#math-and-meta

1 messages · Page 441 of 1

glacial hemlock
#

I prefer the first.

median umbra
#

are there any current production planners that are simple to follow?

scarlet marsh
#

depends what you want to calculate

median umbra
#

just properly starting off myself so the basic stuff as of now. iron plates, rods and so on. working up to reinforced iron plates

scarlet marsh
#

try that one

pulsar trellis
#

Hello Admin, Modo and Devs of Satisfactory. Yesterday, When I played Satisfactory, I was disapointed about seeing we can't craft the factory cars in the Manufacturer. Why ?!

storm ingot
#

@fallen cloak I also do modular. Raw to finished in one building.

icy gull
#

god damn it.

scarlet marsh
#

@icy gull you are trying to host a calculator?\

icy gull
#

nah

#

just wanted to check for one moment... and nup

wind spade
#

@pulsar trellis because factory cart is an equipment and it is crafted in equipment workshop. You only need like 1 or 2 anyway, so there's no need to automate them

scarlet void
#

@icy gull That URL is hosted by the website for satisfactory mods (SML)

upbeat granite
#

I've placed an Fluid Buffer MK1 8 Platforms (32m) above the Fluid Extractor. It's a pure node, so max flowrate is 240m³/min
My question is: why does the buffer fill with 240m³/min allthough i haven't installed any pumps?

vagrant knot
#

Water?

molten falcon
#

witchcraft

#

"its a pure node" - definitely water

vagrant knot
#

Water only flows from an extractor running at 100% at 120m³/m

upbeat granite
#

Oil

vagrant knot
#

Oh ok

molten falcon
#

🧠

vagrant knot
#

But yeah at that height your fluid shouldn't be able to traverse that high without auxillary pumps

upbeat granite
#

Mysterious
I'll check how high it'll go

vast copper
#

Hi gang, what's up ? QQ: I'm planning for my mega base and I wanted to know if it's better to plan for 480 lines for the entire prod, or plan for 600 lines to future proof the whole build ?Any thoughts on that ?

spice holly
#

480 lines as in belt lines?

lunar pivot
#

I always plan for 780in with MK5 belts

#

Even if I am just starting with mk1 or 2 belts, I build my buss system for mk5.

fallow lily
#

For a true, tier 7 megabase? Yeah, plan for 780/minute line capacity.

wind spade
#

don't build bus and make expandable layouts 🙂

#

no need to plan for 780 from start

sage olive
#

Revising things is sort of part of the game isn't it

upbeat granite
#

It's so factorio to use a bus catwiggle

clear citrus
#

I don't think I ever used a bus in factorio

pine tangle
#

Even if you try to setup Science by isolated chains, it become just way too large space wise in latest versions, compared to Satisfactory.
Unlocking Tier 7 is trivial compared to Utility Science automation potatoglados

wind spade
#

not sure about that

#

you can build really small in Factorio

#

it's all about how fast you unlock stuff

ancient crater
#

Someone told me to ask my question here, I don't fully agree as it's not about min maxing, but I don't understand why the industrial fluid buffer with a flow rate of 300 wont fill up in 4 seconds?
as in my head 1200 / 300 per sec = 4 secs?

modern briar
#

i think its limited by the pipe flow rate, which is lower then that

cedar mica
#

I assume the refinerys has the 10m head lift?

ancient crater
#

Should have it afaik

cedar mica
sage olive
upbeat granite
#

Nice

glacial hemlock
#

Nice drawing

tawdry pebble
#

@ancient crater Not sure if you found the mistake you typed out but you were using the wrong time value - seconds instead of minutes Oil Extractor
"Normal extraction rate: 120m³ oil per minute"

edgy summit
#

uhm i do my math with full outflow of my pipe systems 300m3 per pipe Max

#

and i have around 9 full output oil pipes

#

so you can do that math easyer for pipe lyouts

#

and thare is a nother Recipe for beter lyout

#

make plastic and use that byproduct and you can make fuel petroleum coke and its the best way to make the most amount of rubber in large amounts and the lowest amount of waste.

keen brook
#

or use turbofuel

tender palm
#

resource transportation using belts / pipes is always cheaper in terms of power, but heavier on the resources thanks to the long distance for pipes / belts, right ?

spice holly
#

compared to what

tender palm
#

Like: I want to build a heavy modular frame setup for 60-ish per minute. For that I need 4.5 pure coal nodes worth of coal. Trains would be easier to handle, but the power cost would be greater.

#

Sorry, compared to using trains

#

Or other vehicles

spice holly
#

well, i mean yea, one is using power, the other isn't. Although I think you're kinda missing the point of train if you compare it like that.

tender palm
#

What would be the point that I am missing !?

spice holly
#

They're more scalable compared to belt. Easier and quicker to setup and expand. If I want to double that 4.5 pure coal nodes, or take some of it and bring it somewhere else, I just need to add a new station.

#

Yes, they take power, but it's pretty negligible at the grand scale of things, especially if you're doing something like 60 hmf/min, no?

tender palm
#

Well, one train can use up to 110mw, which is like 6coal / min in 1.5 coal generators. Consindering I would need more than just 1 train, I guess the coal costs would skyrocket pretty fast (Haven't set up any fuel/turbofuel production as I want to use trains to move all my oil to a single factory)

spice holly
#

they only take 110 mw when accelerating

tender palm
#

I mean, I asked because I don't know which route I should go as the nodes are limited

#

So I should make a mix I guess ? transport all liquids / items to a local train station and then use trains to get them to the base ?

spice holly
#

if it's items, then I would def prefer trains over belts for med-long distance. If it's liquid, then it's kind of a toss-up. Trains doesn't have great fluid capacity last time I checked, so I'm not sure.

tender palm
#

1/3 of an industrial fluid buffer (500m³) per car

oblique hollow
#

considering that pipes can output 300m³/min at max, even a normal fluid buffer would take 1 minute to empty

#

and a big one 5 minutes

#

your train routes shouldnt take that long. if certain resources have a higher priority, put them on a "express train"

tender palm
#

I was planning to bring all of the oil on the map to a single spot (preferably close to water) to build a single refinery setup to deal with all the oil

spice holly
#

that's a yikes from me

oblique hollow
#

that sounds.... more intesive than needed

#

since then that Mega Refinery is a chokepoint

spice holly
#

with how stations currently work, your stations will almost always be busy, and not output anywhere near optimal, unless you start using different stations every few oil nodes.

oblique hollow
#

local usage of resources > centralized processing

#

also the bigger the distance, the bigger the buffers before the stations need to be

#

since a 3 minute travel time will leave an oil extractor more time to output than a 1 minute travel

spice holly
#

you also have to keep in mind that freight platform doesn't input/output items/liquids when the train is loading/unloading, so if you have a super busy station, it just won't work.

#

I won't say it's impossible, but you're certainly making things harder for yourself doing it this way lol.

tender palm
#

2 of the oil "chunks" aren't close to water, so the efficient processing of that is not possible. I either have to cart water there or the oil somewhere else...

oblique hollow
#

then perhaps try the magic of packaging

#

its for LOOOOONG distance transport

tender palm
#

Then I'd need to run extra trains just to bring the canisters... Also, consindering the amount of canisters I need to keep the production up I would need to run a canister factory which drains oil from other products

oblique hollow
#

that is indeed the price you need to pay

#

but you wont need to produce new canisters constantly unless you burn them in tractors

#

so its only a temporary drain

#

also at that stage you wont be able to keep up with coal imo. start with fuel already

spice holly
#

yes, then you can bring those 2 oil chunks somewhere near water and process it there. It's much easier than bringing all oils from the map and process it in 1 spot.

tulip wind
#

I don't know about that lol. That's what I do and I find it easier to do it all in one spot versus going to separate places on the map and doing it instead.

oblique hollow
#

i find it a bit too choky

spice holly
#

I'm all for it if it's for main bus or whatever, but I don't see any benefit whatsoever with centralizing your power grid in 1 spot.

oblique hollow
#

centralized outages ooof

tulip wind
#

For me it's easier because that way all my processes that are my priority can be on that grid, and any others that are more out-of-the-way I can just create a power source near those processes to run them and have whatever fluids and other resources brought to my main factory.

oblique hollow
#

im not a fan of main factories anyway so

tender palm
#

Do you run multiple power grids throughout the whole map ? all of my map is running the same power ...

oblique hollow
#

well, more like "my one huge mega base"

spice holly
#

that feels inefficient

oblique hollow
#

i try to keep vital parts on a different grid

#

so they dont die

spice holly
#

Mine, it's still 1 power grid, I just have it in multiple spots in the map, connected by my train networks.

oblique hollow
#

like my pumps and refineries

#

if they die it takes way too much effort to restart them

tulip wind
#

I do run mulitple power grids yes. I have one for my quartz, one for my oil and water, and another for my caterium.

#

Then there's my main factory lol.

spice holly
#

That's just a waste of power lmao

oblique hollow
#

theres a reason the world isnt on one power grid either

#

well first its limitations, sure...

tender palm
#

You can't compare RL with a game

oblique hollow
#

you can take certain aspects of it

tulip wind
#

Not really a waste of power, because at first dealing with random shut-downs wasted a lot of time, so keeping some processes separate helps immensely.

sand garnet
#

Good luck finding your crashed powergrid when you hear the sound

spice holly
#

comparing this with RL world is pretty dumb. RL World, cables have wattage capacity.

oblique hollow
#

dont look too deep into what i said, jeez

sand garnet
#

1 big grid is easier

tulip wind
#

Not for me lol.

sand garnet
#

If it shutsdown you know you can fix it from anywhere

spice holly
#

I guess, the point is, 1 power grid is OK, 1 centralized power factory is no.

oblique hollow
#

there is no absolute best power grid system

sand garnet
#

A single grid has more benefits than separate grids

tulip wind
#

The one I have is really good in my opinion. I know which grid would be shut-down if anything happens, and I know it would have to be the nearest one if I'm making adjustments.

sand garnet
#

You dont know for sure. The sound indicating a crash doesnt specify what shut down

oblique hollow
#

what i am okay with though is a "centralized power surveillance center"

tulip wind
#

No, but to me it's obvious which one shut down lol.

spice holly
#

it's a waste of power though

sand garnet
#

You cant be certain

oblique hollow
#

like, if you have multiple grids close to each other, run a line into a central spot, but dont connect them. that way i can check all of them in a short time

tulip wind
#

Yes, I can be certain lol. It's not that hard to check a power pole lol.

spice holly
#

you aren't likely to be utlizing 100% of those localized power, so you have a lot of overheads everywhere which results in unused power

sand garnet
#

Thats the point. You need ro check all your grids

#

Instead of just 1.

oblique hollow
#

theres ways to work around problems. nothing is final

tulip wind
#

Not really. 99% of the time if a shut-down happens around me somewhere, it's usually in the area I'm making my adjustments lol.

oblique hollow
#

I dont like excluding certain options just because they "seem bad"

#

I look into them. and see if you can deal with their issues

sand garnet
#

This is the math and meta channel

oblique hollow
#

this is meta

tulip wind
#

Not really, this is more like discourse lol.

sand garnet
#

Objectively speaking, there are more benefits to a single grid than to a bunch of separate grids

spice holly
#

That's why I didn't say it's wrong, I just say it's not efficient.

scarlet marsh
#

build power plant to match your design basis - simple

spice holly
#

The reality is, you can play however way you want, however inefficient you want.

tulip wind
#

^This, both of them lol.

sand garnet
#

The only benefit of several grids is that if 1 collapses the rest keeps working

#

Thats the only benefit.

oblique hollow
#

worth in certain situations

#

certain

scarlet marsh
#

what situation is it worth?

sand garnet
#

Right but a single grid has more benefits so thst makes it objectively better

oblique hollow
#

vital factory parts that you dont want to die

tulip wind
#

Well, one process I have on separate power is the water extractors that run my nuclear plants. I needed those separate because I wasn't able to avoid that lol.

sand garnet
#

How are you not able to avoid that

scarlet marsh
#

just spend the time to build a power plant upfront

tulip wind
#

Shut-downs happened way too many times, and plus you can't get your extractors working if there's no power lol.

scarlet marsh
#

then you dont have to disconnet/reconnect as power keeps tripping

sand garnet
#

That says more about your ability to manage power than a single grid being a bad idea

spice holly
#

if your power shut-downs often, that means your current power is under your potential max consumable power.

scarlet marsh
#

if you are experiencing shutdown - you need to build larger power plant

#

thats the appropriate way to address the problem

spice holly
#

it doesn't matter if you have multiple grids or not.

tulip wind
#

Not really, it shows that running a separate process to help manage another process that involves your main power grid is more efficient than using all on one. If you've ever needed to use a biomass generator to get something running, then you're doing the same thing I'm doing with my extractors lol.

scarlet marsh
#

you dont need to use biomass gens if your power plant meets the factory design basis

tulip wind
#

That's not really what I was getting at lol.

scarlet marsh
#

the power consumed by your factory has a maximum value

spice holly
#

I like to plant ahead for my power needs, rather than experiencing shut-down first and then expand.

scarlet marsh
#

if you design your power plant below what your factory needs, then you should just build a smaller factory or underclock

spice holly
#

It's inefficient anyway.

oblique hollow
#

thats easy to say if you have a big plan

scarlet marsh
#

it easy to say and implement

#

why do you believe it is difficult to implement?

#

maybe the folks in the discord can help if you are struggling to understand your power req'ts

oblique hollow
#

i didnt say that

#

and this isnt about me

#

.... okay it kinda is

spice holly
#

I'm curious which part of power planning you find it hard.

oblique hollow
#

fact is ive talked myself into a hole aaand i dont know where to begin answering

#

so im dropping the topic

tulip wind
#

Well, I'm not one to find it hard, just hard to keep up with sometimes until you can get it working the way you wanted it to work lol. It's pretty easy now though, especially since they added fluids.

#

Anyways, would this channel be good to talk about a mod or so?

scarlet marsh
#

yeah if you understand how to setup power correctly such that it has the right amount of inputs - you never have any issues

pine tangle
#

@tulip wind There is a separate modding server. Check #welcome.

tulip wind
#

Right, I'm in that server, but I was just wondering about seeing what people would think about this mod. It helps by dealing with nuclear waste and repurposes it into a recycled uranium pellet to run back into the manufacturing of nuclear fuel rods. I just wanted to see if anyone is using this mod and if they're liking it or not. I'm not the dev who made it, but I've been helping that person with any fixes/bugs/feedback.

#

It also involves a lot of different fluids and the math is pretty bonkers too lol.

wind spade
#

I feel that it's op. Waste shouldn't have use, it's there to nerf nuclear, so that it comes with a cost

tulip wind
#

Nuclear does come with a cost, but the dev behind this is going based on the PUREX model.

glacial hemlock
#

or maybe some super complex process to reduce or recycle part of the waste

wind spade
#

Realism in games doesn't always make them good

tulip wind
#

It is pretty complex actually lol.

spice holly
#

Haven't tried that mod yet, but sounds pretty awesome from the description on the mod page.

wind spade
#

The point is that you shouldn't be able to get rid of the waste

glacial hemlock
#

In: 50 waste, 20 sulfuric acid, out: 45 waste, 15 sulfuric acid

#

something like that

pine tangle
#

Complex production chain to disactivate it (remove radioactivity) with latter storage would have been fine. As is Waste is just frustration for the sake of frustration.

tulip wind
#

You shouldn't, but the PUREX method of recycling nuclear waste is a real thing.

#

It's not complete realism though lol.

spice holly
#

just pilling nuclear waste in an array of storage containers seems like a dumber alternative imo.

wind spade
#

In: 50 waste, other products, out: 15 unprocessable waste, byproducts

spice holly
#

maybe the ratio is op, idk, but numbers can always be tweaked.

tulip wind
#

Well, this process doesn't really get rid of the waste in a particularly quick manner, but it does help a lot in managing it.

glacial hemlock
#

would like to see additional parts / fluids is released for the waste management

tulip wind
#

This person did create quite a few recipes for that actually, 11 to be exact.

#

Also included a diagram for all the processes involved with it too which you can construct the board that shows it if you want to.

oblique hollow
#

i guess theres a reason we didnt get lead

wind spade
#

Well you asked for a feedback and I gave you mine, there's no need to push me into accepting the mod 🙂

tulip wind
#

I'm not, it's player's preference after all lol.

scarlet marsh
#

the solution to polution is dilution

sand garnet
#

I agree with greeny

tulip wind
#

Well, most people who don't use mods the in the ways I would would be in tune with that, so it's expected. I wasn't expecting much for feedback though honestly, but it's all good. I still appreciate it though. Thank you all.

scarlet marsh
#

yeah the storage containers seem like kind of a weak game mechanic - i mean you can just build lots of them and it has no real affect on anything

#

not that i know a better way to address that at this time - but just an fyi

#

maybe they should make the radius of effect larger such that it can take over the map - and if you use nuclear power you can completely radiate the world and have to adapt to it

tulip wind
#

It does make the radius larger the more nuclear waste is stored in any container.

#

Whether you store them horizontal or vertical doesn't matter, as the radius expands in all directions.

scarlet marsh
#

maybe they should make a cooling pond like real life

#

you have to put it in water or it melts

#

if it melts you have meltdown

#

spreads all over

#

yeah but the radius of effect is minor enough that it doesnt affect anything appreciably

tulip wind
#

That's not really how nuclear waste works lol. Most of that happens in the reactor anyways.

scarlet marsh
#

yeah it is

#

it needs to be cooled

#

you cant just put in in a metal box

#

until its diluted down

tulip wind
#

Yes, but it's cooled during the process of nuclear fission, which happens in the reactor, where they would have the water.

scarlet marsh
#

yeah but this is outside the reactor

#

this is spent fuel

#

you dont just put spent fuel in a metal box

tulip wind
#

Yes, which water is no longer needed for nuclear waste lol.

scarlet marsh
#

yes it is until it is diluted down significantly

#

look up spent fuel cooling

sage olive
#

We just need boats to dump it at sea.

#

For every waste you deliver you get plastic back.

wind spade
#

You don't use plastic for waste tho

sage olive
#

It was an environmental joke, since we all know the sea is made of plastic .-.

tulip wind
#

So water is only used for treating low-level nuclear waste like tritium. However the majority of nuclear waste disposal is done by either recycling the radioactive elements or storing the waste until it decays enough to pose no threat.

#

Dilution is used, but very rarely from what I'm seeing.

#

Also, nuclear physics is really confusing lol.

spice holly
#

storing waste until it decays enough
uranium 238 has 4.47 billion years half life, which make it practically infinite though, no?

tulip wind
#

Yes, which makes it a good element to keep recycling and reusing. Which is why water is not used to dilute that.

#

Also, back to main channel for me on this. I do apologize for clogging the math channel.

trim oar
#

recycling nuclear waste would be nice. cause i already have 5k of it

#

maybe in the future we can refine it to something else in another building

#

walls and foundations which dont let the radiation trough

#

or a lead conveyor and container which dont let radiation trough would be nice

scarlet marsh
#

water is always needed to cool - and when you say dilution what do you mean when you say it is rarely used?

sage olive
#

I like the factorio solution. Would also require smart splitters

scarlet marsh
#

you think they just take the spent fuel and and bury it?

tulip wind
#

Dilution as in to treat the nuclear waste.

#

Water is only used in the actual process to help with fission.

scarlet marsh
#

what treatment?

#

no is not lol - look it up

trim oar
#

@sage olive but the factorio solution is a bit to easy for Satisfactory

tulip wind
#

I did, and it's used to treat low-level radioactive waste like tritium.

scarlet marsh
#

yeah like spent fuel

#

it its not a treatment

#

its cooling water

wind spade
#

Radiation covers the whole map tho. Making it blocked by foundations isn't really possible

trim oar
#

@wind spade i wanted to say a special foundation and wally with lead to block radiation. maybe also a new ressource : lead

wind spade
#

It's not possible from game's perspective

trim oar
#

why?

wind spade
#

Radiation doesn't work like you think it does

#

It's not radius around item

scarlet marsh
#

they could add shielding foundations

trim oar
#

but in the game its like that

wind spade
#

Every item irradiates the whole map

#

What changes is radiation intensity

scarlet marsh
#

you dont use water based on recommendation, you use it based on how much heat is coming off the fuel

trim oar
#

then make lead belts and containers to cover the radiation

scarlet marsh
#

ok

#

so its like real life then

#

was not sure how they implemented it

#

makes sense

trim oar
#

at the moment the radiation is around the item

wind spade
#

You don't calculate if you're in a radius, you sum all the intensities from items on the map

tender palm
#

greeny do you know if it is possible to create a small mod that lets you build longer conveyors and just builds a conveyor pole at the max distance of a single one ? like you build a conveyor of the length of 48 units and the mod will place a conveyor pole at 24 units and 48 units ?

scarlet marsh
#

it probably just has to be a certain level to damage you

#

yeah

wind spade
#

And if it's higher than 0.2, you're in a radioactive zone

trim oar
#

but in real life they transport the waste too and the way is not full of readiation cause they cover the radiation in a conainer in a truck

wind spade
#

Sure, but this is not real life

scarlet marsh
#

uh yes in real life it is radioactive

tender palm
#

@wind spade wouldnt that mean, that as soon as you have stacks and stack of nuclear waste the whole map would be lethal to you ?

scarlet marsh
#

just at reduced intensities

#

same thing

wind spade
#

@tender palm yes, it would also mean you need around 5000 years of gameplay

#

@tender palm also I don't know much about modding

tender palm
#

Ok, sry about that then

scarlet marsh
#

i think that you should be able to post process the nuclear waste - to extract out rare metals for tier 8

#

i think there should be some use for it

#

that would be cool

tulip wind
#

@tender palm Yes, eventually the whole map would be rendered unplayable if too much nuclear waste is present.

wind spade
#

You can't give use to nuclear waste

trim oar
#

why is my gpu at 100%?

scarlet marsh
#

why not?

wind spade
#

That would lock the tech behind using nuclear power

scarlet marsh
#

yes it would

wind spade
#

That's not good for gameplay tho

scarlet marsh
#

you could add a power sink to it

#

why dont you think so?

wind spade
#

It forces player to do something he may not want

scarlet marsh
#

aluminum is a complicated refinement process

tender palm
#

What if you could recycle some of the waste back to usable nuclear fuel ? After 10 nuclear waste, another item gets back out of the reactor that we can process to get some nuclear fuel that is less efficient (like the petro coal)

scarlet marsh
#

you are forced to use oil to make rubber/oil, forced to use bauxite to make aluminum, forced to use copper/iron to make wire/plates

#

im not sure how being forced to use uranium to make say platinum or something like that is any different?

#

think of the power plant as first step in the refinement

shy mason
#

You asking for nuclear bombs?

scarlet marsh
#

you dont use platinum to make nuclear bombs

spice holly
#

you don't get platinum from nuclear waste either lol

tulip wind
#

I use Platinum for catching Pokemon... oh, whoops. lol Sorry about that.

scarlet marsh
#

i was thinking maybe like rare metals for electronics or strong structural materials like tantalum or something

#

uh yes you do get platinum from nuclear waste

#

you get lots of materials from waste

#

i just think it would be a cool and interesting refinement process - and would make nuclear fuel more needed

#

i mean we use already use petro coke which is a byproduct of plastic/rubber to make aluminum

spice holly
#

oh huh, you're right actually

scarlet marsh
#

ofc im right lol

#

but the question is would it be good for gameplay

spice holly
#

kinda shows that i'm not much of a nuclear physicist myself

tulip wind
#

Platinum from nuclear processes is mainly used for chemotherapy.

wind spade
#

@scarlet marsh that's different tho. You shouldn't be required to use one kind of power

scarlet marsh
#

all platinum is from a nuclear process

#

platinum has many applications

spice holly
#

if they can make it interesting, I don't see why not.

scarlet marsh
#

and it doesnt have to be platinum

#

that was just an example of a possible rare metal that could be used

#

@wind spade im not really considering the nuclear power plant a power source for this purpose - the power is a byproduct of the refining in 'platinum' or other metals

fallow lily
#

Mmm, that is a bad idea.

scarlet marsh
#

its like a refinery you get 2 things out

#

maybe 1 you need maybe the other you dont or maybe both are useful

fallow lily
#

It scales your output of the product to your power consumption.

#

Which is a very awkward thing to scale it to.

scarlet marsh
#

@fallow lily thats why i said you need a way to sink power

#

@fallow lily just like how you sink the byproducts of refineries, you would need to have a sink

tulip wind
#

All platinum isn't just from nuclear. I found this:
https://en.wikipedia.org/wiki/Platinum

Platinum is a chemical element with the symbol Pt and atomic number 78. It is a dense, malleable, ductile, highly unreactive, precious, silverish-white transition metal. Its name is derived from the Spanish term platino, meaning "little silver".Platinum is a member of the plat...

fallow lily
#

There's no need to ping me twice in a row.

scarlet marsh
#

@fallow lily maybe just heat up the water or have something that consumes lots of power

wind spade
#

Also sinking power? No thanks

fallow lily
#

Nelson, if you keep pinging me you're going to get ignored. The first time was sufficient, and I am currently looking at this conversation.

scarlet marsh
#

@tulip wind how do you think it got to 78 protons?

#

relax i was just using that to respond to you

fallow lily
#

Please refrain.

wind spade
#

80% of world production comes from actually mining platinum

scarlet marsh
#

yes thats true

#

we are talking about 2 different things

#

i concur with that

#

platinum is platinum - doesnt matter whether it is mined or produced in a manmade fission of higher elements

wind spade
#

Anyway, I stand by my opinion - you shouldn't be able to get rid of waste (at least not all of it) and if there was a reprocessing, it shouldn't give you any item that is only produced by that process (so that the item isn't locked behind nuclear power)

#

50 waste + items = 15 unprocessable waste + uranium sounds like a good way to add

pine tangle
#

Locking something behind Nuclear Power is fine. Thing is, production rate of Waste locked on Power Consumed. Now this is a problem.

fallow lily
#

Any process that produces something that can only be stored is going to get a miss from me.

tulip wind
#

Well, the mod does add quite a few recipes and doesn't really get rid of all the waste. Like I said before, if you want to you can try it out. If you don't well that's your preference lol.

wind spade
#

It isn't fine. You can run your whole base on coal gens. You shouldn't be required to use nuclear or fuel gens

pine tangle
#

I am tempted to mention "flat burn" Nuclear has in Factorio - but it has very different circumstances surrounding Nuclear.

wind spade
#

@tulip wind how is it limited that it only gets rid of some waste?

tulip wind
#

You will have to look at the recipes on that. I literally can't give you an opinion and be your judge for you lol.

#

That's not my call to make.

sand garnet
#

@tulip wind you should really just go to the modding discord if you want feedback about a mod

tulip wind
#

I am in the modding Discord. However it just makes sense to reach out to others, and it's not just feedback I'm looking for.

fallow lily
#

The rules of this Discord forbid discussing mods.

wind spade
#

It doesn't make sense since you can't talk about mods here

fallow lily
#

Hmm, "we ask" isn't exactly an outright prohibition, but the intent certainly is that mod related discussions not happen here.

fierce ruin
#

Here is some odd math... Reducing the output (underclocking) of a machine also reduces power-consumption on the same reverse curve of overclocking.

Eg, with enough machines, reduced enough, to match the same output... They consume almost no power. (They should consume the same power, or only slightly less, with overhead, when underclocked.)

Honestly, when overclocked, they should be MORE power friendly, not less, to a point. (You are using the same core components to manufacture more product. That singular overhead always stays the same, it is only the production-head that should be increasing, possibly exponentially.

Thus, at 150% overproduction it should be a linear increase, but not linear to the "base power". Linear to the "unit production power". Beyond that, it should be, honestly "over-driven", and start becoming inefficient to demand more from the equipment and process.

tulip wind
#

Okay, I understand. I was looking for where it says that about modding but I couldn't find it anywhere. However if that's the rule then that's the rule. I apologize about that.

fierce ruin
#

1 machine drains 4MW, but 2 at 50% production (making the same items) consumes only 2.6MW (1.3MW each)

fallow lily
#

The last post.

fierce ruin
#

It gets even more efficient as you reach 1%... Nearly no power consumed when producing the same number of items.

wind spade
#

@fierce ruin overclocking needs to come with a cost and the cost is increased power consumption.

tulip wind
#

Ah, I see it now. Thanks for pointing me there.

fierce ruin
#

@wind spade But underclocking should too

wind spade
#

Underclocking comes with the cost of increased space

fierce ruin
#

Space is nearly infinate

wind spade
#

And power too

fierce ruin
#

Well, honestly, so is power

upbeat granite
#

I think, underclocking is to powerful. You almost always have the space for the extra machines. And ressources are endless, so no pain in building 10times the machines

fallow lily
#

Building 10x the machines is the pain.

fierce ruin
#

Clicking 10x is a pain?

wind spade
#

The only valuable resource is player's time

fierce ruin
#

Oh the connections

fallow lily
#

Oh yes. Plus 10x the mergers, belts, power poles, and everything else.

wind spade
#

10x buildings, 10x connections, 10x underclock

fallow lily
#

10x the foundations, walls, and so on.

#

Building a factory generally takes me much longer than planning it.

fierce ruin
#

Just a copy/paste with an editor

fallow lily
#

We don't have that.

fierce ruin
#

You don't

upbeat granite
#

We have

fierce ruin
#

😛 some of us do

upbeat granite
#

But i use it only for pentagonfoundations etc

warm wren
#

🤔 There any problems with running 10 refineries, I think I had an issue the last time I did it with the last one never running at 100%

upbeat granite
#

Everything else feels like cheating to me

wind spade
#

This is not a modding discord, so we assume no mods and no cheats for discussion 🙂

tulip wind
#

It does say save editors are fine, but modding should be in the other Discord.

upbeat granite
#

Nice, we have a rules professional now

#

Go awesome

tulip wind
#

Not really, I did just read into the rules more just to take a look again.

upbeat granite
#

Anyway, i think underclocking should be nerfed

tulip wind
#

So how is underclocking overpowered? I'm still wondering that...

#

It doesn't seem like it to me, although it does allow for more processes to be used.

tender palm
#

power is infinite ?

upbeat granite
#

Furthermore, to increase nuclearwaste pain and logistical problems: i want fluidbuffers to have max. 4m4m8m = 128m³ capacity, and storage containers with drastically decreased stacksize

sand garnet
#

Theres a max amount of power you can generate but you will never need anywhere close to it

upbeat granite
#

It's because i dont have to use nuclear, not even fuel to produce everything.

wind spade
#

Yeah and that's the intention

#

You shouldn'tbe forced to upgrade power grid

tender palm
#

I currently run coal too (6000mwh limit) but I am still not using any trains or any other bigger builds, just the 2/min starter base

fallow lily
#

MW, not MWh.

spice holly
#

you shouldn't be forced to, but you should be incentivized to though.

tulip wind
#

You shouldn't but people like me like having all that extra lol. I'm saving for a time when I go ahead and dump everything into a sink just to see all my processes work and also tell how much it takes just to run the entire thing.

tender palm
#

sry Nemoricus, when I get to a powerpole it usually displays MWh

fallow lily
#

The game is wrong.

#

It should be saying MW, not MWh. The latter is a measure of energy, the former is a measure of power.

tender palm
#

It's not really important anyways, it's a game. And games do operate out of RL measurements 😄

wind spade
#

@fallow lily on powerpole it makes sense, but unit is wrong, it should be MWs

fallow lily
#

That's still wrong.

wind spade
#

At a given second in the graph, you produced X MWs (MJ) of energy

#

That's correct

fallow lily
#

No...you can't get energy that way. You have to specify a time period. The amount of energy you've produced at a single instant is zero.

#

If you mean, over the course of 1 second, then fine, that does work.

wind spade
#

That's the second in my message 🙂

#

Assuming the graph has 1s points

fallow lily
#

I'm not sure about that. It didn't seem like it updated every second, but I admittedly didn't time it to check.

tulip wind
#

It feels like it updates every second or so.

wind spade
#

Well but they can still change it to MWs and essentially be done with it

#

And it would be correct

#

Or change to MW, yeah

pine tangle
#

Watt is Joule per Second. Watt-Hour is constant power provided over hour. For example constant 500 watt of power during one hour.

wind spade
#

That's why MWs would be a correct thing if graph updates every second

tender palm
#

Well, then the ingame-label is correct if you think of the displayed MWhs as the average MWh over the last hour

pine tangle
#

If you take Coal Generator 75 MW as MWh, it will be 270.000 MW spread over one Hour. So no, MWh is incorrect unit of measure. It should be MW.

wind spade
#

It doesn't tho

#

@pine tangle MWs works too. I'm not talking about MWh

tender palm
#

Could anyone share the oil processing picture again ? no idea how to quickly find pictures in a discord channel

pine tangle
#

MW work perfect fine, yes. Never bothered to dig out why MWh used in real life consumption, but CSS used wrong unit of measure in Power graph. It actually goes in MW.

wind spade
#

@pine tangle MWs = megawattsecond

#

That would work for the power graph

fallow lily
#

@tender palm That's definitely not what the in-game power graph displays.

#

It's closer to a graph of instantaneous power usage, and is very, very far from being an average of any sort.

tender palm
#

Well, then the ingame-label is correct if you think of the displayed MWhs as the average MWh over the last hour
Check the bold word. It's called imagination.

fallow lily
#

It's wrong.

#

There's no averaging involved.

tender palm
#

Thats why I said imagine it to be the average. Nowhere did I say it actually is the average

fallow lily
#

Forgive me if I don't understand why you'd do that, when the graph is displaying nothing of the sort.

#

It's like imagining monkeys to be horses. Sure, you can do that, but monkeys aren't horses.

tender palm
#

No idea what I should answer there. No idea how you got to that conclusion, but I will just stop chatting about this useless topic and play some games, have a nice day.

wind spade
#

Sure, you can imagine that it's 1h average, but then the numbers are wrong @tender palm

#

That's what he's saying

oblique hollow
#

a MWh is just a Watt multiplied with one hour

#

so 75MW * 1 hour is indeed 75 MWh

wind spade
#

Uhhh... no

tulip wind
#

Definitely not lol.

oblique hollow
#

the unit is hours, not seconds in this case

#

3600 is indeed an hour in seconds

#

however the basis here is not the second

wind spade
#

1 MWh = 1 MW provided over 1 hour. Ingame graph shows power provided over 1 second

pine tangle
#

Yes, the actual unit of measure used in in-game power graph is MW, not MWh.

wind spade
#

Or MWs. But not MWh

oblique hollow
#

i guess the assumption is that the machines run at a consistent power consumption for one hour

wind spade
#

If you want MWh, you need to divide value by 3600

#

Considering the graph shows real production/consumption, that assumption is just wrong

oblique hollow
#

so we have 0.02 MWh

#

for a coal gen

wind spade
#

Watt-megahours
Lol

oblique hollow
#

sorry

tulip wind
#

Actually, I think that 3600 applies when you're looking for MW/s, not MW/h. I wouldn't multiply weeks by months if I'm looking for days.

oblique hollow
#

megahours sounds interesting. sign me up for 1000000 hours

#

its not MW per hour

pine tangle
#

@tulip wind Watt is already "per second". Joules per second.

oblique hollow
#

its MW times hour

tulip wind
#

Oh, yeah, that's right lol. Derped.

#

The per second thing that is.

oblique hollow
#

a Ws is really just a Joule

#

thats why non of this is per hour or per second

wind spade
#

That's why the power pole graph can be viewed as MWs or MW. But not MWh, because the number would be wrong

oblique hollow
#

id be ok with MWs

spice holly
#

MW is already per second, so putting MWs is redundant and doesn't make sense.

oblique hollow
#

its not per second

#

its MW times second

#

or we would write MW/s

#

MWs is just a fancy way of writing MJ

wind spade
#

1 Ws = 1W * 1s = (1J / 1s) * 1s = 1J

oblique hollow
#

but since the Watt is mostly used for electricity and work, so do we

wind spade
#

@spice holly also it does make sense to put per second per second sometimes

#

E.g. acceleration

oblique hollow
#

J / s² what is that lol

#

well..... it could be even more stupid.... the machines could be consuming 270000 MW during one second which divided by 3600 would bring us..... 75 MWh

#

but thats silly

wind spade
#

but you have the actual MW on the machines

oblique hollow
#

sooo i dont think the coal gens can produce 270,000 MWs

languid estuary
#

Question about nuclear power. How many reactors can 1 node with a mk3 miner support using all alt recipes?

wind spade
#

a lot

languid estuary
#

I did some quick math and I get something in the region of 62/63

wind spade
#

not sure about exact numbers

languid estuary
#

Does that seem right?

#

If i get 240/min of uranium

oblique hollow
#

only one way to find out: build it

languid estuary
#

I plan to build it

#

But meed to figure out what buildings will be needed to support all those reactor supplies.

tulip wind
#

@languid estuary I'm using six nuclear reactors on one node so far.

oblique hollow
#

a metric kiloton

languid estuary
#

Up to 16 is definitely possible. I had 16 reactors running in my last save from one node

tulip wind
#

16 would be possible if you have enough water.

serene abyss
#

I'm using 12 nuclear plant from one uranium node (240/min). If you use alts, you could easily doubble/tripple that.

keen brook
#

WATER WATER WATER is really good for pure ingot recipes

#

anyways, back to screwing around with my schoolwork

wind spade
#

well in U2 the max was 420 reactors from 3 nodes. I assume it's somehow similar number in U3

bleak cobalt
#

why isnt there a pipe that transports 500m3 per minute

#

i ask because if you fine a pure node with a base of 240 per minute times by 2.5 from powershards you get 560m3 per minute

fallow lily
#

And no idea.

oblique hollow
#

machines can in theory output 600m³/min, but pipes are limited to 300 so 🤷

stuck stratus
#

same reason we don't have a belt that can handle the full 1200/m output of mk3 pure miner i'd say

oblique hollow
#

well mk6 belts are planned so

stuck stratus
#

they were, once upon a time, but nothing's guaranteed (is the assumption i've been working with anyway)

bleak cobalt
#

i see

#

hopefully in the next update

wind spade
#

@oblique hollow there's no confirmation that they are planned

oblique hollow
#

well the images exist and stuff so i assumed but oh well.

wind spade
#

images? never seen any

bleak cobalt
#

same here

#

though i havent been looking

oblique hollow
#

from the wiki but i dont know

bleak cobalt
#

i see

#

well lets hope for the best

stuck stratus
#

i'm too lazy to check the source on the mk6 belt being buffed to 1200 ipm, if that's reliable then i'd say that is a good indication that they're planned still

#

(rather too lazy to make an account for a one time thing)

pine tangle
#

720 to 1200 is a bit of too steep of a step, on the other hand...

wind spade
#

source: alpha release data extraction, which was proven multiple times to be WIP and most of the things changed or got removed

stuck stratus
#

it's actually inline with the ratios between the other belts i feel

oblique hollow
#

its not, all belt speeds lie on an exponential curve

#

it is

wind spade
#

@oblique hollow actually it's more like log curve

stuck stratus
#

if alpha info was reliable, we'd have trains doing loop de loops 😛

wind spade
#

also, it's 780 ipm on mk5

#

and mk6 isn't even confirmed

pine tangle
#

Bwah. 720 number got lodged in my head and refuse to budge. While I unlocked T7 several times, never strated acutally using it anywhere.

stuck stratus
#

but mk5 belts let you go nyoooom across the factory

pine tangle
#

Perhaps. Frustration from long distance resource transport outweigh it, multiplied by general burnout.

#

Actually, we do not have diagonal (on foundation) railways or I am doing something wrong?

stuck stratus
#

they can go diagonal, but have a lovely tendency to want to make spline curves instead

pine tangle
#

Oh well. Maybe I mess around with it on next save. So far it looks like I will rage quit my Dunes Factory due to Bauxite...

sand garnet
#

@oblique hollow anything related to future content from the wiki that isnt directly accessible ingame cannot be talked about here :)

  1. Its super old info
  2. Its not accessible right now
scarlet marsh
#

@wind spade what i am proposing is not 'getting rid' of waste - it is extracting useful items out of it for refinement - you would still have waste output from the process at a higher concentration

#

@pine tangle why is a byproduct of power generation a problem for use in recipes?

pine tangle
#

Power Generation as a end point in the production chain is inherently unreliable, even if you take precautions and measure it really close. The reason is simple - it cannot be fully trusted to run at full input.
Solids, mainly Petroleum Coke, are relatively mild due to easy of storage, but fuel? I feel reasonably sure at guaranteeing that it will stall at some point.

scarlet marsh
#

yeah, you are right - power generation here would not be the end point - the power needs to be expended if you have excess power on your grid - tier 7 allows for the construction of heat exchanges - sounds like a good way to expend power

#

you can think of the power as a byproduct if you want the nuclear waste - or you can think of the waste as the byproduct if you want the power - either way its just another residual that adds complexity/interest to the game similar to what liquid/solid processing add to this game

young lion
#

@languid estuary To your nuclear reactor question the number of reactors for one node can get way higher than 60. And I don't wanna say that too loud, since I am currently working on that factory and I don't want CoffeeStain to nerve anything there :) But the alternates like the one for uranium cells and pellets are really doing their thing.

glacial hemlock
#

The current limit is 94.5 Rods/min or 472.5 nuclear reactors

#

1.18TW. But why. You probably maxed out at 0.5TW

young lion
#

Simply because you can...

#

The goal here is kind of to have the maximum capacity, but minimum consumption. fun fact at least some patches ago: Underclock 100 constructor to 1% and your energy consumption gets rounded down to zero.

wind spade
#

it doesn't

#

it's small, but it isn't zero

young lion
#

okay, yeah we only waited like for 5minutes

upbeat granite
#

Do refineries apply pressure/head lift?

oblique hollow
#

10 meters

#

at least the should

paper mauve
#

I thought it was just all liquid extractors that applied the 10m headlift

#

I could be wrong but refineries adding 10m headlift would be news to me

vagrant knot
#

I recall the result being 10m headlift out of anything that "pumps/outputs" to its next target, and isn't already an auxillary pump itself

#

So like, a refinery would since it has direction flow and an output

#

but a buffer would not

paper mauve
#

That actually makes sense. Good to know

oblique hollow
#

buffers generate pressure based on how full they are

#

a small one can produce up to 6 m of pressure when its full

#

and a big one can produce up to 10 m

#

i justed tested fluid velocities and i can once again make an addition to my Infograph

oblique hollow
#

ok so, i just tested 4 liquids

#

They all do indeed flow at different velocities

#

but at the same Flow Rate

#

perhaps the acceleration is different

vast copper
#

maybe it depends on viscosity ?

#

crude oil is more viscous than water perhaps ?

oblique hollow
#

yep, sorta

#

i calculated 4 arbitrary dimensionless numbers which we can "predent" to be viscosity. I dubbed it the Dylan Number, Dy

#

crap

#

i made a mistake

woeful skiff
#

I think density might be more natural. The higher the density the more a single cubic meter of the fluid weighs and the it is the weight of the fluid that the negative pressure must counteract to raise it up the pipe.

oblique hollow
#

actually this was tested on a flat pipe

vast copper
#

I'm planning for my mega base production, and I was wondering if the plastic/rubber recycling can indeed create a loop that doubles resources ?

vagrant knot
#

Not sure if it doubles, but it definitely bolsters

vast copper
#

I think the real question for me is : should I rather maximize TurboFuel prod and then use excess Fuel to produce plastic/rubber with recycling.
OR
Maximize Plastic/Rubber production and use the excess heavy oil to produce Turbo Fuel ?

#

Or do both ? :x

vagrant knot
#

Here is a link with a handy calculator for making a All Oil -> All Plastic or All Oil -> All Rubber Array using some alternative recipes

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

#

This has 0 waste biproducts , uses 100% of the oil to produce either plastic or rubber

#

Had a player confirm it a week ago or so

vast copper
#

That's super nice thanks

#

So what should be prioritized between plastic and rubber for optimal prod of Nuclear rods / turbomotors with all alternate recepies unlocked for optimal end game prod ?

scarlet marsh
#

bibee i would recommend using the optimizer and your resource inputs to determine that

vast copper
#

What is the optimizer ? As for Input I have piped 3600 crude oil up to my doorstep (12*300 pipelines)
My goal is to plan for the endgame: produce as much turbomotors as possible as efficiently as possible for the Sink

scarlet marsh
#

moderator needs to add that to pinned calcs

vast copper
#

I simply need to understand which resource will be more needed between plastic and rubber, because with what DJSeras shared we can produce each with a 2:1 ratio

scarlet marsh
#

ok use that calculator to tell you

fallow lily
#

It also depends on the alts you're using.

#

They tend to shift the balance towards rubber.

scarlet marsh
#

yes that is likely true

vast copper
#

I can't wait for the updated Greeny calculators, as many here I imagine

#

I'd like to play with the alts to see how the work together, but on a complex item such as the turbomotor it's driving me nuts to do it manually ^^

scarlet marsh
#

@vast copper yeah i still havent figured out to build my turbomotors yet - would be nice to have a calculator to do that - open to any recommendations that you or anyone has on recipes to build?

vast copper
#

ficsit.info is interesting, but I don't know what's prioritized for alt selection it's automatic, seems to be a great tool, but it lacks the flexibility of Greeny's calc

#

right now I'm in the early mid game, but I want to build things to last in prep of the turbomotor sinking, so it's a bit of a headscratcher ^^

scarlet marsh
#

yeah i wish that the calculator assumptions were stated somewhere - like are resources weighted equally, etc.

#

and would like to be able to tweak things as well - make be able to input those weights - or have ways of selecting which alts are allowable

glacial hemlock
#

Other than the obvious alts, use silicone circuit boards and caterium computer, iron wire, cheap silica, electrode aluminum for turbomotor

marsh flint
#

Hey guys, does this game not know math or am I stupid?

#

I’m hoping someone could help me with this weird issue i’m having

#

I have 40 refineries with the residual rubber recipe set on them, all of them outputting on a mk5 belt

#

2 of them run on 50%

#

Each one produces 20 rubber a minute.
Yet the belts are backing up and overflowing

#

How is this possible ?

wispy kestrel
#

2 of them are on 50% so you got 39x100%...

sudden ferry
#

ah

#

deleted stupid comment

marsh flint
#

It makes no sense at all

sudden ferry
#

what is backing up
rubber? resin? water? need more details fam

marsh flint
#

It’s like a bug or something, I went over the math so many times

#

Rubber is backing up

sudden ferry
#

and destination is ?

marsh flint
#

The output is overflowing

wispy kestrel
#

they each make 20 per min so 39x20 which is exactly 780..

sudden ferry
#

had an overflow sink that should overflow ?

marsh flint
#

I mean I was considering it

#

But I kinda wanna solve the issue at the source? The math is correct

wispy kestrel
#

is it badly backed up? or just mini hickups here and there..

sudden ferry
#

so the issue is
the belt is clogged but there is still free space in the conveyors?

#

or the destination is not getting 780 per minute

marsh flint
#

Nope, several refineries are backed up

#

Destination is flowing regularly

spice holly
#

how are you setting up your overflow

marsh flint
#

Overflow method

wispy kestrel
#

could it be that example you built it with mark 4.. and when you upgraded all the belts you forgot like 1 spot inside a splitter or something..

marsh flint
#

Nope, the project was born on mk5

#

The belts are completely full everywhere

wispy kestrel
#

it could be backed up cause of mergers.. they cant flow freely through cause they wait to get in order.. but that should like only slow things down to like 778 per min instead or something miniscule..

spice holly
#

if it's full then I would say it's expected no?

marsh flint
#

Yeah the belt is full but so are the refineries

#

Production actually stops

spice holly
#

You have 780 items going out, 780 items going in, so the items in the belt isn't going anywhere

marsh flint
#

Which on the long run will starve my generators

#

No no, the refineries fill up

spice holly
#

and you're using overflow/manifold method to pull items out of the refineries?

marsh flint
#

Yep

spice holly
#

are all of them filled then?

marsh flint
#

Not sure I understand the question, but I think?

#

All belts are full

#

No belt is starved

spice holly
#

if you're using overflow, then when it starts running again, the machine at the start of the manifold with starts working and empties their internal storage first

sudden ferry
#

starving generators?
is HOR->FUEL backed up ?

spice holly
#

before moving to the next one, and so on.

marsh flint
#

They won’t empty at all

sudden ferry
#

ah your using fuel directly

marsh flint
#

In fact they tend to fill up

#

HOR is not backed up

sudden ferry
#

would be nice if we could look directly at your save tho

marsh flint
#

You guys wanna take a look at the savegame?

spice holly
#

not sure, i would have to check your setup, it's kinda hard to see where the problem is without seeing all of them

marsh flint
#

Yeah I was gonna say,

#

Gimme a minute, I’ll send it to both of you in private

#

Thanks for your help!

glacial hemlock
#

You can separate your fuel production from plastic and rubber production, and sink all the resins. That way you will never jam your fuel generators

#

Eg: 1 oil node for plastic, 1 node for rubber, 2 node for fuel / TF

sudden ferry
#

Issue solved.
Cause: Sinks can't support full load of mk5

dull bolt
#

That's good to know.

sudden ferry
#

don't want to spoil much on DM's but Nylla added some additional sinks and clogged went away

#

he has really nice pipes lol

sage olive
#

You only need 150 crude oil to make 10k mw, with some of the alternative.

serene abyss
#

I thought sinks eat away at whatever speed you feed them, as per text description (of the sink in-game)? Maybe an issue that need fixing?

sudden ferry
#

hmm yeah currently its reported at the QA site

spice holly
#

@sudden ferry can you share the link here?

sudden ferry
#

i did post it before, i had to look for it again just a bit

vast copper
#

Hey gang, given the abundance of iron on the map, and specifically in the desert (where I'm setting up my mega base); is PURE IRON alt (the one with water) worth it ? I want ot maximize iron usage for coupons (Turbomotor).

oblique hollow
#

you add some water and get more iron for free. more free iron means you can make even MORE products to sink

#

all hail the Refinery

scarlet marsh
#

yeah pure iron is worth if you want more iron lol

#

it converts water to iron

#

but yeah you need to use a lot of iron to actually take advantage of it

left flame
vast copper
#

Maybe you pipe the Fuel to something that consumes 60/m and you're set ?

left flame
#

😦 my power is never constant

#

If I pump it past my plastic and rubber then feed a power station

#

does this mean the plastic and rubber will always get prio on feed

#

since they are before the fuel generator on the system?

#

It seems like a pretty "standard" oil build that uses water.. so I assume others have had this issue?

oblique hollow
#

theres a damn alt for HOR?

#

okay

dry mason
#

Are my maths right? 15 refineries making 65 ingots is
65 x 15 = 975
And 13 constructors need 75 ingots to make 50 iron plates
13 x 50 = 650 Plates a minute?

pine tangle
#

Yes. Default Iron Plate is one and a half Ingots.

spice holly
#

how did 13 constructors translates to 75 ingots and 50 iron plates? 🤔

bleak cobalt
#

because for ever 3 ingots you get 2 plates

spice holly
#

i understand that part. I just don't get how 13 constructors only need 75 ingots. 1 constructor making iron plate requires 30 ingots/min, so 13 would be 390 ingots/min, no?

bleak cobalt
#

that is correct but you also have to remember over clocking

#

and what hes saying is that each constructor requires 75 ingots per minute

spice holly
#

ah

#

i get it now, he's talking about the constructor number with 250% oc, gotcha

bleak cobalt
#

that is correct

#

is there any other math that is confusing you?

willow igloo
#

Is Ficsit concerned about the fact that we're mining the planet they dropped us on out hollow? Seems like eventually with our infinite ore we will just have huge empty caves in the world due to our over mining

spice holly
#

nope, i just didnt realize he's talking about oc numbers, that's all

bleak cobalt
#

kk

#

i think ficsit would only be concerned when efficiency has a sudden drop but other than that im sure they only care for the resources you send them as well as any research data

#

but this is a discussion for another chat

pine tangle
#

@willow igloo Real life annual Iron production is around 3 billion tons :3

willow igloo
#

the factory grows

pine tangle
#

One unit of Coal is 300 Megajoules. Real life coal has average energy density of 24 Mj per Kg, which brings as to 12,5 Kg per each unit of in-game Coal.

#

With most ores having roughly same model, you can calculate mass for one unit of Iron/Copper with pretty decent for napkin math accuracy :)

hard rune
#

Do you get more power from using the heavy oil residue alt, and the diluted packeged fuel and then into turbo fuel using the regular recipe

Or is it better to use Heavy Oil Residue alt, into heavy turbo fuel alt?

spice holly
#

yes for the first one

cedar mica
#

2,7GW from 37 Cruid oil, I belive the math is

hard rune
#

Using cruid oil > heavy oil residue alt > diluted packeged fuel > turbo fuel is 35% more turbo fuel than not using diluted packeged fuel?

cedar mica
#

You double the amount of fuel, using that alt. As for how it stacks up to other once

worldly hull
#

Is this a good place to discuss means of quick travel?

woeful skiff
#

will there be math?

worldly hull
#

no, but would effect the meta

woeful skiff
#

🤷

#

maybe just start talking about it and we'll find out

worldly hull
#

There is this youtuber I watch sometimes called "Lets Game it Out" who, in his most resent video, discovered a weird property with hyper tubes that allowed him to fly across the map in 15-20 seconds.

upbeat granite
#

This guy and his abominations

worldly hull
hard rune
#

the hyper tube booster has been a thing for a while

paper mauve
#

^

glacial hemlock
#

@worldly hull 10 segments are not enough. You probably need 14 to 17

#

And if you build jelly at the landing point, you might need not a jetpack

wooden atlas
#

I am confused on this subject. Will someone please explain to me the differences on Impure, Normal, and Pure Mining Nodes. I always thought the type of miner used (Mk1, Mk2, Mk3, etc) was a choice as to which miner was best for matching the max of which any of the nodes in question are capable of producing. Yet, I was in a conversation with someone and I was told all the nodes produce same amount, and only thing that changes the amount is which tier of Mk Miners are used. I said that did not make sense to me, because why then would one be called Impure, Normal, or Pure. So will someone please clear up my confusion on this topic?

woeful skiff
#

They both matter

wind spade
#

miner gives bonus to mining speed, node gives bonus to mining speed

woeful skiff
#

there is no matching them up -- a higher tier miner will always mine more per minute than a lower tier.
and for the nodes, pure > normal > impure where pure will always produce the most per minute.

wooden atlas
#

So, there is or there is not a set value that an Impure Node can produce vs a Pure Node?

wind spade
#

miner produces 60. impure divides it by 2, pure multiplies it by 2. Mk2 multiplies it by 2, mk3 multiplies it by 4

wooden atlas
#

Okay So an Imure Node can only produce 30ppm? If so how can whichever miner we choose change what the purity level of a node is capable of producing: this is what I am not getting.

#

Impure*

spice holly
#

it doesn't. You just combined multiplier from both the node and your miner to get the final result. They stack multiplicatively.

#

So if you have impure node, with
mk1 miner = 0.5 * 1 * 60 = 30 ppm
mk2 miner = 0.5 * 2 * 60 = 60 ppm
mk3 miner = 0.5 * 4 * 60 = 120 ppm

wooden atlas
#

That would be mathematically impossible to achieve: unless each miner was actually breaking up each part into smaller parts. So even though all parts look the same size on the Conveyor belt I am to imagine that they are all smaller in size, the Mk3 producing the smallest since it breaks them up the most out of the Mk1, Mk2, and Mk3?

wind spade
#

it's just the speed at which the miner is mining, not size of parts

scarlet marsh
#

it makes sense

#

you have a faster drill - it generates more ore/min

dry mason
#

why are pumps so weird some times, 20/8 = 2.5 so a pump should be placed two and a half foundations apart but the pump reads an overhead of 13.

bronze parrot
#

Where is the best place to advise of a bug?

spice holly
wooden atlas
#

I really want to understand this: yet I am still not getting it. And thank you for being patient in explaining this to me. Yet I still do not understand. So basically i am understanding that depending on what type of Node it is depicts what type of mining defecit occurs to the Miner in question doing the mining? So the type of mining node (Impure vs Normal vs Pure) depending on what purity level it is limits the miner being used?

spice holly
#

the miner and purity level just determines the throughput of ores you're getting from your resource node. That's it.

bronze parrot
#

thanks

wooden atlas
#

What brought this topic up for me was the appearance of wasting power putting an Mk3 on an Impure Node, and that an Impure Node cannot produce enough to keep up with what an Mk3 can produce. and is therefore better to use a lower tier miner to match what the Node in question is capable of producing.

wind spade
#

that's not how it works at all

#
miner | impure | normal | pure
mk1   |     30 |     60 |  120
mk2   |     60 |    120 |  240
mk3   |    120 |    240 |  480
wooden atlas
#

What is it then, that keeps the Mk3 from getting 480ppm on an impure node? (other than thats just the way they designed the game) Its the info thats missing from this mathematical puzzle thats driving me crazy

#

And thank you for taking time to respond kindly and not losing patience with me.

spice holly
#

i just told you the math on my post above.

wind spade
#

easy. Bigger mk can mine faster, but the vein isn't pure, so it needs to mine more rock to get the same amount of iron

wooden atlas
#

I appreciate all your efforts. Yet none of what I am seeing is helping me to understand why/how an Mk3 Miner is incapable of producing 480ppm on an impure Node. Saying:
mk1 miner = 0.5 * 1 * 60 = 30 ppm
mk2 miner = 0.5 * 2 * 60 = 60 ppm
mk3 miner = 0.5 * 4 * 60 = 120 ppm.. is a foriegn language I do not understand.

spice holly
#

are you asking from a math standpoint or a game design standpoint? lol

wind spade
#

look at the table above. Check mk3 miner. Check impure node. Result = 120 items/min

wooden atlas
#

[repeating yourself] the result (sum?) of a mathematical problem is not helping me to understand how and why those figures are being arrived at as the conclusion. I am not attempting to understand philosophy here or or dance around with some pedantic banter. I just feel like i am being spoken at and not to. Then again, I do have a TBI (Traumatic Brain Injury) and am sure that is causing a lot of my lack of understanding here. I wouldnt expect any untrained layman to have the required communication skills in explaining things to someone mentally slower than others. Yet i am grateful for the efforts you gave in responding to me. Thank you.

tranquil helm
#

does the fuel generator fuel usage scale linear with overclock? that's what the display suggests.

cobalt grail
#

is there a calculator?

sudden ferry
#

@tranquil helm all power consumption and generation is on a curve

Though it is flat based on the fuel consumed

spice holly
#

@tranquil helm don't use the number on the overclock, use the MW number at the top left

fierce ruin
pastel flax
#

@wooden atlas each resource node purity has a set amount of ore per minute it can output,
Impure nodes start at 30
Normal at 60
Pure at 120
These are the values if you build a Mk 1 miner on them.
You can get it higher by building a better miner on the node, or\and adding power shards to the miner.
Given the same Mk or Miner & number of power shards, you'll never be able to get the same amount of ore from different purities of resource node.

fierce ruin
#

@wind spade As you see, an upgrade to a better miner always doubles your production no matter what. What the values (that are doubled) are is decided by the node purity.

You begin with an Mk1. On an impure node this gives you 30 iron ore/minute. Now you upgrade. The 30 you had before now double to 60 (30 * 2 right). When you now upgrade again it doubles again (60 * 2). That gets you 120

#

Where is the problem

pastel flax
#

Greeny knows how node purity, miner Mk, and power shards work, its PianoSniper that was having issues understanding.

#

(s)he seemed to think you could get the same amount of ore per minute from a node reguardless of its purity,

fierce ruin
#

I mean you could
Mk1 + pure = 120
Mk2 + normal = 120
Mk3 + impure = 120

But that's the only way to get the same out of 3 different quality nodes.

You can also do

Mk1 + normal = 60
Mk2 + impure = 60

AND

Mk 2 + pure = 240
Mk3 + normal = 240

#

I think that's it, there's no other overlap

pastel flax
#

I said given the same Mk Miner & #of power shards.
Yeah you can mix and match to make them equal, but that would get you less maximum possible.

calm condor
#

do splitters always split in equal amounts?

#

or does it depend on the demand of the connection?

#

for example,if i am attaching a splitter to a merger and an assembler, the assembler is making rotors using 100 screw/min.

#

and am feeding the splitter with 120 screws/min

#

will teh splitter give the assembler 100 and the merger 20?

short swift
#

Yes

pastel flax
#

depends on how many items are going into the splitter, & the speed of the belts coming out of it.
if all belts going out are the same, then the splitter will try to output to each of them equally, if one backs up, it'll output more to the others

glacial hemlock
#

@wooden atlas just accept the fate that impure resource nodes are bad, and in a sense that you will still need them despite they are poor.

#

Power, you should be able to produce a lot of power by the time you owns some Mk2 and Mk3 miners. And they use negligible amount of power

wind spade
#

@fierce ruin why did you @ me? 😄 I know exactly how it works

glacial hemlock
#

Since you avoid math, then let me summarize:
Mk1 miner on impure: very bad
Mk2 miner on impure: bad
Mk3 miner on impure: ok
Mk1 miner on normal: bad
Mk2 miner on normal: ok
Mk3 miner on normal: good
Mk1 miner on pure: ok
Mk2 miner on pure: good
Mk3 miner on pure: very good.
and just substitute good, bad, etc with numbers if you wish

#

The game works like this, and there is no reason to understand how they work. Just accept the numbers given by the game mechanics

crystal delta
#

@glacial hemlock "drops mic and walks away"

ornate zodiac
#

I get that it's not really math and meta, but there's nothing mic-drop worthy nor community spirit about being an ass

mental fossil
#

MK1 miner on impure node
standard
30 per/min 100%
1 power shard
45 per/min 150%
2 power shard
60 per/min 200%
3 power shard
75 per/min 250%

Mk2 miner on impure node
standard
60 per/min 100%
1 power shard
90 per/min 150%
2 power shard
120 per/min 200%
3 power shard
150 per/min 250%

MK3 miner on impure node
standard
120 per/min 100%
1 power shard
180 per/min 150%
2 power shard
240 per/min 200%
3 power shard
300 per/min 250%

weary path
#

@wooden atlas the purity of the node implies that, for the same amount of material extracted from the ground, more or less of that material is useful ore, depending on the purity. In a pure node all the material you mine is useful. An impure deposit means that some of it will be useless dirt, which supposedly is thrown out. You don't see that represented within the game, because it's beyond its scope. So it's being simplified to the numbers people already posted. I hope that makes sense.

#

So in a way, the miner mk3 achieves 480ppm on an impure node, but 360 of those are "inert" materials which are discarded and never shown to the player.

#

I could see a mod in the future implementing this as a feature, with ore refineries sifting out dirt etc, increasing the complexity and maybe depth of the game.

ornate zodiac
#

already somewhat represented with some of the alt recipies

weary path
#

Indeed! Inb4 ore refineries with dirt as byproduct :D

oblique hollow
#

and what to do with dirt? sink it?

wind spade
#

considering how people hate storing waste, I can't imagine the hate from storing dirt

ornate zodiac
#

a low-impact mod could just rebalance and introduce new recipes without new buildings

#

given we now have the resource sink waste is less of a problem (at the cost of power)

oblique hollow
#

imagine if they didnt accept dirt lmao

#

"Ficsit cannot extract any useful data from dirt"

wind spade
#

@ornate zodiac waste can't be sinked

oblique hollow
#

dirt would probably only be useful if we get botanics

weary path
#

Dirt can become a building material. Let your imaginations fly free

ornate zodiac
#

or you just have a dirt -> concrete recipe of some sort

sand garnet
#

I dont really feel llike dirty works as a building material in an industrial setup

oblique hollow
#

with clay probably. but pure dirt is not very good for building

weary path
#

Could be the reason miners automatically refine the ore

oblique hollow
#

yep

#

and why smelters dont output rock too

#

and why the "washed ore" recipes exist

ornate zodiac
#

dirt is used in a lot of building, actually, but you don't just "use" dirt, you probably process it

sand garnet
#

refining it is done by the miner already

oblique hollow
#

if not refining its filtering it out

trim oar
oblique hollow
#

i dont believe it

trim oar
sand garnet
#

yeah you can just clip under the map if you want

trim oar
#

i came here via travel tube

#

if you are good enough with the placement of tho entrance you can go beneath the map everywhere

#

took me just 5 min lol

oblique hollow
#

well its not destroyed just way out of reach so i still feel lied to

glacial hemlock
#

There are 2 ways to destroy it: save edit or lizard doggo

ornate zodiac
#

what we need is rocket pads that let you fire your nuclear waste into the sun

trim oar
#

lizard doggo is murdering and how to save edit it? you mean the calculator? that dont works anymore

storm marsh
#

how can lizard doggo get rid of it?

sand garnet
#

lizard doggo has an inventory slot

#

you can put stuff in it and then kill the doggo to also destroy the inventory item

storm marsh
#

but doggo is ded then :(

#

or is there a way to generate doggos?

sand garnet
#

no they just spawn

storm marsh
#

like respawn?

#

when do they respawn?

sand garnet
#

dunno

trim oar
#

i cant wait for the mk2 pipes

wind spade
#

if we get them

pastel flax
#

if vanilla doesn't get em, modders will add em

oblique hollow
#

mk 2 pipes and an update to the pressure system, hopefully

#

flow is ok but pressure is still garbage

pastel flax
#

how so?

wind spade
#

what's the issue with pressure?

oblique hollow
#

inconclusive behaviour when observing pumps that are connected to buffers

pastel flax
#

got pictures of the setup?
Maybe we can troubleshoot it for you

modern spindle
#

hey, is there a calculator for new AWESOME sink points?

wind spade
#

wiki has a list

oblique hollow
#

just hook a pipe up to a buffer and a pump right in front of it

#

facing the buffer

#

so pumping in

modern spindle
#

I mean the new points needed for the n-th coupon

pastel flax
#

would still like a picture just to be sure

oblique hollow
#

i can draw you one since i dont have one right now

pastel flax
#

drawn picture won't have exact placement, there's almost always nuances that get lost in translation

oblique hollow
#

barely a meter between them

wind spade
#

you don't need pumps if you are not going up

oblique hollow
#

buffers generate backwards pressure @wind spade

spice holly
#

what inconclusive behaviour did you find?

wind spade
#

pump without power is it then

#

works as one-way valve

oblique hollow
#

yes that too. i know

#

but the pressure can still stall it

#

its worse when the pump is in vertical arrangement

#

lemme get a picture

#

in this case the backward pressure situation is actually something to take into consideration

glacial hemlock
#

I can't see a use of buffer other than train -related setup

oblique hollow
#

it doesnt matter where or when you use them

#

fact is the pressure numbers are useless

glacial hemlock
#

I don't even use a single pump by the time i automated turbomotor. Unless the pumps get a buff

oblique hollow
#

truth be told the "we apply 20 m pressure (which itself is absolutely stupid, pressure isnt in meters)" is pretty boring

trim oar
#

20 meters uplift is too little. 40 meters should be normal

oblique hollow
#

id like to overclock and underclock them for variable pressure. or not even clocking, just using different ammounts of power without shards

#

Like a "how much pressure would you like" slider

#

and it maxes out at 50 or so

#

also, having flowrate be independent from pressure is..... unexciting. i know pressure is just "vertical rise" in this game but...

sand garnet
#

its a game, it also isnt super realistic which makes it actually playable for the majority instead of adding unnecessary complexity

pine tangle
#

The issue with Pressure that there is essentially no pressure simulated.

glacial hemlock
#

@oblique hollow meter is a unit of pressure, in case if you don't know.

#

mmHg, kPa, PSI, to name a few.

oblique hollow
#

thats disgusting

#

and not true

#

force divided by an area is not meter

glacial hemlock
#

it might not true at your current experience, but in the engineering market that is a fact. If you want to purchase a pump, you could simply said, I want 3000Litres/min at 50meters high, and so on.

oblique hollow
#

those engineers know that the SI unit for pressure is pascals.

#

no wait, pascal is a derivative

glacial hemlock
#

haha.

#

We call these 'meters' pump head.

#

Means how much water height can a pump pushed upward, at the described flow rate.

oblique hollow
#

N/m² or pa, yep, thats the units

#

head lift is okay by me, but pressure not so much

glacial hemlock
#

yes, p = h (ro) g, it is just turning (ro) * g into a constant which we don't care about.

oblique hollow
#

thats just gravitational pressure

scarlet marsh
#

@oblique hollow pressure can be measure in a reported length (rhogh)

#

rho * g * h

#

its pretty standard

spice holly
scarlet marsh
#

and makes more sense to use for designing real piping systems

#

dont need to be an expert to understand water pressure, folks understood it long time ago

oblique hollow
#

its still wrong to say "the unit of pressure is meters"

#

since rho and g HAVE units too

scarlet marsh
#

the unit of pressure is rho * g * h

oblique hollow
#

headlift is perfectly fine by me

scarlet marsh
#

as i stated

#

rho * g are constant

oblique hollow
#

and do you know the unit of rho and g?

scarlet marsh
#

so the only one that matters is h

#

well what liquid are you using tells you rho

#

and what planet/elevation tells you g

oblique hollow
#

rho is mostly kg/m³

scarlet marsh
#

on earth these are constant for real piping systems

#

so head height can be used to specify

oblique hollow
#

and g is m/s²

#

so we got in total kg * m²/m³ * s²

scarlet marsh
#

how do you think pressure is measured?

#

commonly, the height difference is measured

oblique hollow
#

manometers is just one way

scarlet marsh
#

yes

#

rho * g * h is pressure unit

oblique hollow
#

also F / A

scarlet marsh
#

yes and that is f /a

#

thats how you determine the pressure

oblique hollow
#

i very well know that for a single type of liquid, we can say rho times g is constant. doesnt mean they dont have units though

scarlet marsh
#

yes - so you can report pressure in height difference - which makes sense

#

the unit of 20 m tells you how much pump pressure is needed

oblique hollow
#

yes, indirectly

scarlet marsh
#

directly lol

#

thats like say i have 5 boxes of apples, each box contains 12 of them

oblique hollow
#

if you tell me the normal unit of pressure is meters i will not agree. in the case of this game, eh okay, but in normal circumstances, no

scarlet marsh
#

and if i only say 5 boxes - then you know how many apples there are already - it is direct

#

it is normal to measure pressure in height differential, yes, by reporting a length measurement

oblique hollow
#

theres also piezoelectric crystals

scarlet marsh
#

look at any pump spec online

oblique hollow
#

its still disgusting to look at

spice holly
#

the game actually doesn't say that "meters is the unit of pressure"

oblique hollow
#

if people are fine with it eh

spice holly
oblique hollow
#

for pumps it says "applies 20 units of pressure" or something

scarlet marsh
#

it sounds like you dont have a strong understanding of fluid pressure vs gravitational force

#

it should be clear

spice holly
scarlet marsh
#

yes but clearly that is what it means

#

im sure they could correct the typo if anyone really cared

oblique hollow
#

i know you can measure certain things in meters. that doesnt mean its the normal unit we as humans agreed upon. Everywhere else its bar or pa or atm or even N/m²

#

if pipe engineers wish to use m, fine, if its convenient

scarlet marsh
#

it is very normal to measure pressure in height of liquids

#

lengths of liquids are UNITS of pressure

#

mm of Hg / m of water

#

look up any pressure conversion calculator

#

it is a normal unit that is agreed upon - you just are not familiar with it

oblique hollow
#

in which circles. pipe engineering? i know no mechanical engineer that uses m for pressure

scarlet marsh
#

m is not a unit of pressure

#

m of xx liquid can be if you assume STP

oblique hollow
#

thats what i said the entire time

scarlet marsh
#

rho * g * h

oblique hollow
#

yesyesyes stop with that formula

scarlet marsh
#

i dont understand why you dont understand

#

that is just gravitational pressure caused by height of a column of liquid

#

if you know the height - you know the pressure

oblique hollow
#

i understood that part long ago. that is not the issue.

#

the way you wrote things just made it seem like you said "m is the unit of pressure"

scarlet marsh
#

ok then you understand how the pressure is FULLY DEFINED by stated the height and can be used as a pressure unit

#

ok

#

20 m of water is the unit

#

and it makes sense in the game

#

i guess if you wanted to complicate things you could make some liquids more difficult to pump - but not sure that would be a good game mechanic

#

is that what you are saying?

oblique hollow
#

perhaps saying manometric pressure unit is better

scarlet marsh
#

saying length of x liquid is a pressure unit

oblique hollow
#

because thats what torr (mmHg) and meters sea water are

scarlet marsh
#

g is assumed to be Earth g, rho is defined by the liquid

#

correct

oblique hollow
#

funny enough medicine and diving and vacuum systems are one of the few places left where these units are used. Its not preferred anymore

knotty basalt
#

It’s to make it more relatable to the average person

#

Their walls have a measurement in m

scarlet marsh
#

i mean of building a dam or something of 1000 m height

#

its easy to just say you need 1000 m of water pressure and relatable

oblique hollow
#

in my field of work we simply dont use these units

#

thats why it bugged me

scarlet marsh
#

ok

oblique hollow
#

also mmHg is harder to use since its harder to convert into a metric unit

scarlet marsh
#

diving stuff you might say you might design to withstand 200 m of head pressure or something

oblique hollow
#

i think atmospheres is used there more often now

scarlet marsh
#

well again mm Hg is used bc that is how pressure can actually be measured

oblique hollow
#

the problem is relying on this is not possible in my field since fluid collumns are not accurate enough since temperature is a big influence

#

also unit differences is why NASA lost a spacecraft

scarlet marsh
#

yeah makes sense, so how is pressure measured?

oblique hollow
#

in our field? usually capacitive sensors, piezoelectric sensors, sometimes normal gauges..... mostly we receive a voltage and use metric units to prevent conversion errors

scarlet marsh
#

ok

oblique hollow
#

though some systems dont rely on just gravity

#

since its not the only source of pressure