, why not looking at your in-game recipe browser?

shadow prairieBOT
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You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com @wintry finch and suggest it

<3 @earnest orchid

cedar mica
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Recipe browser, is not 100% accurate. Still belive it says iron default smelts at 120/m. 250% smelter can handle 75...

glacial hemlock
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Is it? Then just build a refinery then check on the recipe

wintry finch
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@glacial hemlock the recipe browser in game does not tell you how much per minute of a material a recipe takes, it only tells you the values needed for the recipe to actually happen, and i don't often have the materials on hand to build a refinery, all my current ones are occupied

glacial hemlock
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It did. Click a refinery, then select steamed copper sheet to study all ingredient ppm

wintry finch
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. i'm talking about the one that shows up when you hit x

glacial hemlock
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Ok.

upbeat tide
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Imgame clearly tells you the /minute input and output

If overclocking simply supply power to the machine and it updates, or do the math its not that hard really

unborn ermine
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Oh man... that feeling when you are about to setup a factory and the math JUST works in your favor.

upbeat tide
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I like this one more than the calc above

unborn ermine
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This one is handy for lil' bits of math

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if you have a HUGE monitor sure that one works too ๐Ÿ˜›
I personally dont, so I dislike the menu

dry mason
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@unborn ermine 3 tabs worth huh? Lol

unborn ermine
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@upbeat tide AHA what the hell you making the same ratio as my first attempt at motors ๐Ÿ˜›

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They are different projects @dry mason

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also each tab has their own situation for alts, most calculators atm dont have a nice control for production iirc

green ravine
upbeat tide
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? @unborn ermine

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All accusations

โ€”โ€”โ€”โ€”โ€”-> HE DID IT!

native viper
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The grind is to heavy, two days just to build 4 heavy mod frames per min. still not complected!!

unborn ermine
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Unless its using my OLD settings to check it out, the rate of 15.12 turbos is the same as what im doing

dry mason
unborn ermine
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I would love to see a calculator use tabs (similar to the draw.io and daniel2013.github.io calc)
BUT be able to change alts ON the tabs instead of a general rule for the calculator.

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I might be being a tad too greedy though ๐Ÿ˜›

dry mason
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a website that can read multiple tabs from one client?

unborn ermine
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The URL has all the info for alts and such. (it gets HUGE)

dry mason
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I bet it does xD

dry mason
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damn lol thatโ€™s crazy

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so you can save the link for later? Why not just have a copy link button and not have that giant spam in the IRL?

green ravine
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my only problem with these different graphs and diagrams is how messy they are

unborn ermine
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iirc every alt/miner adds a bit, then all the conditionals.

I know right? @green ravine
At least this one you can "hide" production chains

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Throw up turbo motors for instance and just click on the heat exchangers. BAM aluminum production hidden.

green ravine
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for example, the heavy oil residue -> petroleum coke could be on top, that would remove the overlap.

unborn ermine
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This one for sure is limited by design, I cant wait to see what the newer calculators will bring to the table.

glacial hemlock
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Wow 15 TB. So large

unborn ermine
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Its a start, I want to get a hold on production this go around.
And heck, if they do change things up later, at least I know what im doing.
(for the most part)

rose egret
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(under the covers, it's doing constraints solving via the Cassowary algorithm)

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The tool lets you specify some of those constraints. E.g. target 270/min plastic production, while minimizing use of crude oil

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It's still pretty early days for it, but I'd love feedback, and I hope it's useful!

stable bridge
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Hmm, this might become a new favourite of mine. I like the fact that it's not just throwing everything in your face like satisfactory-calculator does but it's more info than greeny

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Not to mention it does more on top, huh

rose egret
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Awesome ๐Ÿ˜„

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Yeah, honestly, the UI of it all has been the largest challenge. Making things not overwhelming is a goal, and it's โ€ฆtough

unreal torrent
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I think I stumped it ๐Ÿ˜† requested 120 turbo motors/min, alternate recipes enabled, minimize residuals. Been frozen for over a minute now.

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I really would like to avoid the nearly 20k/min of packaged fuel though >.>

rose egret
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doh! I need to get it to time out rather than freeze the browser ๐Ÿ˜› on the list, heh

plucky dagger
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"Embetterer" best name ever ๐Ÿ˜„

rose egret
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looks like minimizing residuals w/ turbo motors is the problem ๐Ÿ˜ฆ and it just hates turbo motors in generalโ€ฆ

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it's a bit infeasible, lol (I mean, unless you have 150 oil wells hanging around)

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btw: I'd take the optimization with a bit of a grain of salt; it can do some dumb things at times; been slowly adding more smarts

wind spade
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@stable bridge well mine isn't updated yet, but I have a lot of stuff ready

stable bridge
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I like yours a lot more than the satisfactory-calculator
Been checking ever day to see if it's up

wind spade
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I'll definitely post info when it's up

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but I'm really trying to make it as good as possible

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and minmax optimisations are included ๐Ÿ™‚

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though I'm using a different method than nevir

rose egret
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@wind spade I noticed you were using js-lp-solver - you may want to take a look at kiwi.js

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It's a bit fiddly, but you can layer on different strengths for each constraint (rather than minimizing a single value and making a loss/gain func out of it)

plucky dagger
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I'm using that too, and would think a cost function is a great benefit here.

wind spade
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well I have a lot of the stuff already implemented (not on github), so I think it's a bit late to switch, as I'm trying to get it out as fast as possible (ideally before U3 lands on EA)

plucky dagger
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constraint + cost to specify your goal

rose egret
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aha yeah ๐Ÿ‘๐Ÿป

wind spade
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also it took me like forever to get the lp-solver to work correctly, so I don't really want to spend another eternity implementing different library ๐Ÿ˜„ maybe later

rose egret
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HAh, yeah

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I'm pretty new to LP solving as well; it's a bit mind bendyโ€”especially Cassowary's approach

wind spade
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I'm using simplex

plucky dagger
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Agreed nevir. That would be nice.

wind spade
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anyway, I'd upvote that post, if I thought it will make any difference, but it wouldn't. The docs.json is just a dump of class properties and their values using some UE exporter. Adding new stuff to it would mean adding new properties to their codebase which is not happening

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@rose egret

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and fyi I asked for automated way to get resource sink points from that file (or any other way) just when update 3 hit EX, but so far it's without an answer (and I asked devs directly ๐Ÿ˜„ )

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but yeah, all the data would be super nice to have, as I could display that in my item list as well

rose egret
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I briefly went down the path of trying to parse through all the cooked uasset classes, but blueprints make them a real challenge to reverse into something useful ๐Ÿ˜•

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Are you sure it's a straight export? I got the sense they had a whitelist of properties & classes they're dumping (there's a ton of properties in the headers that I'd expect to be defined in blueprints that aren't present)

wind spade
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well yeah, there's some whitelisting

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but from your list I think there are a few that aren't present in their codebase

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or aren't relevant, because they are instance properties, not prototype properties

rose egret
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Ah yeah; well, I got those from their published headersโ€”but they also seem somewhat stale

willow igloo
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Am I better off building one step processing factories to feed any other factory that can use the output or am I better off building raw to finished product factories for everything?

short swift
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as you like

willow igloo
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Seems like I can build my exact ratios with the 2nd idea without constantly upgrading and rebalancing from the 1st idea. All I'd have to do is feed in the raw

full raptor
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is refining oil straight into plastic and fuel better than the residual route

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i feel my power production is based on how much plastic and rubber I use

fallow lily
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You're correct. If you want to use both the solid and liquid components of a crude oil recipe at maximum capacity, you need to be able to feed the other into a sink when it overflows.

glacial hemlock
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Diluted - recycled - recycled plastic or rubber, i would say. Absolutely no waste

full raptor
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DIluted is alternate recipe?

glacial hemlock
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Pair your recycled plastic and rubber together, and always feed back 50% to their counterpart. The actual input is fuel which is made from diluted recipe. Cycle this with packaged water. For the resin, make into rubber or plastic of your choice. No sink required!

willow igloo
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The awesome sink definitely fixes overflow problems

glacial hemlock
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300 crude - 400 heavy - 800 fuel. Your rubber + plastic output will be summed to 800, but you can freely adjust the ratio. Resin as a bonus

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Lets say i want 600 plastic and 200 rubber, i would need to build for 933 plastic and 667 rubber to include the loop back.

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The net input is still 800 fuel

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Set x and y as target output, x+y<800, X = 1.33x + 0.66y, Y = 1.33Y + 0.66x, where X and Y is your actual build.

unborn ermine
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New toys are fun ๐Ÿ˜„

glacial hemlock
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You are correct. Products from resin are bonuses.

unborn ermine
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Man thats nuts though, 84 refineries

oblique hollow
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All hail the all-powerfull Refinery

glacial hemlock
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A single nuclear can handle it. So no worries. You can build 420!

unborn ermine
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Not touching nuclear for a while yet ๐Ÿ˜›

tight crag
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420 nucler reactors is the current maximum under full load?

glacial hemlock
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No, the figure is outdated

oblique hollow
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I think he means 1 nuke = 420 refineries

tight crag
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ah

glacial hemlock
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You could* build 420 nuclear power plants in U2

oblique hollow
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Ah

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Alright nvm

tight crag
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I havent got to nuclear yet. With the U3, is the new figure higher or lower than 420? Is there already a rough estimate?

glacial hemlock
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42(0) is the answer to nuclear, just remember this

tight crag
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(putting aside that 420 is an insane number)

glacial hemlock
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In u3 i expect the number to drop due to oil nerf

ivory warren
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Efficiencies are better on a lot of items, I'm not sure about that.

glacial hemlock
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Hmm, yes, you could add water to almost anything to get more from it

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Add water to iron ore, you get more iron!

ivory warren
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it's a steam economy

shy mason
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actually you don't need oil for nuclear rods anymore, since ai limiters are copper + quickwire now.

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the ratio of uranium -> rods haven't changed much, so the 3 normal uranium nodes is still the bottleneck to the 420 number of plants, just need more sulfuric acid now to refine it further and enough water for the extractors.

unborn ermine
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Slightly more than 94 rods/min max

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thats if im remembering that normal nodes cap at 600 correctly or not.

shy mason
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not the mk5 belt speed cap of 540/min?

glacial hemlock
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780

unborn ermine
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node output of 600/min for nuclear nodes, and that ^

shy mason
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and of course the first number that popped up in my head was the old number..

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found the number that changed between updates at least

honest willow
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lol its telling you to use bauxite to make silica

shy mason
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yeah noticed that, as well as calling for high speed conectors for your control rods

glacial hemlock
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Correct 94.5 is the new limit for NFR, which is 472.5 nuclear generators

sand garnet
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go big or go home

glacial hemlock
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Home.

shy mason
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now does anyone know how many points a rod is?

glacial hemlock
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Wiki

sand garnet
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iron rod? or nuclear fuel rod

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either way wiki should tell you yea

glacial hemlock
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Satisfactory Wiki

The AWESOME Sink is a special building that produces FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it, converting them into points based on their value or complexity, which in turn can be used to print the aforementioned Coupons. Each successive ...

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Not a good candidate to sink imo

shy mason
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yeah nuclear, guess the point end game is to build nuclear to power your planet wide turbo factory and sink the excess nuc rods

glacial hemlock
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You build mega turbomotor factory to sink all the turbomotors

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And the 'end game' contents are not yet released

shy mason
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if you build up all the resources into turbo motors, would you use all 470 nuc power plants at this point.

fallow lily
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Probably not.

glacial hemlock
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@shy mason barely

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1181GW, it is enough for everything

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Oops forget the 3.2GW. (free)

unborn ermine
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Ayy thanks @glacial hemlock / @rose egret
I plugged some values into the calculator again :P
fairly decent setup that uses water that I can actually locally source at the nodes south of the dune desert.
AND its only 50 refineries to make, 120 plastic and 420 rubber.
The catch is... its using 2 water extractors snuck by the geysers. clocked to max *

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Using the numbers for my first modest 15.12 turbo motor setup ๐Ÿ˜„

glacial hemlock
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Very efficient. sf_mugshot

unborn ermine
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I think I have enough space for it too which is mind boggling.

rose egret
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Nice!

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Hah, doh. I need to fix the input for liquids to be in m^3

unborn ermine
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Yeah it was kinda jarring for a minute ๐Ÿ˜›

unborn ermine
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Oh btw, this will mark the 6th time ive rebuilt this area... Im never satisfied it seems.

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Or was it 7th now thinking_helmet Im losing count

willow igloo
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I have a power question. I know that if I underclock a machine to 50% that it will only consume half as much power, but if I leave machine on 100% and it backs up until it no longer runs, will it still be drawing power during it's inactive periods? If it will only be using 100% power half the time, what is the effective difference?

unborn ermine
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less than half power iirc at 50%

fallow lily
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If a machine is backed up or resource starved, it won't draw power.

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50% clock means that it uses less than 50% power, but continuously if you have the resources for it.

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If you leave it at 100%, you'll get spikes and fluctuations.

willow igloo
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So if you have 2 machines running at 50% clock, they will use less power than one machine running at 100%?

fallow lily
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Yes.

unborn ermine
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50% is around 1/3rd power Mk2 miner at 50% is 4MW vs 12MW

willow igloo
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So why wouldn't you just underclock your whole factory and build it with 2 or 3 times as many machines for the same output?

shy mason
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space and initial parts cost

fallow lily
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Because you have to build 2 or 3 times as many machines.

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Building a factory at 100% clock is already a rather time consuming process.

unborn ermine
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Also general pc performance comes at that cost

fallow lily
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That too.

willow igloo
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True enough

unborn ermine
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Like. Im redoing my oil area to max out its output.
IF I decided to do the "50% trick" I would need 126 refineries ๐Ÿ˜›

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That. Is. Not. Fun.

fallow lily
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Pretty much.

willow igloo
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I'm stuck in the early game design honestly, my first thought was to do a bus, then I decided I was gonna make a tower with each item getting its own floor but then I realized that I would have some floors much bigger than others for an asymmetrical design, then lately I've been thinking about making factories dedicated to one item with raw coming in one end and product out the other, but I feel like I should seek out my hard drives before attempting this so I don't have to rebuild those factories later

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I have a hard time just building inefficient starter bases and worrying about it later

noble monolith
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A friend and I's "factory" is a littered hellscape of conveyor noodles all over the place. how we've made anything, ever, is still a shock to me. Part of me wants to re-do it all (moving into mid tier-7 stuff) but the laziness has gotten real

willow igloo
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Ideally I would love to just build a base floor that only supplies (for example) 1 assembler for modular frames, and if I find myself starved for more frames just build a 2nd floor that's a copy of the 1st and just add floors only as I need them. All feeding to a storage bin at my hub

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So if I'm overproducing the factory just turns itself off until I take some out

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The thought that nags me is that if I need modular frames for another product I would either have to build a whole separate process or somehow tap off of the other factory to supply both my hub and my higher tier factory

mortal spindle
empty hemlock
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one is shorter, the other outputs everything to one side

mortal spindle
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so no real advantage?

willow igloo
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Typically if you're going to produce multiple belts of product from one belt going in (base screws) you could have it feed to both sides from the middle

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Alternately I'd you're going to make fewer belts of product than input (iron plate) you'd feed the belts on the outside and merging in the middle to output a more condensed belt

mortal spindle
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Good point i didn't think about that

willow igloo
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When you get to assemblers and manufacturers you're almost always better off feeding the outside belts of input and having a merged belt of output in the middle if you're either consuming full belts of input or producing a full belt by combining on both sides

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Assuming you're using the same tier of belt for inputs and outputs you'd only make the line long enough to either fill a belt or consume your inputs. Any longer doesn't help unless you're planning to upgrade the belt speed later

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Fun trick for assemblers and manufacturers, use a stack of belts to carry all of your inputs and use splitters and vertical conveyors to feed your inputs. As long as you keep your stack of belts 5m away from the edge of the machine, that's enough space for a splitter and a vertical conveyor to fit between belt and machine

gaunt turtle
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hmm, refining HOR to Fuel raises efficiency from 400 MJ/m3 to 600 MJ/m3, but also decreases volume 6:4, doesn't that even out such that refining residual fuel is a net loss (due to the energy use of the refineries doing residual fuel)?

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how does the diluted fuel math work out? the additional refining and bottling steps seem excessive

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okay the fuel power station can't burn HOR so I guess that evens out things

harsh fractal
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Diluted fuel doesnโ€™t seem as powerful on its own, but itโ€™s great once you get recycled rubber/plastic and/or the crude->HOR recipes

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Sending all the fuel to gens would cover the extra packing and unpacking

fallow lily
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Heavy oil residue is useless on its own.

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Yes, it has the same energy content as the amount of fuel you can turn it into, but that doesn't do you much good since you can't use heavy oil residue in fuel generators.

unborn ermine
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Speaking of plastic/rubber...
Im having trouble wrapping my brain around the numbers for this calculator.
https://ficsit.info/embetterer?t=plastic:150&t=rubber:650&c=r:crude-oil,min,0&c=r:water,cap,750000&or&ar

The way it shows it, I have to kickstart the fuel unpacking, but I feel that it dosent add up for what im putting in?
It is 3x Rubber + 8 Heavy Oil alt refineries -> 150 plastic + 650 rubber
Does that seem right at all?

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I hope its just me having a hard time wrapping my head around this ๐Ÿ˜›

harsh fractal
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Weird that itโ€™s a lot of 99% instead of just 100%

unborn ermine
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I blame the fuel recipe for the madness, most of the 99~ %s are interchangeable 98 and 99 variances.
Also the calculator is trying to make sure there is no residual products at all and work within parameters. (or at least I think its trying to ๐Ÿ˜› )

cedar mica
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That site does some wierd stuff. Like splitting the production equal across all machines

harsh fractal
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Splitting production equal across all machines gives lowest power usage

unborn ermine
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Im just wondering, can it even make what it wants? Or do I need to throw materials in to get it rolling? thinking_helmet

cedar mica
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So instead of 2 machines at 100% and 1 at 50%, you get 3 at 84%

harsh fractal
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I had to jumpstart my diluted fuel/recycled rubber/plastic setup with empty containers and some plastic in the rubber making refineries

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I also built it assuming I had the crude to HOR alt and I did not ><

unborn ermine
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First time messing with this madness, wasnt quite sure if I was seeing things right.

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Thanks @harsh fractal

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now to figure out the production lines/orientation.

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shudder

harsh fractal
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The recycled recipes are a bit puzzling at first but make sense once you set them up

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Manifold ftw

unborn ermine
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Im building by the south of Dune Desert node patch.
"abusing" the extractors by the geo gens ๐Ÿ˜›

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You can fit 3 in there with the geo-gens, though I need to overclock them if I dont want to pipeline water.

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At the very least it gives an idea for build "flow"

harsh fractal
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Geyser water extractors lol

unborn ermine
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Super handy given the area

harsh fractal
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Oh I think my oil plant might be near there

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I piped water down from the top of the dune desert mountain with the waterfall

unborn ermine
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Im steering clear of that area, who knows what horrors may be added up there

harsh fractal
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I was building supercomputers out of the caterium up on the ridge

unborn ermine
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My end goal for this area is pretty much the same, though I have no clue what I want yet... other than my basic plan of turbo motors.

harsh fractal
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I havenโ€™t thought that far ahead lol

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Last time I did aluminum in the pink jungle and then supercomputers and turbomotors in the rocky desert

unborn ermine
harsh fractal
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No steamed copper sheet?

unborn ermine
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Most of what im doing is just basic bits and bobs, for a 15.12/min turbo motor, not anything super crazy yet.
Oh that one didnt have it?
I have an extractor by the swamp geo gens supplying a chunk for steamed sheets.

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If I need to I can always pump more in, getting the project setup first is the "hard part"

rugged cairn
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Just getting into load balancing. Is it best to just keep splitting by 2 if the total smelters (for example) is an even number?

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And by 3 if the total is div/3?

harsh fractal
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Itโ€™s better to do a manifold (split some off directly into each machine) in most cases

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I think the only time manifold doesnโ€™t work is if you need more than your fastest belt can handle

rugged cairn
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so manifold is not overflow?

harsh fractal
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Manifolds self balance eventually as the nearer split offs fill up and then more flows to the next splitter

rugged cairn
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So overlow

harsh fractal
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For overflow handling, like excess going to tickets, so far Iโ€™ve seen a compact splitter and merger contraption that I donโ€™t quite understand and a train dropping stuff off at one site, the continuing to a next stop where any remainder is melted into tickets

rugged cairn
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oh, I'm sorry. I'm using a new overlow buffer to do that. I'm confusing overflow (without a buffer) and manifold.

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So I'm right, just wrong words.

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I'm doing a manifold setup now, where the first splitter fills the first building, the second to the second, etc.

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For the buffer, 4 splitters, the sides elevate to 4 mergers, while the center finally outputs to a sink. The mergers output to storage, or whatever.

#

But I'm wanting to dive into load balancing a bit and see how it works.

harsh fractal
#

I used to do a bunch of load balancing math, splitting then merging a few back, figuring out all the fractions... then I learned manifolds and never did the fractions again lol

rugged cairn
#

lol

#

I'll probably end up back to manifold, but I'm also into trying various techniques other people have done.

harsh fractal
#

Manifolds + precise underclocking to get my factories to 100% outputs

rugged cairn
#

hmm

#

I'm still trying to figure out why you would underclock. is it just so your building isn't waiting on supplies because its running slower?

#

And do you use various speed belts to help spread items at a steady rate?

rose egret
#

It uses a bit less power when you underclock

#

power is: baseUsage * clockSpeed^exponent (where for most buildings exponent is 1.6)

#

Aside, it'd be fun to see someone game that, heh.

#

For example: 100 Assemblers at 1% clock speed use a total of 0.94MW; whereas 1 Assembler at 100% uses 15MW

#

(assuming infinite space and resources to build a factory that massiveโ€ฆ)

rugged cairn
#

hmm, thanks

harsh fractal
#

Yeah underclocking you trade space for power

#

Underclocking of regular materials is just to save power and kinda not have too many machines start and stop

#

For things with extra outputs, underclocking is important to make sure you are keeping both main output and secondary output clear

#

For example if you have fuel generators, you donโ€™t want the refineries making fuel to stop because their other output is clogged, which would shutdown the generatorsโ€™ power

rose egret
#

Aha!

sharp mountain
#

I want to break my brain with a hammer after realizing that wishing to take every single ore in the world and refine it with water will result in a factory of refineries so big it cannot fit on the map itself

harsh fractal
#

Even on multiple layer factories?

sharp mountain
#

Hm, no but at that point, if you need the entire map on 1 layer for refineries, then oh god the rest

#

I dont think this game was made to be 100% efficient with all materials. If the game was a voxel based infinite generating game then you could have all the space you needed

#

Just make a flat map and go from there lol

#

Here's a perspective. Using 1/3 of the maps resources you need a 150 x 150 x 10 building just for refineries alone for limestone, copper, quartz, caterium and iron

#

That building takes up half of a biome

#

This could just be my brain broken after dealing with too much today lol

harsh fractal
#

I mean if you are gonna make a world covering foundation I guess you have to use wet concrete

#

Otherwise why would you ever need extra limestone

gray rock
#

Is there a general Throughput for trains? Like how many Frieght cars do i need for like, 3 pure nodes of something? I know the throughput can change based on distance.

cosmic rock
#

is there a way to split 21 into 12 and 9?

unborn ermine
harsh fractal
#

@cosmic rock manifolds

unborn ermine
#

^

harsh fractal
#

How does that above chart change with distance? Or is it just the time to load/empty a full station container

unborn ermine
#

Time for a trip? Someone explained it to me in full a few days ago.

#

Any longer than a specific time, you need a better belt

harsh fractal
#

Ah

unborn ermine
#

I still havent touched trains... aside from making a track and two stations jacelul

harsh fractal
#

I havenโ€™t done trains since update 2

#

But I plan to use them for overflow melting of fancier goods

unborn ermine
#

I think I have the same plan? Gunna have my oil area deliver parts and such to main factory/home.

full raptor
#

is it me or rotors produce slower than advertised

glacial hemlock
#

What makes you say so?

full raptor
#

I dont know, its always the bottleneck and the first factory to use them usually fills up before the last factory in the manifold ever gets going

#

problem with balancing it seems

wind spade
#

that's how manifolds often work

#

first factories get filled up fast, while the last factory is filled later or never

full raptor
#

over time it should even out but i believe something other than a manifold would work better for low production rate items

wind spade
#

manifold works with the same efficiency as any balancer

#

just has a startup time

paper mauve
#

I used to be a balancer guy myself until I gave manifold a shot. I'll never go back, manifold all the way. So much space saved

glacial hemlock
#

@full raptor lets say you are doing a barely efficient 1 supercom/min build then equal splitting might save you some startup time. For normal application such as 30 RIP/min the startup time is negligible

unborn ermine
#

And by the time you have that super computer factory up, you probably have enough backlog to start pre-filling the machines to get efficiency up ๐Ÿ˜›

glacial hemlock
#

Btw, if anyone asking for equal 1:5 splitter I would like to troll him by saying: Split into 6, sink 1.

formal silo
#

please define troll

#

ahh @glacial hemlock is smart, I like this fellow

glacial hemlock
#

Not only me, though. Every member in this channel is learning to be smart.

formal silo
#

indeed

sharp mountain
#

A lot of issues with trains could be fixed if they allowed for belts to fill a train station container as it is being loaded into a train.

#

At least in my experience the problem comes with the downtime of the loading animation clogging the belt meaning you're not getting 900 units a min

wind spade
#

well you can't get 900/min anyway, max belt is 780

sand garnet
#

@sharp mountain its physically loading the storage box onto the freight wagon so exactly what would the belt be putting the items into then during the loading animation

sharp mountain
#

A change would be a model fix for the train stations. Have wagons have already wagons on em but empty and then have a suction system connect to the train and transfer the stuff into the wagon. Sure it doesn't look at awesome but it would work

sand garnet
#

I prefer the current system, just have more wagons that get loaded simultaneously instead of making an ugly animation lol

sharp mountain
#

It's a question about how creative the art team is

wind spade
#

if it works, don't touch it (at least in EA game)

sharp mountain
#

But it doesn't work :p

wind spade
#

it does?

sharp mountain
#

Or well it does but not well enough

wind spade
#

you can load and unload stuff

sharp mountain
#

It clogs up the belt meaning you're effective belt speed lowered

wind spade
#

split the belt before loading, merge after unloading

sharp mountain
#

If you have two 780 belts going into a container. You're not getting a 780*2 output

wind spade
#

yeah, just do the split & merge thingy

sharp mountain
#

Then you still get less tho

wind spade
#

no?

sand garnet
#

if you have 2 wagons unloading and then merging their contents onto a single belt again, you get the 780 per min back

sharp mountain
#

What you suggest is using more wagons?

#

Or stations*

wind spade
#

more wagons, more platforms

sharp mountain
#

Should've said that

#

What you suggested wouldn't make sense for a single station

#

Which was what I went with

sand garnet
#

im curious what you think of my trains improvement idea actually

#

let me link you for shameless self promotion on the QA site lmao

sharp mountain
#

Which one?

wind spade
#

why wouldn't it make sense for a single station?

sharp mountain
#

If I have two pure. Making me 780 * 2.

wind spade
#

it makes perfect sense, just add more freight cars if you don't have high enough throughput

sharp mountain
#

A station has two inputs. That means two inputs are getting the max speed input

wind spade
#

*a platform

sand garnet
#

here you go

wind spade
#

station is the building where trains stop.

sharp mountain
#

Once a train picks up a container the output is sealed

wind spade
#

platform is the building that actually loads the train

sharp mountain
#

Meaning the belt clogs up. And over time you lose efficiency

wind spade
#

you can have one station and multiple platforms

sharp mountain
#

You know what I mean though

sand garnet
#

you could circumvent it with a second platform, but I wonder if a buffer storage container would do the trick too?

wind spade
#

no I don't. You said one station, there's a building that's called a station, how do I know you talk about a building that's called "platform"?

#

next time I say splitter I mean smelter

sand garnet
#

๐Ÿฟ

sharp mountain
#

A station is a word used to describe not only the station but also just the idea of a train station. The entirety of it. The point of a train station is to load your stuff

#

Platform isn't even the right word if you want to drag this on for no reason. Platforms are the empty ones

sand garnet
#

but that is confusing in this context

#

because you can have 1 station with 100 platforms

#

that does not pose the same problems as a station with 1 platform

wind spade
#

alright, but that still doesn't mean that you can't have multiple platforms in a single station, if you call the whole thing a station

sharp mountain
#

Pointless discussion green. The fact is. Two max belts will be clogged if loaded into ONE platform when it is being loaded onto a wagon

sand garnet
#

right, so circumventing that could be done by adding a second platform

sharp mountain
#

Exactly tom

wind spade
#

sure, but you have issue with that because you imposed a limitation to 1 platform. It's the correct solution and if you don't want to go that path, then the issue is you and not the train system

sharp mountain
#

That's what I've been saying the entire time

wind spade
#

or rather, your limitations that you set up

#

but that still doesn't mean that trains "don't work"

sand garnet
#

so it sounds like you agree it's not actually a real problem then?

sharp mountain
#

You need more platforms unless the devd add a way to make it do you don't need to do that

#

It is when you suddenly need a train that's over 120 platforms

#

Lol

sand garnet
#

with any loading/ unloading animation, there will always be 'downtime'

#

why would you ever need a train that long?

#

that sounds more like poor planning

wind spade
#

if you need a train with 120 platforms, then even if they fixed it you'd still need like 100 platforms, so I don't see much difference there

sharp mountain
#

There's no downtime if you do what green says

#

If you use a stopwatch to see how long it takes to load a train. And compare it with how long a half belt takes with fill-in up a container

#

If it fits then you shouldn't have downtime

wind spade
#

and by fixed I mean "fixed", because that's just a limitation done by the game, same way as belts have speed limitations and miners have max output limitations. It's just something that's in the game and you need to play around it

sharp mountain
#

What would work is to have a belt split and then go into containers. And have those go into the platform container

sand garnet
#

yeah I dont see this as a bad thing

#

you can just have multiple platforms, multiple trains, multiple stations etc to work around it

#

or just not use trains rolljace

sharp mountain
#

But then you suffer belt lag or what people call it

#

I think. Big I want every single resource on the map and add water to it

#

I want a train that's over 240wagons

#

Dream big boys

sand garnet
#

belt lag ?

barren elm
#

The people getting belt lag are the people who have spent 300 hours running belts from one end of the map to the other

#

It's really not a normal gameplay situation

sand garnet
#

not sure what this 'belt lag' issue is you guys speak of

#

can you explain?

barren elm
#

Lag caused by belts

sharp mountain
#

Basically your pc gets a seizure having to load over 2k belts on the screen

barren elm
#

There's not really anything secret about it

wind spade
#

well considering this is #math-and-meta I may just as well give you advice not to do a single train that goes around the whole map anyway. Best way to cover all nodes is to make dedicated factories and ship final product via trains, instead of shipping all resources to one big factory. And even if you do that, don't make one big train, make several small trains. that each go into one direction

sharp mountain
#

I already did the math for a refinery to take only 1/3 of the material of the map. That alone needs a 500x300 platform with multiple floors

#

And over 80k MW power just to make pure ingots n wet concrete

#

The game is simply too small, i need more space

wind spade
#

or several dedicated factories instead of a giant mess of buildings

sharp mountain
#

Thats the thing, it is as tight as you can

sand garnet
#

too small? lmao what are you talking about

#

did you forget you have a Z-axis you can use?

sharp mountain
#

Refineries take up 2ยฝx1ยฝ foundation

#

You need 75x75 of them. And then 10 floors of them going up

barren elm
#

Pretty sure a 500x300 foundation wouldn't even cover the dunes area

sharp mountain
#

Thats insane

#

Shall we see?

sand garnet
#

the map is roughly 7x7km

#

so that's 875x875 foundations, roughly

sharp mountain
sand garnet
#

on a single layer.

sharp mountain
#

Thats a BIG BOY

barren elm
#

Alright just a bit bigger than the dunes then

sand garnet
#

but even then, you can go up to what? 2.5km?

#

so that's 625x 4m tall foundations

sharp mountain
sand garnet
#

lets say you need 5 foundations per layer

sharp mountain
#

A refinery is 7 foundations tall

sand garnet
#

alright

sharp mountain
#

You need 150 refineries on each floor

sand garnet
#

then you still can build more than 89 layers

sharp mountain
#

And then the last floor can have leftovers

wind spade
#

that's 30m if we're being generous, so you can fit 80+ layers of stuff into 2500m

sand garnet
#

TL;DR you're talking nonsense ๐Ÿ˜›

#

plenty of space.

barren elm
#

It sounds like you're using refineries to get the most resources out of the map, instead of just claiming more resources

sharp mountain
#

Well, my idea was to get every resouirce and use refineries.

barren elm
#

It's the old argument about the copper+iron ingot recipe, why bother with it when there's so much iron?

sharp mountain
#

Just to see if it is possible.

#

I mean, some guy made 1 terawatt of power. Making was it 12k toxic waste a minute?

#

He did it just because he wanted to.

sand garnet
#

it wouldnt actually make 12k waste though

#

theoretical waste, sure. but not actually produced

sharp mountain
#

Unless he manage to spent that much power :p

sand garnet
#

because you only burn what you need

wind spade
#

which was impossible in U2

#

unless you had 1000s of jump pads and trains running around

#

which would probably hit your pc limits before you finish it

sharp mountain
#

TIS BUT A CHALLENGE

grim minnow
#

should be possible then

wind spade
#

I KNOW BUT WHY ARE WE SHOUTING

sharp mountain
#

This game was made to destroy your pc and your spare time

glacial hemlock
#

...you are right!

#

and I don't build factory, I just build cannons.

sullen cloud
#

Imo a must read for @sand garnet and @wind spade

wind spade
#

already known ๐Ÿ˜„

sullen cloud
#

Ok ๐Ÿ‘Œ

sand garnet
#

Thats what we were discussing lol

sullen cloud
#

who is we ;)?

sand garnet
#

Scroll up to the wonderous world of ' this channel 10 lines above'

pale jetty
#

Wasnโ€™t that already in U2?

#

At least I know that my systems are made in a way to compensate for this behavior

#

At least on the platforms loading the train it was needed

#

Keep in mind, that in the current version, when loading cargo to a train, there is a ~25-second long animation, during which the Platform cannot accept any items. The animation is there for unloading as well, but the Platform can still output items freely onto the belts. This is important to consider when your input is two full belts. There will be slight gaps and the train can only carry slightly less than two full belts as a result. So for safety, either produce more than you consume or use a buffer chest before the station with faster belts going between the chest and the station than the belts you use to bring items to the chest.
source: https://www.reddit.com/r/SatisfactoryGame/comments/c78bo0/satisfactory_saturday_spam_6_choo_choo_train_tips/

well now unloading has this behavior too ๐Ÿ˜‚
Don't get why the unloading has it, since the container just smacks the items on top. So why shouldn't existing stuff be able to exit ๐Ÿค”

harsh fractal
#

Did people not put buffers in front of train platforms?

pale jetty
#

apparently some didn't

dry mason
#

2 pure oil nodes is 480 oil per minute thatโ€™s 8 refineries and 24 fuel generators?

fallow lily
#

Yes to the refineries.

cedar mica
#

Fuel gens, depends on recipe

covert palm
#

I did not

fallow lily
#

Fuel recipe.

cedar mica
#

Fuel or Residual fuel?

fallow lily
#

Fuel.

dry mason
#

8 refiners make 320 and a fuel gen needs 15 a minute so 26.66666 so on

fallow lily
#

Itโ€™s the only recipe with that ratio of crude oil to refineries.

cedar mica
#

8x40 = 320/15 = 21.33

dry mason
#

21.33333 then so 21 fuel gens from 2 pure nodes 21 x 150 = 3150 power

fallow lily
#

Sounds right.

dry mason
#

The issue is now the space for 21 fuel gens is taking a ton of space up...

cedar mica
#

Power will always eat space

shy mason
#

go nuclear to help condense it, still going to be massive space wise, since they've added water extractors and refineries to the process

formal silo
#

Who else is taking up the space in your worlds though, you got a lot of room to wiggle.

cedar mica
#

Its the same reason people want a mass build function. They dont want to do the work, it seems

fallow lily
#

Or they consider designing the layout to be the real fun, but replicating a design to be nothing more than busywork.

#

I reserve a special dislike for building walls and foundations, though.

#

It takes up far too much too much time for a zero thought/effort task.

green hearth
#

I would say something but I will pled the fifth here.

shy mason
#

I'm guessing we all play solo games here, multiplayer maps would be too much with our attention to details

fallow lily
#

Thereโ€™s a mix.

dry mason
#

If you built say 100 tech 2 storage units (48 slotters) in a corner of the map and used a train to ship nuclear waste how long would that take to fill up from 2 reactors?

wind spade
#

assuming your 2 reactors run at full speed, 1 ISC is filled in 40 hours., so 4000 hours in your case

#

they probably won't run at full speed tho, so I'd say at least 5k hours

dry mason
#

Fair enough, so donโ€™t need as many as 100 for two then... probably only need about 25 or so.

scenic magnet
#

@dry mason there is large buildable areas in the southwest ocean. More then enough room for hiding waste

dry mason
#

sweet, will check it out cheers both.

umbral scarab
#

I've seen a lot of people talking about loops with the HOR & Diluted fuel alts combined, would anyone mind giving me a heads up into how this works? Trying to optimise & it's just confusing me

native sundial
#

What do programmable splitters do? Would they help split things to a specific item/minute orr?

wind spade
#

no

shy mason
#

they allow multiple items to be filtered out per output

wind spade
#

you can just specify multiple items per output

shy mason
#

smart splitters only allow 1 specified each

native sundial
#

Ah, Im trying to figure out how I can split items efficiently, and i thought that was the way to go

#

In that case would the best way to get 45 ppm to 30 ppm would be a 2 way splitter, one side going to another 2 way splitter one way going elsewhere and the otherside going into a merger on the same track?

wind spade
#

manifold

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

it balances itself eventually

fierce ruin
#

Lord leo that way would get you a track of 33.75ppm i think, not a 30 ppm. Use greeny's diagram

glacial hemlock
#

Split into 3 and merge the two.

native sundial
#

Ohhhh

#

So the line on the side would fill up and the rest goes to the other lines?

wind spade
#

yeah

#

you don't need to balance stuff

#

since the manifold setup is faster to set up and easy to expand

#

though it takes a while for it to work at 100%

#

but when it does, it works with the same efficiency as balancers

native sundial
#

Imma have to tear down my whole 38 hour factory

paper yacht
#

ok math lords brain still fried from yesterday , simply need to underclock 2.5/min what is equation for this

wind spade
#

just type in 2.5 items/min

#

and then increase underclock by 1%

glass fiber
#

the only downside to manifold it doesn't look as pleasing as a regular balance system

#

since some are going to be full while others be empty

native sundial
#

Im still trying to figure things out, I used manifold with the other, worse, 2d factory game but wasnt sure if it'd work, but I suppose it does

harsh fractal
#

Venisha manifolds Look pleasing once you get used to them

#

On foundations everything lines up neatly

native sundial
#

Im mainly worried about if I make enough Iron Bars or if they'll get drained going into all the systems

still smelt
#

Hey, quick question before I go further into the nitty gritty of power generation, how much liquid Turbo Fuel per minute does a fuel generator use when operating at normal clock speed?

fallow lily
#

4.5

hazy fossil
#

Decided to do the math to see how much it would take for maximum nuclear power, takes more sulfur than what is available on the map currently

harsh fractal
#

I guess we gotta wait for an alternate sulfuric acid recipe

hazy fossil
#

The wiki said enriched cells took 40 pellets but it might take 45

#

I did the math as if it took 40

#

Plus it would take over 1000 water extractors for the power plants alone

vagrant knot
#

Made a small spreadsheet for calculating 2 different things

True output of a system based on Node Purity for Miners, level of miner, Power Shards, and Max Belt Speeds, as well as Miner % speed needed for maximum throughput, also notifies you if wasting Power Shards

as well as a sheet for performing the calculations that @glacial hemlock posted and calculating the number of refineries needed for each step

https://docs.google.com/spreadsheets/d/163sWWoxnSNXPmYBcoNbFcjIXIW05HyuSKZ8Chr1524A/edit?usp=sharing

#

if you wanna play with it or check my numbers you can

umbral scarab
#

@glacial hemlock thanks for the image, that's really useful. Just to clarify, 2.666 is to show 3 refineries, right? 'cause I'm a little lost with the order when it gets to the end, with the rubber & plastic

wild cypress
#

what's the current max tier for conveyor belt?

honest willow
#

tier 5 780ppm

stone orbit
#

do we have a best recipe chain calculator yet?

#

for choosing which alt recipes to use

formal silo
#

that's preference based though

#

no?

stone orbit
#

wdym preference based?

#

there are some objectively good/bad recipes no?

formal silo
#

You're trying to find the recipes to get in the M.A.M upgrades and want to know which are best for min/max and some varying degree to personal preference based on which would be the case. I would think this is how it is vs a definite answer to this is best for min/max

#

I could be wrong but this is how I see this answer.

stone orbit
#

I mean to some degree sure there are some preferences

#

but more of like optimizing resource usage

#

getting the most product out of the least resources

vagrant knot
#

A number on the sheet like 2.666 refineries means 2 refineries at 100 percent and 1 refinery at 66 percent

#

And yeah I need to visually clarify which outputs/inputs go where

unborn ermine
#

Calculators have like 1-2 main flaws atm for each.
UI can be cluttered or too large for certain tasks (or no UI at all ๐Ÿ˜› )
Numbers can be hard to flesh out nicely
Alternate recipes are set in stone if you have them, aka usually you cant mix basic and alt recipes
and with the new refinery additional outputs, most calculators ive used cant properly show/deal with extra components. like silica from aluminum.

#

Currently its a "pick your own poison" market for calculators.
Find one that has flaws you dont mind and work around them.

vagrant knot
#

Well, the one I made is just a single google sheet for an exact formula

#

not robust in any changes whatsoever, but seems to output a good amount of plastic/rubber from Oil if its working right

#

Made a correction in how water was calculated for it, and adding notation for inputs/outputs

stark lichen
#

What is up with those numbers? Did they get a Freemason to program the fricken oil production tree?

vagrant knot
#

It's just based on ratios

storm bridge
#

Pure oil wells push 600/m but pipes only allow 300. I assume putting a line out of the well and into a splitter will split that 600 even though it has to go through the pipe to begin with?

cedar mica
#

Its the same with MK3 miner on Pure node, which can do 1200, but belts are just 780. It will come

storm bridge
#

So, at this time, a pure oil miner can't be overclocked above the 300 a pipe can handle?

#

oil well*

cedar mica
#

Till mk2 pipes work, no

storm bridge
#

kk, thank you!

glacial hemlock
#

@umbral scarab 2.666 is the item count/min. It is based on 1 crude oil/min. You may multiply all these figure by 300 for full pipe crude oil input. For number of refineries you have to calculate separately

dry mason
#

Do nuclear reactors only need 4 rods a minute?

rancid lark
#

a fuel rod will burn for 5 mins in a reactor at 100% usage

sharp crow
#

and good luck overclocking the reactor if you're playing ex

glacial hemlock
#

@dry mason it is 0.2/min

timber iris
#

is save flipping for alt reciples no longer a thing?

#

I've gotten the same 3, 5 times in a row after loading a save before opening the MAM

vestal turret
#

no more alt cheating ๐Ÿ˜‰ outcomes are determined different now

timber iris
#

w> I don't entirely consider that cheating.. but I'm not surppised it got changed XD

vestal turret
#

we can call it alt fishing ๐Ÿ˜›

timber iris
#

XD

#

hmm. well then.. compact coal.. or stitched plates.. both would be hella useful.. it's my first drive.. and I'm in the middle of setting up a big power Hub before tearing down my temp set ups for more permiant ones

#

mm stitched.. coal I can deal with later.. no close by sulfer anyway..

wind spade
#

@timber iris you can only save before putting hdd into the mam now

timber iris
#

@wind spade I always did that in the past but forgot to this time lol. will know for next one. thanks

glacial hemlock
#

Just get em all. 70+ drives to unlock all. There is 89 drives on the map

barren elm
#

Wish they'd at least given more than 3 options if they're going to fix the save scumming technique

sand garnet
#

lol no 3 options is intended

#

being able to do things faster doesnt necessarily make for a better gameplay experience

#

if you want to cheese it, just use mods/ save editors

barren elm
#

I'm aware it's intended

#

And I'm aware you can edit it

#

I'm saying 3 options doesn't feel sufficient

unborn ermine
#

3 is actually plenty, especially if you gather drives as you expand, though steel-oil tech will still be the hogs

ornate quartz
#

Hi all! I notice there are several attempts at "ultimate spreadsheets" around ๐Ÿ˜ƒ . I was wondering, does anyone maintain an "official" CSV/spreadsheet of the raw data (recipes, rates, etc) that is fed into the game? Or similar?

#

Or is each spreadsheet author manually going through the wiki / game menus to get these data?

wind spade
#

I assume at least some of them are "stealing" my data file

#

which is parsed directly from community data file

ornate quartz
#

ooOOoooh @wind spade, I'm interested

wind spade
#

in what? ๐Ÿ™‚

ornate quartz
#

Well, either in stealing your data ๐Ÿฅณ , or learning more about your approach

wind spade
#

it's all opensource

ornate quartz
#

Nice! Thanks I'll take a look!

vagrant knot
#

I manually set all of my data, and it was only for a few specific sets of calculations

#

Wish I had the expertise to work on something like what greeny does

astral hornet
#

I set up a loop that turns 22.5 crude oil per minute into 60 fuel per minute using the alternate heavy oil residue and diluted packaged fuel recipes. The side product is 15 polymer resin per minute... I'm wondering what I should do with this...

rose egret
shy mason
#

make it into plastic then empty packaging material?

rose egret
paper mauve
#

Oh I forgot about the fabric alt! I'm doing the same as Brammm except 300 crude into 800 fuel so I'm getting almost 200 resin a minute. I've just been sinking my resin but now I'll be setting up 13.33 refineries for fabric ;) thanks!

astral hornet
#

yeah, I'm thinking of just making it into something simple and then maybe even just dumping it in an item shop. I'm planning on making plastic/rubber in another way with a separate production line and use this factory for purely fuel production.

hazy fossil
#

How many decimal places are allowed when underclocking a machine?

sudden ferry
#

0 floating points for %. Only for percent equivalence

hazy fossil
#

Decided to do the math for how much aluminum can be made if all nodes were tapped with mk3s at 250%, decimals are not fun

sudden ferry
#

You can instead write that in to the machine and it should apply ceiling values to correct itself

hazy fossil
#

So, machines can handle unlimited numbers of decimals?

tight crag
#

I am much more interested in what system in satisfactorio needs to be that accurate to work properly?

sudden ferry
#

Sadly you cant put pemdas formulas in machines so round that up . The machine should auto correct

hazy fossil
#

Turns out it would take 55.4 nuclear power plants to refine all iron copper and caterium on the map using their pure alternate recipes

crude girder
#

If you underclock them, you can reduce power consumption greatly

barren elm
#
BahrothToday at 13:37
3 is actually plenty, especially if you gather drives as you expand, though steel-oil tech will still be the hogs

So basically, 3 is plenty so long as you grind your way past the point where 3 choices is a problem

#

So really it's still a problem

harsh fractal
#

I mean 3 is not fun if you are running all over the map collecting drives in order to unlock a specific alt, but 3 is enough if you are not looking to unlock a specific recipe

#

Petition to put alternate recipes into the awesome shop and make them cost hard drives

barren elm
#

I do think that the whole thing is a bad system that doesn't fit with the entire rest of the game

hazy fossil
#

Using all the iron ore on the map with a mk3 miner at 250% and using the pure iron ingot recipe u can get 156000 iron ingots per minute, or 2600 INGOTS EVERY SECOND

harsh fractal
#

I think the usefulness of alt recipes makes them worth the difficulty to acquire

#

Iโ€™ve gotten my share of 3 terrible options as well

paper mauve
#

I just spent a day and got all the hard drives so I didn't have to worry about which one to pick

#

It did take about 16 hours nonstop though. Hell of a day that was.

unborn ermine
#

I hope you remembered to get that free loot ๐Ÿ˜„

#

200+ Heatsinks is a nice addition to your stores

harsh fractal
#

Did you get the quantum ones?

slate ocean
#

Sooo, how does the new fuel goes in comparison to the old ones, as, can you still make 30 generators out of 10 refineries? ๐Ÿ˜„

#

I mean, I can count it, but how many fuel m^3 does a full capacity generator use?

harsh fractal
#

Coal uses 45 water/min and 15 coal/min at 100% clock and full power

#

That means 3 water extractors to 8 coal gens across 2 pipes

slate ocean
#

Gat it ๐Ÿ˜„

harsh fractal
#

Oh fuel gens whoops lol

summer field
#

10 pies worth of fuel.

slate ocean
#

Oh eh, alright, so how many pies/min do I need to bake? :x

summer field
#

I'll have to ask Sir Comference.

timber iris
#

Not sound noob af.. but.. to coninue to my exparamental save.. I just load it on the updated EA install now or should I continue with the EX install?

summer field
#

Both are the same now.

timber iris
#

well besides their thumbnails XD.

summer field
#

And branch name.

timber iris
#

thanks :3

paper mauve
#

@unborn ermine of course I grabbed it ;)

#

@harsh fractal no I didn't get the 4 quantum superwhatchamacallits silly

harsh fractal
#

:p

hazy fossil
#

i did the calculations and u can get a maximum 92,081,088 points per minute by sinking turbo motors tapping all nodes on the map with mk 3 miner at 250% assuming u can pull all resources out of the miners

#

u cant produce any more because you dont have enough aluminum to make enough heat sinks for the radio control units

harsh fractal
#

Thatโ€™s .... a lot of points

hazy fossil
#

and thats just for turbo motors

#

imagine all the other stuff u can make with the leftover untapped stuff

#
dark lotus
#

how many generators one refinery can run??

harsh fractal
#

Depends on the fuel recipe you use

#

Generators take 15 fuel/min or 4.5 turbo fuel/min

slate ocean
#

refinery makes 40:min, generator takes 15

#

both recipe make 40/min

#

input is just very different

vagrant knot
#

Doing manual calculations aint so hard if you know how in Google Sheets/Microsoft Excel

harsh fractal
#

Or a calculator lol

shy mason
#

for early alternate recipes, i would at least wait until the building to use it is unlocked before it pops up, so the iron and copper recipes for refineries or foundries if you're still in tech 1

glacial hemlock
#

You could unlock bolted recipes or solid steel ingot early on for a solid boost

#

Not the best for end game, but they require fewer dependencies to work.

stuck wharf
#

Whats a good way to setup water system for coal generators?

#

should i have the generators near same level?

dim thicket
#

For early game, you can save precious energy by belting coal over to water

#

Later, it really doesn't matter

stuck wharf
#

well i have my coal gens setup above the water but it seems to always run out no matter how many extractors i have and pumps lifting the water

#

I have tanks that have water stored in them when the coal runs out so...

oblique hollow
#

How many generators are hooked up to 1 pipe

dim thicket
#

How far above? A pump only pushes 20m, which isn't a lot

#

Oh, and putting multiple pumps at the same height is useless, the pressure doesn't stack

stuck wharf
#

ah. im not sure how high it goes but probs more than 20m lol

dim thicket
#

Have a picture of your setup?

oblique hollow
#

Slap a Pump on the vertical pipes (and dont forget to power it)

#

And be sure its in the right direction

dim thicket
#

Or lower your coal gens

oblique hollow
#

Either works

stuck wharf
#

its all the right direction, and powered. it lifts it and it goes fine but then suddenly drops in water and everything shuts down

oblique hollow
#

Is it placed high up or low down

#

Thats important too

stuck wharf
#

the generators are kinda high

oblique hollow
#

The pump

stuck wharf
#

i might re do it and bring them closer to the water

dim thicket
#

Is it possible you're tripping your power?

stuck wharf
#

oh, uhh they are kinda place along the pipes

#

the power capacity suddenly drops on its own but it still works and then suddenly trips after another few minutes

oblique hollow
stuck wharf
#

oh i thought i was in that channel lol

#

didnt realise

oblique hollow
#

Lmao

glacial hemlock
#

If you don't want trouble, just submerge all your coal gens in the sea

#

There is no merit to build your power plants high above water level

heady magnet
#

My coal plant is right under the sea level, when i walk in my feets are underwater so no pump needed but if you want, water pump provide 10m height

sand garnet
#

all these skyfactories are going to have a fun time with this update

cedar mica
#

So the way to get the most fuel, is to use the diluted fuel?

glacial hemlock
#

''If not enough, just add more water."

cedar mica
#

1687.5 Cruid Oil - 2250 Heavy Oil Residue - 4500 Diluted Packaged Fuel - 3750 Turbo Fuel. 125GW in 833.3 Fuel gens. That correct?

#

406.25 refinerys and 4500 canisters, needed for that setup...

crude girder
#

I don't think my rig can even handle a hundred fuel gens

cedar mica
#

7506 foundations needed for the fuel gens alone ๐Ÿ˜›

stuck stratus
#

i'm seeing 481.25 needed, CrazyOdd; you might've left off the 75 for packaging the water?

glacial hemlock
#

Seems ok, but the logistics is the issue here. It depends if you try to build modular or bus.

#

And for some crafting steps such as packing and unpacking bus can be eliminated because they are one to one

cedar mica
#

Refinerys: 200 for turbo, 75 for diluted fuel, 56.25 for heavy oil, 75 for packed water. Thats 406.25 by my math

stuck stratus
#

75 for unpack fuel?

glacial hemlock
#

How do you unpack turbofuel

cedar mica
#

Oh yeah, you need to unpack ....

#

The main logistic, is getting the looping canisters. As they need to go from water, to packaged diluted, to unpackage fuel, then back

#

The silly thing is that you can double the amount of fuel, but the sulfur on the map cant support much more turbo fuel

stuck stratus
#

there's 6840/m available, if my numbers are accurate, which is still >2x your requirements. granted mk3 miners needed on every node, but if you're going for 125GW, you probably have those readily available.

cedar mica
#

3 pure - 7 normal - 1 impure. Yep, that seems to be correct

#

Keep the impure for black powder, that leaves 6540 sulfur or 436 refinerys of turbo fuel

#

1816.67 fuel gens, for 272,5GW

stuck stratus
#

alternately, divert 3105 of that to sulfuric acid and encased cells for fuel units and get 1181.25 GW from 472.5 nukes! nevermind the other resources needed...

cedar mica
#

Is there enough uranium for that?

stuck stratus
#

just exactly enough, actually; 1800/m for 94.5 nuclear fuel cells

#

i'm not sure where the ratio changed, since i know it used to be 84/m max, but playing around in daniel's calc revealed that using both alts does indeed allow for getting more cells than in u2

cedar mica
#

1800 pellets - 450 cell - 27 fuel rods. Or it that math complete off?

glacial hemlock
#

If you going to build large, just go for nuclear. Turbofuel is just a temporary solution

mental fossil
#

way off crazyodd currently working on a max nuclear plant

cedar mica
#

It was correct for the amount of sulfur, but if I skip turbo, I can go with the Infused Uranium Cell, for 94.5 Nuclear Fuel Units

mental fossil
#

157.5 manufactures making nuclear fuel cells

cedar mica
#

So we have gone from 420 Nuclear Reactors max, to 472.5...

mental fossil
#

working it out at 472.5 yep

cedar mica
#

That project is not smaller, but it solved power forever

#

But might need to setup a fuel gen plant, to kick start that nuclear plant

mental fossil
#

already have cells pellets and fuel rods done just building power stations now

cedar mica
#

Are they still 5x6? Havent unlocked it yet

mental fossil
#

yep

cedar mica
#

472.5, each needing 300m3/m water... Time to cover the oceans

stuck stratus
#

personally i'm planning on just dedicating a 250% extractor to each nuke gen; easier logistics are worth the 4x power cost per extractor

cedar mica
#

Do the sink accept the fuel rods?

stuck stratus
#

yes, pretty good point value too, tho a bit lower than rcu iirc

cedar mica
#

50MW for 2.5 extractors or 89MW for 250% OC extractor. Not really 4x power

#

Good, then I can setup a 0.1% overflow to the sink, that scales with power usage. No need to have rods backed up and adding excess radiotion

stuck stratus
#

oh i was thinking 4x cost vs the base consumption, didn't even think of the actual cost of the full 300/m, woop

glacial hemlock
#

@stuck stratus do you have enough slugs to overclock 472.5 extractors

stuck stratus
#

not at the moment, i'll get there ๐Ÿ˜› i'm not planning on building it all at once anyway

cedar mica
#

1489 power shards on the map, 1418 needed...

#

Time to get a doggo farm going

shy mason
#

ufff, I've restarted too many times to get to nuclear, didn't know each took a full pipe of water

#

yeah going to stick to waterfalls for most of the build places then

glacial hemlock
#

you might need a large area of the sea.

thin lava
#

How high up would one need to place a radar tower to scan the whole map?

weary ravine
#

3 km

#

I think

#

IIRC

shy mason
#

max height (foundations stacked on top each other until sky box kills you), would do that with one in center of map.

weary ravine
#

Basically at the highest possible point

thin lava
#

This assuming I'm in the middle of the map?

weary ravine
#

Yes

shy mason
#

the new wall mounted power poles should make it simpler to power that high if you make your tower from walls with jumping point foundations every 2-3

thin lava
#

I've found that if using a single biogenerator, it takes about a single refill after it runs out of biofuel to fully scan

weary axle
#

Hello, guys. I want to ask something. Which website already have the updated production calculator for Update 3?

oblique hollow
#

Basically..... None....?

#

Recipes got changed recently too

shy mason
stuck stratus
sand garnet
#

that one properly deals with byproducts?

stuck stratus
#

yep, also accounts for looping of resources like sulfuric acid, water from aluminium, or recycled rubber/plastic

#

(using this is how i found you can get 3 rubber or plastic per crude, if you add a boatload of water)

oblique hollow
#

If you even have the alt recipe yet. Getting the drives is annoying on tier 4

stuck stratus
#

blade runners and a stack of concrete gets most of them in my experience. (though i'm a fan of just running around collecting as many as i can, i love re-discovering the map every update)

oblique hollow
#

Done that, but the Spitters and Bugs are pests

weary axle
stuck stratus
#

it does have the recipes, but trying to utilize recycled rubber and plastic together still breaks it, which kinda sucks since it makes it hard to visualize the 3x multiplier goodness

shy mason
#

yeah I don't see that multiplier staying after a few updates

stuck stratus
#

i'm frankly surprised it survived the move to early access, though i guess it's niche enough with the huge infrastructure required, that devs don't care to address it just yet

shy mason
#

they might be waiting for next level of pipes (above 300m3/min threshold) before applying the fix

vagrant knot
#

You guys feel like the 1 Crude Oil --> 3 Rubber is bug/exploit/miscalculation on the devs part?

#

If my math is right, right now it takes about 83 Refineries to process 300 Crude Oil into 900 Rubber

stark lichen
#

How much power is that?

glacial hemlock
#

is not bug or exploit, I think that is how the game give incentives to complex production setup

#

@stark lichen just about power of a nuclear plant.

stuck stratus
#

that sounded off but i came up with 2600 MW assuming all refineries/extractors at 100%, so huh. good to know

glacial hemlock
#

nuclear is 2500, so just a bit different.

#

you know, the unit of length in some countries is football field.

stuck stratus
#

i was lazily rounding all refineries up, e.g. 13.33 up to 14, so actual usage is probably closer to that 2500 MW, but again, too lazy to actually account for underclock.

glacial hemlock
#

you no need underclock. Just the last factory or some factories will flicker on/off, eventually their averaged consumption will be close to 2500

stuck stratus
#

i'd rather just underclock that last refinery to 34% rather than have it flicker, similar usage but more stable is more my style ๐Ÿ˜›

glacial hemlock
#

ok.

empty hemlock
#

34% is like 1/10th the power usage, thats a bit different than similar :p

stuck stratus
#

jesus is it that much? even taking into account a 100% factory only running 33% of the time, that could be signficant if one cared about power at that stage of the game

empty hemlock
#

it's actually 16,9% of the power, so uses roughly half the power a building at 100% running 34% of the time would use

vagrant knot
#

How do people calculate for under/overclock power usage?

#

I could not for the life of me figure out the coefficient

wind spade
#

[power usage] * ([overclock / 100] ^ 1.6)

vagrant knot
#

To the 1.6th power?

wind spade
#

yea

vagrant knot
#

Ah, that would be hard to figure out, Cool, thanks ๐Ÿ™‚

wind spade
#

or just open "clock speed" page on wiki ๐Ÿ˜›

pine tangle
#

Bwah, so many delicious low-tech Alternates, but getting them out of 69 possible Recipes... potatoglados

glacial hemlock
#

Just get them all.

upbeat goblet
#

how long does 1 nuclear plant take to fill up 1 xl container

fallow lily
#

Something like 100 hours.

wind spade
#

80 hours on max speed, but you won't be using max power anyway, so 100 hours is a decent estimate, if you're using most of the power it produces

vagrant knot
#

@wind spade think I did but I must have misread it as
Power Draw x Clockspeed/100 x 1.6

#

I just assumed it was info from an older version of the game

warm elk
#

Whats the most efficient oil setup for plastic rubber and fuel? I know base recipes is like 1 pure node -> 80plastic and 80 rubber and 80 fuel per m. But do some alts make better more efficient builds?

vivid stone
#

Recycled plastic and rubber can really boost the output of those.

#

But uses fuel I believe

vagrant knot
#

Best I've theorized is
300mยณ/Minute Crude Oil -> 900 Parts/Minute of Rubber and
300mยณ/Minute Crude Oil -> 866.67 Parts/Minute of Plastic

warm elk
#

Using alt recipes?

vagrant knot
#

Yeah

warm elk
#

But with zero fuel output on those right?

vagrant knot
#

It uses fuel in its production chain but it also spends it

#

The end output is only rubber or only plastic, I've not built it yet to test it

warm elk
#

Haha 84 refiberies. Oof

vagrant knot
#

If you wanted to do that but with less input/output you could as well

#

Only 30 to use 100mยณ/min of crude oil

warm elk
#

Thanks!

pine tangle
#

Ah, Diluted Fuel "cheese". That explains ridiculous numbers :)

unborn ermine
#

So, I finally found the trick for miners (if you like to build buildings for them).

Build the miner where you want it to face, then line up a foundation as close as you can to the center of the output (while being on it)

#

Miner Mk3 only though for the tight squeeze.

#

(Mk2 has a nasty hitbox for the player still) Walls can still be built though.

fierce ruin
#

You can place them on top of foundations on the ore and then use some ramps around for a nice effect

unborn ermine
#

I do that pretty much all the time. ๐Ÿ˜„
I just realized how easy it is to get them into a building now, usually they end up being TERRIBLY offset.

paper mauve
#

@vagrant knot do you have a link to that spreadsheet?

fierce ruin
unborn ermine
vagrant knot
unborn ermine
#

The building is part of a WIP build to make a huge chunk of tech.

robust vessel
#

I wonder why there isn't a diluted fuel recipe that doesn't involve packaging

#

seems weird they'd include a wildly efficient recipe that can only be made with unneccessary packaging steps

digital eagle
#

How many cargo carts must a train have to be a worthy for fluid transport?

hazy fossil
#

Is there a good ratio using the recycled recipes for plastic like there is for rubber?

robust vessel
#

So there are 3 chains to get fuel, unless I'm missing something. Oil > Fuel gives .66 fuel per oil. Oil to Heavy Oil to Fuel gives .88 fuel per oil. Oil to Heavy Oil to diluted packaged fuel gives 2.66 fuel per oil.

#

So by pouring heavy oil into your water bottles and then dumping that mixture back into the pipe you more than triple the amount of fuel you get... O.o

#

But it means adding water extractors and two extra sets of refineries for water packaging and fuel unpackaging.... seems like it wouldn't be worth it unless you're oil-starved (in which case you might as well go for nuclear power)

hazy fossil
#

It is to get that sweet 1 crude oil to 3 rubber ratio

vagrant knot
#

The calculator I posted has a formula for Plastic that is nearly as efficient as rubber

vagrant knot
#

Essentially
1 Crude Oil -> 3 Rubber
and
1 Crude Oil -> 2.963 Plastic

300mยณ Oil -> 900 Rubber /min
300mยณ Oil -> 866.67 Plastic /min

unborn ermine
#

Then if you use the insanity that is alt recipes, you can gather up to 800 rubber/plastic per 300mยณ line of oil.

keen brook
#

man... i wish i didnt waste 34 hrs on a single save then realize i didnt build big enough

wind spade
#

you kinda want to start building small and expand later

#

you shouldn't build big from start

glacial hemlock
#

@robust vessel it worth to do the extra steps. The extra fuel gained can produce lot more power than the extra power consumed.

#

but I use that for plastic production, not stopping at fuel.

robust vessel
#

@glacial hemlock I actually just ran the numbers for a fuel plant I'm working on. The diluted packaged fuel recipe chain ends up using about +30% power and +50% more refineries. Uses about 75% less crude oil, tho

#

if you're optimizing based on raw materials consumed, the diluted fuel recipe is good, but if you're optimizing for space (which I am), or power overhead, the simpler chain is better

#

So, yes, technically, you get more power per oil, but you use more power per fuel plant

glacial hemlock
#

How about net power produced per normal oil node?

robust vessel
#

Like I said, you definitely get more power per oil

#

it reduces the input oil by about 75% (~960 to ~240 on my build)

#

but upkeep power on the system is ~+30%. and ~+50% more refineries (half again as many)

glacial hemlock
#

Yes thats the point.

robust vessel
#

unless you want to optimize for space or power overhead ๐Ÿ™‚

glacial hemlock
#

๐Ÿ‘€ ๐Ÿ˜„

vagrant knot
#

There is near virtually infinite space

#

optimizing for everything else, now that is where it's at

robust vessel
#

I like compact all-in-one builds ๐Ÿ™‚

vagrant knot
#

Ah, I like builds that do all the work needed, I try to make them compact, but I also permit them to allow massive workloads

#

I got 96 smelters processing 1880 ore per minute into ingots, in one big area, then the ingots go somewhere else for further processing, etc...

glacial hemlock
#

My 880 plastic per oil node build is almost complete. Near the west coast. Thats a lot of refineries and pipes

robust vessel
#

my preference is aggregating all raw materials into a singular gigafactory

#

but it's not ideal performance-wise

cedar mica
#

Trucks seems to go into back ground render at around 400 meters, so a gigant factory might not be worse performance wise, anymore

sharp crow
#

ugh the wiki doesn't have the dimensions for any of the new buildings in update 3
the dimensions for refineries were removed because the page was remade, even though they didn't change
jeez

cedar mica
#

Refinerys are a little smaller then coal gens, but not by much

sharp crow
#

at least i know it's less than 40m

#

that's good

#

i think only nuclear, spelevator, and radar are taller than 40m

cedar mica
#

the frame work, is on the 7th wall and 14th wall

sharp crow
#

heyyy how tall is the big fluid buffer?

#

i wanna know how many of them i can fit

cedar mica
#

like 2x2x2 small once, I think

sharp crow
#

wh

#

what are those units

cedar mica
#

so around 16x16x8m

sharp crow
#

but it's a cube?

#

it's not squished

#

at least i know roughly how tall a refinery is
i know that if my floors are around 10 walls tall, a conveyor lift can still go between floors and it can barely fit coal gens

cedar mica
#

15x15x12m it seems

sharp crow
#

ayyy thanks

#

yeah so each floor is gonna be 39m tall (10 walls * 4m per wall - 1m for the roof) so i can fit coal gens, refineries, and up to 3 of those. and for smaller buildings i can make sub-floors or something

#

also what lookout towers are shorter than refineries lol

cedar mica
#

From old, so do I begin the next floor on the 7th wall, as that is the height the jump pads worked out to. Then just double for the floors that needed more

sharp crow
#

well in 0.3 we have hypertubes sooooo

obsidian seal
#

how is that i make 300m of fluid but my flow thru is only around 50m? already rebuilded everything and it keep like that... ๐Ÿ˜ฆ

cedar mica
#

Given enough space above to route pipes and belts, letting me put more machines in

#

@obsidian seal Ether your demand is not more then 50m3 or you need to add in some pumps

sharp crow
#

yeah if the pipe goes up too high you need more pumps, otherwise there's a low output because there's nowhere for the oil to go

#

so check if the production is backed up or something

#

if it's producing fuel for fuel generators, then you're probably not using 100% of your power so the fuel generators consume fluid slower than normal

obsidian seal
#

lol been like 0.1m to hight lol

#

i got it added one pomp

sharp crow
#

yay!

#

pipes are weird

cedar mica
#

72 refinerys in 22x22, is my current smallest built. Thanks to enough space above, for splitters and mergers

sharp crow
#

how tall are manufacturers in 0.3?

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the wiki says they're 8m but i know they changed height so idk if it's right

cedar mica
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Should still fit in 3 walls, havent messed so much with them

sharp crow
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i need to see if they're under 10m

robust vessel
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I don't think they changed the overall dimensions when they reworked it

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just heavily modified the model

sharp crow
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they did
some old bluerprints don't work anymore

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i think they just got a little taller but idk how tall
cuz if they were 8m and they got 2m taller than suddenly i can't fit them in a quarter of a floor

orchid panther
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Question how do i get my save off the cloud and DL'ed to my machine the pop up giving me the option seems random

cedar mica
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Yep, 3 walls

sharp crow
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damn
it's 12m tall

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;-;

warm wren
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@cedar mica The indicator light sticks up through the floor I think

scarlet marsh
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does anyone have good ratios/setup for aluminum production?

glacial hemlock
buoyant totem
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Is it possible to make a 'priority' splitter? EG., send all resources to one output unless that output can't accept anything?

shy mason
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train stations, have a train load up what can't be immediately sent through the output

vagrant knot
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Eyy @glacial hemlock!, Very nice

vagrant knot
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Was that based on my setup or no?

glacial hemlock
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Yes!

vagrant knot
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Awesome ๐Ÿ˜„

shrewd yacht
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Manufacturers need 4 walls high then you can fit a 2m foundation roof on top if you want

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anything less and the indicator pokes through

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the smaller machines work with 3 walls high

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I think the constructors might fit in a 2 wall tall building with the 1m foundation as roof, but it feels really tight

digital eagle
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I'm having some conceptual problems with aluminium. 3 aluminia solution refineries "fit" nicely with refinery producing scrap. All... except water. I don't know what to do with the water output from the scrap refinery to avoid a blockage. Any suggestions?

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I can pipe it back into aluminia solution, obviously, but I don't see how I can prioritise usage of this "backflow" water over "normal" water input.

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Which means eventually the system will clog up.

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Oh, and my water is coming in by train, so I can't easily control the flow.

vagrant knot
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The train part does make that difficult

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A buffer would probably solve it on some level

digital eagle
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A buffer sounds like a temporary solution; eventually it'll get filled up.

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Unless there's something about fluid dynamics I'm missing.

sand garnet
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you can use the water in coal gens

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or for the alt recipes that require water

digital eagle
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Which one's, specifically?

sand garnet
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I think they\re called pure recipes

digital eagle
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Oh, those.

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And then scrap the output?

sand garnet
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or use them to build more stuff

stark lichen
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You can build an upside down U to create priority checks in pipe systems.

digital eagle
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How does that work?

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I mean... where's the input / output in that?

stark lichen
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The taller the bend, the less priority the branch has.

digital eagle
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I'm... not seeing it, sorry.

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An upside down U - I assume there are 2 outputs and one input?

empty hemlock
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he means an arch, if you build a high arch the fluid has to reach that amount of pressure before it even flows through that section

digital eagle
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Ahh, I see... Does it work when pumps with some headlift are also involved?

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So... the longer U-leg is the lower priority, the shorter (which could very well be 0 in length) is higher, exit at the top, potentially with a pump to avoid backflow?

oblique hollow
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upside down u.... aka n?

digital eagle
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Right. ๐Ÿ˜›

oblique hollow
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with pumps (that are not powered) it should still work

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the moment you power it the pressure from the pump ruins it,

paper mauve
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@buoyant totem there is a mod that was just released called Advanced Logistics that adds an advanced splitter and advanced merger allowing you to create a priority splitter as well as allowing you to send different ratios of items out of each output.

digital eagle
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To be absolutely honest, I'm still a bit unsure how that's supposed to look like... I need to pump the original water up to the factory floor. Then there are the scrap and aluminia refineries... Aaaand I probably need to make an n shaped bend?

buoyant totem
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@paper mauve I didn't know there WERE mods for this :O

paper mauve
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They just became compatible for update 3 yesterday

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There's only 4 mods right now but more to come soon

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Check the #welcome channel for the link to the modding discord

shy mason
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Could use water in a pure copper ingot refinery, then use the copper for aluminum sheets

digital eagle
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The n has both original and "recycled" water coming into it, and the original water has to have a longer "leg" of the n shaped pipe. OK, this much I know... but I'm still unsure how that's going to work in the end.

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Well, I can always bottle and scrap it.

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If it comes to that.

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But it feels very wasteful.

shy mason
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So an actual sink would be useful if there was one for liquids?

digital eagle
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...I DO have some resin in this process that I can turn into plastic for this, so it's not completely unreasonable. But still feels rather silly.