#math-and-meta

1 messages Β· Page 447 of 1

orchid iris
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I just wanna know what's better. Here's a screenshot of my options(literally just got back to base).

glacial hemlock
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@woeful skiff we do.

lyric pecan
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Anyone fancy doing a little ratio maths? :P

I need to setup this adjustable splitter to give both belts 540 ingots each

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1 left 3 right?

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the belt on the left has 360, it has a deficit of 180 ingots from 540

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720 / 180 = 4

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so, sooooo 3 units of 720 should be 540? and 1 unit of 720, should be 180?

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right?

wind spade
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Or just put normal splitter and let it balance itself πŸ™‚

lyric pecan
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true lol

glacial hemlock
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use 2 splitters and 2 mergers if you really wish to build a balancer.

slender turtle
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@lyric pecan Yes, you want to send 1 unit left for every 3 units right.

lyric pecan
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thanks

willow igloo
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pro tip, if ever you want to lower a belt's throughput by 60 at a time, have it go through a normal splitter, a mk 1 belt output (which in the case of 720 going through) will only split off 60, lowering it gradually down to your desired 540

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so going from 720 to 540 is 180. Go through one vanilla splitter, 1 exit with a mk 1 60/min belt and 2nd exit with a mk 2 120/min belt. 3rd belt will have 540

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then you just merge those smaller output belts into the 360 to make your 2nd 540

woeful skiff
lyric pecan
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well, I tried just using a vanilla splitter and letting the belts balance themselves out... but what's actually happened it that clogging on one of the belts has ever so slightly slowed down throughput of ingots.... seems like the total 1080 that should be running in to these machines, is more like 960-1000. I have 4 machines that aren't processing anything 70% of the time.

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clogged belts do not balance themselves out, they slow down overall throughput. i'm gonna put an adjustable splitter in there.

wind spade
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@lyric pecan if you don't have more than 780 items per minute on one belt, then clogged belts do balance out. It's called a manifold and works mostly based on "clogged belts"

lyric pecan
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the clogging on the belt is creating delays of a fraction of a second

wind spade
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which is not an issue since mergers/splitters have internal 9 items inventory

lyric pecan
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well the uptime on those 4 machines has increased since using an adjustable splitter

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the machines ive setup require exactly 540 x 2 ingots

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and supplying exactly 1080 ingots

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i can't afford to have a tiny delay

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for machines stop running

wind spade
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have you waited long enough to let those belts balance?

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it usually takes some time

lyric pecan
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i gave it a good 15/20 minutes

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there was a noticeable stuttering from the 720 belt

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this way makes me feel happier anyway πŸ˜› every belt is moving at full speed and every machine is processing

wind spade
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also "I can't afford to have a tiny delay" is a bit exaggerated imo πŸ˜„

viral girder
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I am thinking about stacking my design on top of itself, as many people suggest. My question is: How do the upper floors get any resources, since the pathway is already used by the first floor?

pine wedge
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@viral girder I create aisles. 1 sec I'll throw something together in MS paint

viral girder
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@pine wedge much appreciated as this is stumping me atm.

pine wedge
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I'm such a bad artist

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OK - so first floor you have a bunch of machines making rods and plates

viral girder
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... The Giraphant just used my stairs to now mindlessly wander on the main floor of my factory. smh.

glacial hemlock
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Before we get conveyor lifts, there are spiral conveyors.

spiral stratus
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3 water extractors and 8 coal generators w/ a mk 1 miner on a pure node is 100% efficiency right?

glacial hemlock
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yes.

fierce ruin
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3:8 is the ratio yes

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but its not a must

glacial hemlock
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provided you have at least Mk.2 belt

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see wiki / youtube for setup guide

spiral stratus
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yep. got mk 2 belts

fierce ruin
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also this way your pipes are only transporting 180 fluid, so that not 100% efficient

glacial hemlock
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lol

prisma copper
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@woeful skiff i think the iron wire

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@orchid iris i think the circruit board

torpid robin
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I went 3 full pipes to 20 coal gens. Then just repeated it 10 times . The belts don’t work out as neat as the water . But that’s easy to deal with

wind spade
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I'd even say belts work better, why do you think they don't? πŸ˜„

torpid robin
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Cause a 270 belt only can supply 18 not the 20 the water does is what I mean

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I do not have the 450 as of yet

glacial hemlock
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well, if you can do it, then you are pleased to do so.

orchid iris
glacial hemlock
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none is good, but 3 is the best among them.

woeful skiff
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I'd probably take 3 but then never get around to using it. I don't know what beacons ever really need to be optimized for and there's only so many space elevator deliveries.

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Well, I wouldn't not use it, I just don't know when I'll be making any more rip's and I have no intention of rebuilding the existing rip's I'm producing.

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I feel like you need to pick up the alts pretty early for the space elevator alts to be helpful.

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I do hope they find a way to make the space elevator and the parts it requires relevant in the end game.

glacial hemlock
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if the next delivery is released, then you will have a new goal for it.

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I would say each delivery is 5 to 10 times more difficult as the previous

woeful skiff
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True

glacial hemlock
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lol, i see you are typing a lot. It is just one word πŸ˜‚

woeful skiff
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That is still finite, compared to other products in the game which have no time in the future that I anticipate never needing them again. So in my brain I'm comparing finite to infinite and the one I'll use forever always seems to come out ahead 🀣

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Yes, sometimes I struggle with written communication.

glacial hemlock
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if you want infinite challenge, then buy all Golden nuts you can afford. Yea that would be infinite

woeful skiff
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If you pay attention you'll probably notice that over 50% of the "Bryan is typing..." never even result in a message being sent.

orchid iris
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k so 3 sounds good

glacial hemlock
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you skip a step and saving some power, then you lose 0.666 screws for each RIP.

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it is good though

orchid iris
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I have casted screws so it's pretty good tbh

left flame
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How do i dump water when making aluminium?

dark wadi
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click on the pipe, pull the "flush" level and flush the water.

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If you asking how you can use up the "excess" automatically, there are options. Find a recipe that you don't care about that uses water as an input "wet concrete for example" and then just sink all the product.

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Or you can create and elaborate feedback system that feeds the water produced as waste back into the system as input.

left flame
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i did the elaborate loop.. it went horribly wrong... I guess concrete makes sense

dark wadi
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I do believe that is one of the big challenges for making "aluminum". I saw one post in reddit where someone had reduced their production down so that it worked. I will see if I can find his image and post it in screenshots.

left flame
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it works as long as I pull on alu, but when alu starts to back up... the pump floods the system

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I guess I could dump alu but that feels so wrong

dark wadi
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Send some of your alu to the sink. so that you constantly make it.

woeful skiff
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excess water β†’ pure alts?

left flame
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I want my pure alt to run tho πŸ˜› not run out of water when alu is producing lol... wtb a if gate on pipes.

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I could train it... hmmm

woeful skiff
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You would ultimately I think need to be sinking something since you'd then have tied together alum and the pure alt production.

dark wadi
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I posted what someone else's solution was in screenshots.

left flame
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yea I am using coal

dark wadi
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You can always put a water pump on the pipe and NOT power it to create a backflow preventer if that is what you are trying to do.

left flame
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100 water then 30 from alu

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also janky because alu makes 80 and need 90

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so I made 8x9 πŸ˜›

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i was wondering if the overflow trick worked on trains

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pump water into a station then use the output

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if it backs up the train runs off with it to dump

pale jetty
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i did the elaborate loop.. it went horribly wrong... I guess concrete makes sense
@left flame I use a train station for water delivery there and the waste water just flows down from my platform into the upper inputs of the train station that is connected to the pumps. Like that I don’t have that problem ^^

dark wadi
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That actually sounds like a great solution to fix the 'water' problem. lol

left flame
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I am using height to prevent "backflow"

shy mason
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Now I'm thinking of the costs of pumps vs loading it all into a train to bring water to heights, or do you just have a train unload water at top of a cliff for free water potential energy. Might be easier to just use a belt lift and two refineries to packageπŸ˜‹

upbeat tide
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Does quartz crystal get used in anything other than crystal ocilators?

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I dont need silicon anymore for alu, got that alt recipe that removes that need.

shy mason
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alternate recipe for radio control units, otherwise nothing else

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you do need silicon for alternate uranium cells that will eat a bunch as well

upbeat tide
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True, im only tapping two normal crystal nodes so far anyway

glacial hemlock
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Eventually you will have to tap all nodes in the game

upbeat tide
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True

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Currently setting up to max out crystal ocilators from two normal raw quarts nodes and one iron pure

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Using mk5 belts and mk3 miners

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  • Pure iron ingot
  • Pure quartz crystal
  • Casted screws
  • Iron wire

Each manufacturer is at 200% tho in my plan

wind spade
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just build 2 manufacturers at 100%, you're losing power othwise πŸ™‚

upbeat tide
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Was thinking of space, im using a vertical solution

wind spade
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idk I feel like space is pretty much limitless

upbeat tide
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True just make em skyscrapers then

wind spade
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or just have more buildings per floor?

upbeat tide
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Was planning on 5 towera anyway so only 6 stacks each

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Yea pretty much

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Inspired by u/oldshavingfoam

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In style

upbeat tide
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@wind spade the towers to the right will house the manufacturers, constructors, and assemblers. The two buildings more to the right are all pure iron. Pure crystal isng visible in this angle

fierce ruin
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Anyone has an efficient rotor build design ? I'm trying to find one by my own, hard...

heady smelt
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just build 2 manufacturers at 100%, you're losing power othwise
or 100 at 1%, max energysavings

fierce ruin
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XD

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2 manu of what ?

heady smelt
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not to u πŸ™‚

manic storm
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Rotors break down pretty easily into 8 rotor per minute manufacturing units running off 90 ore/ingots/rods per minute

fierce ruin
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Rotors break down pretty easily into 8 rotor per minute manufacturing units running off 90 ore/ingots/rods per minute
@manic storm 2 assmebler at 100% at the end of the line ?

manic storm
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yee

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plus five screw constructors, and possibly smelters and rod constructors depending on how your factory is set up

fierce ruin
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yep 5 screw constr which means 50 rod/min and I don't know how to get them, because I also need 40 rod/min for the 20 rod/min x2 (for the 2 assembler)

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so 90rod/min in total

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how to split them correctly?

manic storm
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ah yeah splitting up the rods can get dicey

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i have my rotors integrated with my reinforced plates and modular frames rn so all the rod stuff happens together

fierce ruin
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oh

manic storm
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lemme see if i can do some quick maths

fierce ruin
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but for my tier it's not possible to do 132/min, ive only mk2 belt

manic storm
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that's less complicated than my current setup :P

fierce ruin
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or maybe i dont care if at some place it get stuck a bit

manic storm
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so simplest way to do just rotors assuming you've already got a 90 rod/minute input belt (which can be made with a splitter, a merger, and two fully saturated Mk.1 belts) is to split from 90 to 30x3 with one three-way splitter, then from 30x3 to 10x9 with three more three-way splitters, then merge to 20x2 and 10x5 with two two-way mergers

fierce ruin
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oh yeahh

manic storm
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screws are a little harder to deal with using only Mk.2 belts, since you can't just merge to 200 and then split to 100x2 (which is what i'm doing)

fierce ruin
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thanks you i didn't think about this way

manic storm
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for the screws you'll have to merge from 5x40 to 2x80 and 1x40, then split the 40 into 2x20 and merge those into the 80 belts

fierce ruin
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easy

manic storm
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logistics

fierce ruin
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I'm not used to :p need practice

manic storm
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you can also use less complicated setups and rely on full machine inventories to meter materials, but that greatly increases the ramp-up time of the factory

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generally better for later game when that doesn't matter as much and being able to scale out a ton is more important

heady smelt
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you can split not evenly tho
if you have enough input and connect everything it will just balance itself based on how much each needs because this way oversaturated belts will not take rods and let them move to undersaturated ones

manic storm
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that's what i was just saying:P

heady smelt
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i was thinking and didn't read my bad

manic storm
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but then you have to wait for the belts and inventories to fill up, which can take a while (especially with screws stacking to 500)

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i like to target perfect flow early-game to get things moving, then move to simpler setups that rely on full belts later in the game when i have more production to fill those belts and rapid horizontal scaling becomes the name of the game

glacial hemlock
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do you have Mk.2 or Mk.3 belt? because that will make things a lot simpler

fierce ruin
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mk2

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im drawing a plan right know to see things clearly

ripe lava
glacial hemlock
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  1. replace the 120% iron rod with 2 x 60%
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  1. overclock your miners to 200% and double the output.
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it is pretty good imo

fierce ruin
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  1. overclock your miners to 200% and double the output.
    @glacial hemlock or just a 120 ore output
ripe lava
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im using it to try get space elevator 2nd time

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you need so much stuff

glacial hemlock
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maybe he is using normal nodes, thats why 60

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2nd space elevator? means tier 5?

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oh, no, you probably need to quadruple your production.

ripe lava
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yep

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i need like 500 steel support beam looking things

heady smelt
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i made versatile things with just 120 ore tbh

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had stuff to do so it collected

glacial hemlock
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how long then?

ripe lava
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and before i can do that i need to put batteries in my coal generators but i have no slugs

heady smelt
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idk 20 mins?

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one 100% manufacturer

glacial hemlock
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?!? how is it possible to get manufacturer while you are still preparing for versatile

heady smelt
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i meant assembler πŸ™‚

ripe lava
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lol i dont have manu

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i have 72 versatile

heady smelt
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ok, 100 mins probably

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i had a lot of concrete work to do so i forgot about it

ripe lava
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does anyone wanna help me maximize my factory

glacial hemlock
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now you have 2 iron nodes producing the above parts right? just find another 6 then build the sameπŸ™ƒ

heady smelt
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not hard tho
i had 4 nodes on start location, two nearby and two more 300 meters away

upbeat tide
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infrastructure is

28 manufacturers
28 assemblers
112 constructors
42 refineries

upbeat tide
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actually refactoring instead of going vertical, considering a more efficient way, not using 5 machines per manufacturer I mean

glacial hemlock
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Let me chk with Daniel's calculator

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28 manufacturers, 27 refineries, 13 assemblers, 82 constructor

upbeat tide
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revisions comin in a sec

glacial hemlock
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Mobile screenshot. πŸ˜…

upbeat tide
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thats what I got

glacial hemlock
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Why screw is involvedπŸ‘€

past atlas
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i need to split a belt into 2 belts. I need it 70% on one, 30% on the other. How could i do that using only splitters and mergers?

glacial hemlock
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Search wiki for 1:10 balancer.

upbeat tide
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screws cuz stitched plates isnt that much more efficient in comparison

glacial hemlock
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Ha. (MC villager noise)

upbeat tide
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?

pine wedge
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Am I the only one that was stoked to get coal power because that meant I could leave my factory running overnight?

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8 hours of feeding smart plates to the AWESOME sink and I have all the tickets I need

wind spade
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where's the fun in that πŸ€”

pine wedge
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The fun part is building the factory

gleaming patio
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Guys real quick, if I have 8 machines but I want them all to be producing as much as 6.8 machines would, what level do I underclock the 8 machines to?

indigo vigil
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85%

cedar mica
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Underclock 6 machines 20%, would also work

gleaming patio
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yes but preferably I would like them all underclocked, or 4 of them underclocked

upbeat tide
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If the math comes to 6.8 its easier to just build 7 machines, keep 6 at 100% and the final one at 80%

gleaming patio
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so 85%? is that exact, or slightly more/less?

upbeat tide
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What is this for anyway?

cedar mica
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You need to lower the overall % from 800 to 680.

gleaming patio
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I know but here's the situation: I have 4 sets of 2 refineries making aluminum scrap, I want a nice ratio of foundaries to refineries making aluminum ingots, so instead of doing 7 foundaries I wanna do 8, 2 for each set of refineries

upbeat tide
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680/800=0.85 so yea 85% each will do it

gleaming patio
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sweet, thanks!

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that math was very simple why didn;t I think to do that?

woeful skiff
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I do similar things just for symmetry. Just take the number you need divided by the number you have and that's the percent

gleaming patio
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oh okay, thanks

upbeat tide
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Percentage math is easy in this game

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There are extea coefficients in the math for power draw tho when overclocking

gleaming patio
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I don't really bother to do math with power

woeful skiff
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I don't calculate power consumption really I just keep an eye on it as I build and when it gets over like 70% usage I go build more power generators.

gleaming patio
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I tend to just check my grid every so often and when I'm averaging 60-80% usage I get ready to expand power

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yeah same

upbeat tide
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Well, I mean that if you OC a machine by 200% the input and output increase linearlly, but the power cost is curved

gleaming patio
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as far as trains go tho I believe one engine can handle 5 freight cars?

upbeat tide
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I dunno the train limit tbh

gleaming patio
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Yeah I know about the power when overclocking

upbeat tide
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I have seen 6+ long trains tho so it may not matter

gleaming patio
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I test the trains by taking it to the steepest incline on my network, which I'm pretty sure is darn close to the steepest you can build rails anyways, then bring it to a dead stop and activate autopilot going up the incline. If the train can accellerate up the hill from a dead stop, it will never not make the hill

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it doesn't matter on flat ground, but going uphill you can overwork the engine

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I tested that with my 10 freight 2 engine setup and it could make the hill from a dead stop, but only barely. It slid down the hill a ways first since engines take a moment to spool up and during that time it slid down and had to work to stop and go forward, but it worked. Just very very slowly. So I switched to 9 freight 3 engines to be safe.

torpid robin
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iv heard to get up the steepest and longer of hills. your best best is 1 loco per 3 carts

upbeat tide
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You shouldnt use 4m inclines for trains anyway

2m or 1m inclines only

torpid robin
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you cant even place a track on a 4m incline

gleaming patio
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Anyone got a 4 to 6 balancer (and a 6 to 4 balancer)

wind spade
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@gleaming patio usually you don't need to balance stuff, you can just use manifolds

gleaming patio
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Yes but in this scenario, I know what I'm doing. I usually use manifolds but this very specific situation calls for a balancer

wind spade
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what's the situation if I may ask?

gleaming patio
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I mention "balancer" and people treat me like I have never played before :/

wind spade
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sorry, it's just that 95% people coming here asking for a balancer actually don't need it

gleaming patio
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4 480/min belts into 6 freight platforms, and back to 2 780 belts at dropoff

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I don;t want to extend the train station because then my OCD would force me to extend every station on the line to match

wind spade
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you can manifold platforms as well πŸ€”

gleaming patio
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yes but even T5 belts couldn't achieve the throughput

wind spade
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well not with one manifold ofc

gleaming patio
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the train isn't fast enough to just do 4 belts to 4 freights

wind spade
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anyway, depending on your usage, you can just go with two 2 : 3 like this

|  |  |
M--S--M
|     |
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no need to balance everything

gleaming patio
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"need"? I suppose not. "want"? yes.

wind spade
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assuming the incoming 4 belts are all full, therefore all balanced, the contraption above would yield same results as proper balancer

gleaming patio
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That may be true, but is a man not allowed to want to use a balancer once? I don't normally use them. But I'd prefer to load/unload each station evenly

wind spade
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I'm not forbidding you to use balancers

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I just gave you a contraption that does load each station evenly

gleaming patio
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sorry if I seem hostile

wind spade
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it's just not a balancer

gleaming patio
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I'm just passionate

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also I don;t understand your picture

wind spade
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S = splitter, M = merger

gleaming patio
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if M is merger and S is splitter how is it splitting 2 to 3? the splitter has 2 inputs and 1 output, that looks like a merger

wind spade
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picture is 3:2, for 2:3, just swap splitters with mergers

gleaming patio
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ah

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maybe

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part of me wants to use a balancer anyways just to say I did. I've done a few things in my current playthrough using "the path less travelled by" as it were. Like making a packaged water route instead of just using pipes.

wind spade
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sure, go for it

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but I can't help you with that. I don't use balancers (and don't play the game)

gleaming patio
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I already got a solution to that

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maybe I'll do yours at the loading and a balancer at unloading? I dunno

wind spade
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idk, if you're merging it to two 780 belts, you're losing 360ipm throughput anyway, so balancer would be useless there

gleaming patio
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how so?

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I mean, if the freights are being loaded at the same IPM and balanced to the same IPM and the 2 780's are full, aren't I gettin all the items?

wind spade
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4*480 = 1920
2*780 = 1560

those two 780 belts can't carry the full 4 480 belts

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also beware of the 25ish seconds of locked platform when loading/unloading, can mess with your throughput if you don't have buffers in place

gleaming patio
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wait...

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oh... OH.... I totally forgot that T5 belts aren't exactly 2x T4!

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You're right! and I need like 1568/minute but thought I would have to settle for 1560!

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also unless I understand balancers wrong, what you gave me is a balancer

wind spade
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balancer:
a contraption, that given X inputs and Y outputs, makes all the Y output rate the same, no matter what the input for any of the X inputs is

gleaming patio
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ah I suppose balancers are for inputs of different speeds

wind spade
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so e.g. if only one belt is incoming, all 3 should have the same output, which can't happen obviously

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(also, it's not a balancer anyway, even if you'd consider all inputs the same)

#
25% 50% 25%
 |   |   |
 S---M---S
 |       |
50%     50%

(input at bottom, output at top)

gleaming patio
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Ah

bitter jacinth
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So it is a semi-balancer?

gleaming patio
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I might use a balancer at loading then

wind spade
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idk what's the definition of a semi-balancer

gleaming patio
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I need each freight platform to be loaded at the same items/minute to accurately gauge if the train can deliver fast enough

wind spade
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but in any case, it'll eventually balance itself, since that's how the game works

gleaming patio
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think of it this way:

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let's say that over the time it takes to travel, one train can deliver 480/minute with 2 freight platforms. of course this means nothing if the loading stations aren't getting 480/minute. if I use a semi-balancer, and the system hasn't balanced itself by the time the train returns, then each station is getting loaded disproportionately

manic storm
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if they're getting unloaded into the same buffer, does it really matter if they're loaded evenly?

gleaming patio
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they aren't

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because T5s can't support 1980/min

wind spade
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true
but there are two options:

  1. the train returns fast enough so that it can carry all the items from the middle platform, which is getting loaded twice as fast (because of the 25/50/25 split). In this case, there's no issue, since you're still getting the full throughput, only the platforms aren't loaded evenly
  2. the train doesn't return fast enough, therefore the middle platform is filling up (can't empty it fast enough). At some point, the platform will be full and block the belt coming to it, making more items coming to the direction of the other two platforms. After a few cycles, the train is able to carry the full throughput again. So again, no issue (just have to wait a little)

again, not pushing you away from balancers, just pointing out this πŸ™‚

gleaming patio
#

... huh

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hadn't thought of that

wind spade
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it's the same principe as in manifolds πŸ™‚

gleaming patio
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true; manifolds can take a while to get up to speed but once they fill up they work

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I am dum dum

glacial hemlock
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ok, the above balancer works only assuming the input belts have equal input rate. if you want a true balancer, you have to split each x input into x/y, the 2nd part being combine x/y to y.

gleaming patio
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yes but my inputs do have the same rate

wind spade
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don't worry about it πŸ™‚ the mechanics of the game are quite complex and not always obvious πŸ™‚ you still can use balancers, I'm just pointing out that in 99% of cases they are not required and it can work without them πŸ˜‰

gleaming patio
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Yeah I get it

glacial hemlock
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when designing a balancer, no single segment of the belt should carry more than its belt capacity, or it will be throughput limited.

wind spade
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@glacial hemlock you mean this?

25% 50% 25%
 |   |   |
 S---M---S
 |       |
50%     50%

that's not a balancer, see the 25/50/25 split? πŸ˜›

bitter jacinth
gleaming patio
#

hold on Greeny, is 50% in your diagram 50% of a 480 belt?

wind spade
#

50% of the total items coming through the thing

gleaming patio
#

ah

wind spade
#

input is at the bottom, two belts

#

so 50% = 1 belt worth of throughput

glacial hemlock
#

A AB B
| | |
S---M---S
| |
2A 2B

fast rain
#

So I noticed that when your jetpack uses fuel, you don't get the plastic container back. Is that normal?

summer field
#

Do you get it back when you use it in a vehicle?

fast rain
#

I haven't tried yet. I just managed to get the packaged fuel recipe....and I saw there was an

#

unpackage version. So my thought was, oh cool, you get the containers back.

#

I had grandiose plans of dropping off empty canisters and picking up full ones LOL

heady smelt
#

balancers overrated manifolds ftw

glacial hemlock
#

if one find building the balancer is troublesome, they will eventually switch to manifold.

heady smelt
#

let them do 6-6 balancer
they will def switch πŸ™‚

glacial hemlock
wind spade
#

I think it can be made simpler

glacial hemlock
#

interesting.

wind spade
#

after first set of splitters (having 12 belts), you can merge them back to 6, e.g. 1 with 3, 2 with 4, etc. and then split each into 3

#

without losing throughput

glacial hemlock
#

but what if each input belt have different item rate?

wind spade
#

then I'd ditch the whole balancer and use the item rate that's on the belt πŸ€”

#

tbh contraption like this is totally useless

glacial hemlock
#

yes. they are for fun only.

heady smelt
#

yes they are useless cause manifolds

#

let machines balance themselves

#

FICSIT approves cause of less space, material and engineer time wasted. And FICSIT do not waste

limber nest
#

whats the point of 6 to 6?????????????????????????????????????????????????

#

just conveyor belt that bitch from 1 to the other

heady smelt
#

different ouput/input rates?

limber nest
#

ez

#

just dont bother

#

just it all balance itself

lime imp
#

I might be bad with math, but you want to balance all input and output rates so you dont have 1 input tha toverproduces and one output that would need more but those are not connected together

heady smelt
#

to fix it you can just manifold it. but if output is > max belt then we need to split to at least 2 halves equally

ripe lava
#

if 1 oil extractor produces 240Mcubed of oil per min, and each refinery used 10Mcubed of oil per min. Shouldn't i be able to have 24 refineries

heady smelt
#

if it uses 10 then you should πŸ™‚

ripe lava
#

do you really need that much plastic

#

lol

#

and wow thats alot of power

#

im struggling with 3

heady smelt
#

didn't know plastic takes 10. for me it takes 30

fierce ruin
#

me too

glacial hemlock
#

lol your icon is just discord rotated -90 deg

heady smelt
#

ikr

woeful skiff
#

I don't know how I didn't see that the discord logo is a gamepad until I saw it sideways.

orchid iris
modern comet
#

1+1=2

past atlas
#

Hi
I tried the 1:10 balancer yesterday but I wasn't entirely sure how I was supposed to follow it to set it up how I want it. I can only use splitters and mergers.
How would I split 1 conveyor into 2 so the conveyors are split so 70% of the input goes to 1, and 30% goes to the other?

30%              70%
     |               |
            ?
            |
            |
          Input           ```
Thanks πŸ™‚
#

'test'

#

are code blocks disabled? why can't i use them?

woeful skiff
#

Use this thing: `

#

One of them does it inline

Three of them does a block
#

So another way to think about it is to just use a normal splitter, and on one side of it put something that consumes exactly 30% of what you are feeding into the splitter.
The other side will then be 70%.

#

Until the thing that's supposed to use 30% of the resources gets backed up at least.

#

But, it will never consume more than 30% if you build it that way.

#

Note: the thing that should consume 30% will consume 50% of everything, due to how splitters work, but only until the internal buffer(s) of the machines in that branch fill up, then it stabilizes to 30% / 70%. That's fine.

past atlas
#

I need to use both conveyors

woeful skiff
#

Yes you do, if you don't then it'd just be 100% down one conveyor...

past atlas
#

so further along i have 2 smelters on both conveyors, and then after that i have 2 constructors which are making iron rods and plates

woeful skiff
#

What I'm suggesting is an alternative to what you actually asked how to do, which is to think about it backwards from how you are approaching it.
In other words: Build the relative number of plate and rod constructors so that one of them is consuming 30% of the total iron input, and it will balance out and the other will get the remaining 70%.

#

So, if your total iron input is 120/min. 30% of that is 36. Build enough smelters / constructors so that one half is consuming as close to 36 iron/minute as you can. I tend to use numbers that divide evenly into my belts / whatever recipes I'm making if possible.

past atlas
#

thanks

orchid iris
heady smelt
#

how about just split connect it and let it balance itself? manifolds ftw

#

you can of cource do some trickery with feedback loops and a lot of splitters but why?

#

just split for two, add stack for each machine and let belts be saturated

upbeat tide
#

If you have refineries, wet concrete is a must

It is the most efficient limestone > concrete recipe in the game

heady smelt
#

how much does one need concrete tho?
i have wagons of it

torpid robin
#

and water is a pain

#

just for concrete

upbeat tide
#

When you start building big factory floors and walls, you will go through crete like candy

#

As well as iron plates too

heady smelt
#

two impure nodes give me enough so far

#

well i play slowly and don't build walls

#

it's not efficient to build a lot of walls and FICSIT wants me to be efficient

torpid robin
#

oh man. i placed 25 thousand walls the other day. not fun. much not recommend

heady smelt
#

was it fun? no. was it needed? also no. why you did it? ocd?

torpid robin
#

i have made massive floating bases with no walls before. it doesnt look cool. so this time i have a base on teh ground 65x65 all walled in. and ima make sit look pretty lol

#

so OCD lol

heady smelt
#

i would just add columns then

tawny chasm
#

has it even been confirmed by the devs?

heady smelt
#

so far it seems it's very minor

tawny chasm
#

@still grove tagging you cos the folks in here really know their numbers πŸ˜‰ if it is a confirmed bug they'll know about it

torpid robin
#

i dunno if it is still a thing. i was monitoring my set ups before. my belts are full i dont use all outputs. yet all my machines are running at 100%

upbeat tide
#

Actually after doing some math

Crete efficiency limestone per crete

Standard 3:1
Rubber 1.111:1
Wet 1.5:1
Fine 1.2:1

Hope that makes sense

heady smelt
#

what matters is not limestone/crete but crete/min imo

#

cause like what's it easier to get more limestone or add water?

wind spade
#

what's crete?

heady smelt
#

concrete

still grove
#

Yeti exactly, if you dont use the full output its okay according to the reports

upbeat tide
#

Limestone per crete is kinda more important because it determines how efficient your node extraction is

#

That said, rubber is the closest to a 1:1 ratio, but the rubber...that part sux

heady smelt
#

why you care about efficiency of limestone if your goal is to get more limestone faster?

#

time > limestone

wind spade
#

limestone is essentially useless apart from concrete. Any added material would probably be more important (maybe not water)

still grove
#

apprently its caused the clog by having more than 780/s input, less than 780s comes out, which shouldnt be the case, cause 780 belt in -> Split or Merge -> 780 belt out, 1000 items in -> S/M -> 780 out, which only leads to conclusion that the merger or splitter has a throughput limit

heady smelt
#

if you put 1000 you get 780 out only it's sensible

#

because, duh, belt can't carry more

ripe lava
#

so a mk2 pure coal node can power 32 coal generators

upbeat tide
#

780 lime in standard will only net 260 crete a min

In wet that doubles to 520

Big difference for needing an extra thtee water extractors to make it work

torpid robin
#

i thought they tried to solve throughput with splitters and mergers by adding an internal buffer

still grove
#

HellMachine, yes thats how it should be, but the issue persisting apprently gives you less than that

#

Ill test it the next days, need to setup a new save for that

heady smelt
#

not three, 520 crete is 130 items/min and it's 650 m3 water/min

#

5.4 extractors is meh

upbeat tide
#

Wet is 120 lime 100 water, 80 crete

wind spade
#

for concrete, I'd just go for wet / normal.

#

other alts don't seem good

orchid iris
wind spade
#

nice

orchid iris
#

just trying to find out the best one for the factory

wind spade
#

depends on your factory

#

what are you trying to produce, which alts do you have, which are you aiming for, which resources are available and what's your target goal of production

orchid iris
#

the first one is useless currently i need both of the others

wind spade
#

you can't really say "this one is best" without context πŸ™‚

heady smelt
#

i would take 2
if you have a lot of pipes like i do

orchid iris
#

ive got iron screws but otherwise everything else is mainly default and i do have a full storage of pipes and of iron and plastic

#

casted screws*

#

sorry doing some xbox ambassador stuff at the same time

upbeat tide
#

kinda feel like I wasted a hour of my life, but decided to compare the concrete recipies.

Did not go as far as power efficiency, space, or alternate resource input needs ( eg. how much stuff you need to make the alt recipe extras)

glacial hemlock
#

@ripe lava 16, unless you overclock it.

ripe lava
#

overclocked to 200%

glacial hemlock
#

then yes, it is 32. your belt? mk4?

ripe lava
#

mk3

glacial hemlock
#

then it is 18, until you have mk4 belt, then become 32

tawny chasm
#

looks to me like wet concrete is pretty good then

#

i'd rather use rubber and quartz for other things

#

water is almost free πŸ˜„

#

nice w ork @upbeat tide

#

post it to the main subreddit if you haven't already!

modest elk
#

Help

#

Do you guys have a setup for heavy modular frame i'm new and struggling to properly automate this item

jade yew
tawny chasm
#

oh nice

#

somehow i have not used that particular calculator

#

been waiting on greeny to update his tool cos i really like his too, i think it's the most user friendly so far and has nice features

#

but this one isn't bad

glacial hemlock
#

It is just that you can't drag it around

bitter jacinth
#

How many coal generators can a single water extractor support at a time? Say with optimal pressure and they are right beside the extractor, etc

Was seeing my 10 coal generators are using 91 m3/min each and the 4 water extractors say they pump 120M3/min... which sounds like I'd need a lot more than 4 water extractors to me

pine wedge
#

1 extractor @ 100% can power 2.66 generators

upbeat tide
#

Each coal gen needs 45m3/min of water

bitter jacinth
#

Interesting. All 10 of my generators are at 250% (which I remember reading before it would be better to add more instead so I may do that in teh near future) and are maxed at 50m3

glacial hemlock
#

But you are not using the full 250% (actually, 202%) of your power

copper gale
#

Does anyone have a sheet for a factory that produces everything?

lofty pumice
#

Its maths

woeful skiff
#

But not really on topic math. But wait, you have to add up 4 numbers for the second row, and the 4 smallest numbers available 1+2+3+4 = 10. And you have to have a single number in the third row, the largest number you can put there is 9, which is less then 10. So how is that even possible?

heady smelt
#

i added all things in big system and first discovery was that 2x (where x = number to which each row should be added total) is equal to 15

so this and the fact that smallest sum of 4 is 10 and max single dot is 9 i call this bullshit

#

31 + 41 + 42 = 15
31 = x
41 + 42 = x
2x = 15

upbeat tide
#

Dont build nuclear with everything though. Only comment I have there

#

Radiation is a killa

wanton island
#

Numbers from Top to bottom.... not in order of triangles but by circles... so the first row has two.. next row of 4 circles.. next row of 1 ..last of two... numbers are... 4, 2, 3, 8, 6, 7, 1, 9, 5

#

so triangle one has 4+3+8, triangle 2 has 2+6+7, triangle 3 has 1+9+5, middle triangle has 8+6+1

#

obviously the key is 8, 6, 1

#

wait, each row adds to the same total?

copper gale
#

@glacial hemlock thanks

inland shadow
#

How many foundations can pipe transfer liquid before starting to drop (I have 300m^3 at the source)? I want to keep 300m^3 the whole way so I want to know how often I need to put a pump

woeful skiff
#

Vertically it is 20m, which is 20/4 = 5 8x4 foundations tall.

inland shadow
#

this is all horizontal, no vertical lift involved

woeful skiff
#

Horizontally I think it's indefinite? Or at least, I've never ran anything long enough to require any pumping horizontally.

torpid robin
#

I have some prettt long pipes with no pumps and no problems

bright osprey
#

Yeh - although there is some weird behaviour if you go down then back up over long distance. I normally stick one pump at the beginning to make sure

inland shadow
#

I found it out 450m or 56 foundations

#

I was at 92 foundations

glacial hemlock
#

After 450m, fluid flow reduces?

upbeat tide
#

Smth like that yea

nocturne jay
#

water extractor have base presure 10, can i increase it?

coral salmon
#

yes with pumps

nocturne jay
#

pump increase water presure?

#

how much?10%?

coral salmon
#

sure do.. by 20

#

20 meters... or (for math purposes) 5 8by4 foundations worth

nocturne jay
#

do that work on oil extractor?

coral salmon
#

you put the pumps on the pipes

#

and yes all liquids

nocturne jay
#

if the presure increase so the liquid transportation speed increase too right?

coral salmon
#

as far as i know... there is no way to get over 300m3 per second

#

so you just build and extra pipline which isn't actually that hard with the stacking pipline things

#

the pumps are really just for headlift...

#

otherwise like i said... build a second or third pipeline

#

im using 3 to get my 900 m3 of oil to my bae

#

base

nocturne jay
#

if the pipe can only transver 300 m3/sec and my oil extractor extract rate is 480m3/sec and i split the liquiid into two direction the first pipe get 150m3/sec and the second pipe get 150m3/sec too

coral salmon
#

hmm sounds buggy... just take out that extra boost item and accept that 300 is the max

#

for now

#

who knows they may add new pipes to increase throughput

nocturne jay
#

so just decrease the overclock ratio so i just get 300m3/min?

coral salmon
#

yeah i would

#

sounds like for now you are just wasting power

nocturne jay
#

yes

#

and i hate nuclear power plant it generate 300 waste and i cant delete that waste

coral salmon
#

hmmm honestly i have not actually built a functioning power plant... but i guess just build a ton of storage containers and let it go there

#

damn now i need to go play... thanks....

nocturne jay
#

your welcome

glacial hemlock
#

Yes, there is no way to push the flow rate in a pipe over 300, in any pipe segment. This includes the very short pipe between the oil extractor and the pipe junction.

#

Oil can be overclocked to 600, but only 300/min will flow out

dusky rock
#

It's a shame we cant overclock oil at the moment for what its truely worth

wind spade
#

You have plenty of oil anyway

dusky rock
#

You can never have enough oil lol

glacial hemlock
#

yes it is a shame. To overcome it, use your best combination of alts to squeeze the most out of it.

#

200 plastic from 300 oil can be boosted to 900 plastic per 300 oil

limpid scaffold
#

idea is to have left lane priority lane for output

limpid scaffold
#

unfortunately it does not work all to well, as splitters see belt output as full unless i make this hell of a contraption a lot larger with more belt distance between splitters and mergers

limpid scaffold
glacial hemlock
#

I would suggest just use an overflow splitter.

limpid scaffold
#

Yea its meant as a main bus through a huge factory that way i can just addhook to the bus where ever i need material at the end it will all go to a sink.

#

so basically its just a multi level overflow splitter

wind spade
#

I would suggest not using bus πŸ™‚

sand garnet
#

But taxis are more expensive greeny

wind spade
#

πŸ‡¬ πŸ‡ͺ πŸ‡Ή πŸ‡΄ πŸ‡Ί πŸ‡Ή

limpid scaffold
#

yeah i know i should avoid it but making things overly complicated is just so fun tho πŸ˜›

heady smelt
#

i hope those lifts don't directly attach to splitters/mergers cause it's cursed

limpid scaffold
#

and it works πŸ™‚

midnight grove
#

teh more complicated the more fun

limpid scaffold
#

now to handcraft this for 30+ different materials with multiple outputs πŸ˜…

deep lark
#

Seems like satisfactory to me, nothing different XD

ripe lava
#

how many constructors for 1 pure node of concrete overclocked to 200%

shell kraken
wind spade
#

you can just use train with two stops to have 100% overflow splitter

strong hare
#

I use trains where I can... and mods with actual smart splitters where that doesnt work πŸ˜„

#

BUt the Splitter/merger lins works nicley if you dont/cant use eaither

glacial hemlock
#

every additional splitter / merger reduces the leak by 2/3 of the previous

ripe lava
#

can you have 16 smelters for 480 iron ore/M

shy mason
#

once you get mk 4 belts in teir 6 if you're relying on a single miner.

upbeat tide
#

Alclad questions

I want to make at least 100/min

I already have all the alts, are any in this chain worth using? The alu alt? Alu scrap alt? Etc?

glacial hemlock
#

Default scrap + alt aluminum ingot

#

Cheap silica too

fierce ruin
#

Quick Question, could someone post an up close pic of a bus system for me? I'm new to complicated Satisfactory.

#

Hello?

#

Oh. Someone is probably setting it up and screenshotting it. I'll be patient.

lime imp
#

A bus system isnt that complex

wind spade
#

but also not very efficient, you may consider doing build without a bus

upbeat tide
#

I use busses to bring in close range (less than 1km) resource nodes to my production centers.

Other bus use for me is moving products from one facility to another.

Both of these are not β€œmain” busses tho

sand garnet
#

I want a stationary bike that links to a generator in the game so i dont have to farm biomass early game lol

shy mason
#

WIth the creature respawning in my base, I'm just using their carapaces to fuel my early game burners if you skip tier 0 and use Mam immediatly

wind spade
#

@upbeat tide you mean you use belts?

#

bus is something different than a long belt lol

upbeat tide
#

True but they tend to look like busses after a bit πŸ™‚

shy mason
#

Buses on computer boards are the multi use cables between components on the mother boards, with cpu controlling which components send / receive the signals needed to transfer necessary databits / addresses between various memory / network/ processing components. So in Satisfactory terms they are often where you coordinate the mixing of items on the belt upstream and the separation downstream before they enter the machine, or it becomes jammed and unusable.

sand garnet
#

That explanation is Nuts

woeful skiff
#

Actually circuit board design is the one place in computers where when people say bus they really are just referring to a group of wires* run together. (pcb traces on the board, actually). Other than that very lowest level what I think of as the distinguishing factor is that a bus that more than one component is communicating over it -- versus a straight connection where it is one thing connected to one other thing and those only those two things.

#

A simple bus can accomplish that through timing, a higher level bus (requiring smarter components) can have a protocol.

glacial hemlock
#

Bus is a group of spaghetti pulled straight.

rose ferry
#

So, to people above saying no bus, What do you use?

wind spade
#

dedicated factories built near nodes and shipping final products to storage

#

@rose ferry

rose ferry
#

Ok, That makes some sense.

wise obsidian
#

less lag too

#

Little point in amassing 5000 ore at one location and being unable to move as soon as you start building

upbeat tide
#

What do you fellas think of this plan?

  1. 390 alclad alu sheets / min
    1A. Use the alu ingot alt
    1B. Thats 780/min alu ingots

  2. Use the plastic and silica for computers, silicon circuit boards n such

glacial hemlock
#

Not understand your plan. Try to be more specific about your goal, like '10 turbomotors /min'

tawny chasm
#

yeah ditto

#

what's the /exact/ plan πŸ˜„

fierce ruin
#

is 15 the speed of mk1 belts and then 30 mk2 60mk3 or wut

upbeat tide
#

Plan is simple

Make 390/min alclad

And use the byproducts for computers

#

And my byproducts here are plastic, water, and silica

#

Really as simple as that

wind spade
#

@fierce ruin 60/120/270/480/780 for belt speeds

fierce ruin
#

theres 15!

#

how u get 15

wind spade
#

split 30 in two belts

#

or just use manifold and not do any balancing

fierce ruin
#

ok ty

woeful skiff
#

That's pretty much exactly what me and my friend who played factorio together built the weekend the he and I played satisfactory for the first time.

#

Before I learned how to play satisfactory

fierce ruin
#

started playing like 5 days ago with a friend, we got to mk2 belts and are starting a new one to get a better start since we know things better xd

woeful skiff
#

For a starter base, that'll get the job done, so in that respect there's nothing wrong with it. You'll discover its pitfalls though. It will be hard to upgrade -- in fact I wouldn't try to. I'd leave it, and build bigger elsewhere. It also takes up a ton of space, but meh, there's a ton of space to work with.

fierce ruin
#

epic

#

do the speed of the belts in that matter or can i just go with the fastest i got

woeful skiff
#

There's no harm in using too fast a belt.

fierce ruin
#

mkay

woeful skiff
#

I'm trying to think if what I just said is 100% true.

upbeat tide
#

The only consideration for belt speed is if you are producing more than the belt can handle

#

If you have mk4 belts but you are only producing 10 reinforced iron plates for example, no harm with using lower or faster belts.

#

BUT if you need lets say 240 screws for something you cant do that with a mk2 belt.

fierce ruin
#

ty

upbeat tide
#

The β€œitems moved a minute” is the only thing you should care about. In the end

woeful skiff
#

Do you prefer to see slow moving densely packed belts flowing through your factory, or do you want things zooming by quickly even if it's more sparse. 🀷

fierce ruin
#

z o o m

woeful skiff
#

I like to see densely packed belts zooming quickly if possible πŸ™‚

fierce ruin
#

that too

upbeat tide
#

If your building enough of the materials for the belt u want then no harm in the end

#

I personally use a mix of mk4’s and 5’s these days

woeful skiff
#

I don't have mk5 and I pretty much use exclusively mk4. Simplifies inventory management.

upbeat tide
#

You need mk5 to get the max out of a pure node

Or a normal at 250%

But making alclad is an intensive process

woeful skiff
#

Upon reaching trains I have stalled r&d efforts and am focusing on expansion.

#

I don't even have a space elevator set up at the moment, let alone started working on the last delivery.

upbeat tide
#

Next delivery is alot of stuff

woeful skiff
#

I should probably get it going so it can chug along while I expand.

upbeat tide
#

Store up alot of versitile frames, modular engines and adaptive control units

tawny chasm
#

i mostly use mk5 and mk1 πŸ˜„

#

not automated mk5 belts yet

#

not since update 3. But fortunately i stockpiled quite a lot of them before update 3 dropped so, so far I'm ok. But i am starting to run low πŸ˜„

upbeat tide
#

Im planning a 390/min alclad system...not simple

#

Was in similar position, stocked up 10k EIB and alclad before update 3

fierce ruin
#

whats this splitter for, to delay?

woeful skiff
#

splitters don't delay things

upbeat tide
#

Its not splitting to anything else tho

fierce ruin
#

s0 its purpose is pointless

woeful skiff
#

There's really no reason to put storage containers between every step like that diagram does.

#

I think that splitter is a mistake.

upbeat tide
#

Unless you want to store stuff for later use

#

I do something like that

#

Soutce β€” S β€” storage M β€” exit

#

Splitter and merger are connected to form a bypass

fierce ruin
#

so i can get rid of the ugh iron ore and iron ingot storages ye

woeful skiff
#

between every single one though?

upbeat tide
#

Ooh those? Yea no need to store ores and ingots

#

No I setup storage for end products

fierce ruin
#

aight ill only store the main parts like rods plates etc

woeful skiff
#

oh duh of course πŸ˜„

upbeat tide
#

Iron plates, rods, wire, cable, etc are still very valuable even in late game

woeful skiff
#

I didn't say no storage, I was commenting on the picture from earlier.

upbeat tide
#

I can go through 5k iron plates just in building walls without even a blunk of the eye

fierce ruin
#

ty for all the help :> good community

wise obsidian
#

@woeful skiff I like to err on the side of caution when it comes to belt speed by working under the assumption that greater belt speed = more updates per second for your cpu

dim thicket
#

As far as I know, it's the opposite. Higher belt speed = less parts on your belts

wise obsidian
#

not sure on whether that would be more a gpu thing than cpu though

#

depends on how it's coded

dull bolt
#

Adding numbers is the same operations so it does not take extra time... the only time it would take longer if you have overflows. And barely then it's noticable.

wise obsidian
#

The game is ultimately cpu-bound, so I'm suspicious of anything involving larger numbers on the label πŸ‘οΈ

glacial hemlock
#

Cpu bounded- quickly see linux tech video to learn how to setup a supercomputer at home

heady smelt
#

don't or you're bound to drop things

glacial hemlock
#

Lol

serene ruin
#

My fuel generators are using less than 15m3 normal fuel per minute. Is this a known thing or am I missing something?
I am currently running four refineries that are supposed to be putting out 40m3 each and if fuel generators use 15m3 then I should be able to run ~10.33 fuel generators but I am running 14 generators and one of the refineries are backed up

#

~10.66*

#

Either I am completely off after checking several times or fuel gens just don't use 15m3 of normal fuel per minute

heady smelt
#

but do you use this much energy tho?

#

they produce % of you consumption
unless you fully use energy capacity they will underwork

serene ruin
#

Oh ffs. Right

oblique hollow
#

people like forgetting that

#

a lot

heady smelt
#

well i don't really care i just connect and see my capacity grow and be happy

serene ruin
#

I'm sorry, I'm a dufus. Getting liquids going and preparing for aluminum is making my head spin. Thanks for the help

heady smelt
#

np

glacial hemlock
#

in real life, power plants are monitored and are underclocked in realtime to match the power consumption. (not referring to frequency though)

obtuse sundial
#

@glacial hemlock actually frequency is one way they measure supply vs demand. At least any place using turbines.

glacial hemlock
#

If oversupply, the frequency will go up

#

True, so the frequency shall be maintained

obtuse sundial
#

yup, and under it goes down. it's actually one of the problems with many green energy sources. One of the major thing that keeps the frequency stable is the many many many tonnes of spinning metal in turbines, due to inertia it takes a lot to change their speed, and hence the frequency. Giving the system a time to adjust to the new demand. Most renewable don't use turbines and don't have that inertia.

sand garnet
#

turbines are in wind power and i think also in hydro

#

right?

woeful skiff
#

yea I was going to say earlier, solar is really the only thing that doesn't use turbines, except hydrogen fuel cells I guess, but I decided not go down the off topic rabbit hole πŸ™‚

obtuse sundial
#

Hydro yes, Wind no. They are the big vanes are called turbines, but are a different style. They are also not synchronous to the grid, there is electronics in-between the generator and the grid that adjust the frequency. Main reason being we can't control how fast the wind blows, so we can't control how fast the turbine spins.

woeful skiff
#

still a turbine

obtuse sundial
#

yes, but doesn't add to the system inertia. so if you have a grid just powered by wind, you would need additional measures to balance the instantaneous demand.

heady smelt
#

Battery buffers?

woeful skiff
#

Alright, I defer to your expertise. But circumstances that prevent the inertia of the turbine playing a role in balancing production to consumption is a wholly different statement than "doesn't use turbines"

heady smelt
#

well it's a problem
what would happen if we don't lower production to match demand? what will be overload of this outcome?

woeful skiff
#

There are entire power plants in the us that run for a fraction of a day per year just to satisfy peak demand but are not needed 99% of the time. Once batteries are good enough and cheap enough power companies will pay to put a battery in every customers house. It will eliminate insane amounts of overhead and turn large scale power distribution completely upside down.

#

Just my prediction.

#

what would happen if we don't lower production to match demand? what will be overload of this outcome?
That electricity has to go somewhere and will find naturally find the path of least resistance to the lower potential, aka ground, and probably cause a fair amount of damage on the way there.

#

well no, actually probably transmission wires would just start to get hotter and hotter until they structurally failed

#

then the arcing

obtuse sundial
#

And the screaming and the burning and the oy vey...

#

And battery buffers are one option they are looking at, also fly wheels, pumped storage, compressed gas storage. And the answer in the long run will probably be a bit of all of them.

upbeat tide
#

Decided to see how much I can get out of diluted residual fuel -> turbofuel system

#

Ran these numbers

  • 600m3/min oil -> 20 rubber refineries -> 400/min rubber, 400m3/min HOR

  • 900m3/min water -> 13.3333333 packaged water refineries -> 800/min packaged water out

  • water is in line with the DRF refinery it feeds

  • Diluted -> 13.3333333 refineries -> 800/min packaged fuel

  • unpack fuel -> 13.3333333 refineries -> 800m3/min fuel

  • Turbofuel -> 35.6 refineries -> 800m3/min fuel + 533.3/min compacted coal -> 666.6m3/min Turbofuel

  • 148 fuel generators -> 22,200MW power generated

#

Seem right?

strong hare
#

@upbeat tide Looks about right. I went with a oil->heavy->diluted fuel-Turbo for my power system I just made (screen in screenshots) and uses the following:
270 Oil - 480 Sulfur/Coal - 720 Water Transformed Into 600 Turbo Fuel for 128 FuelGens at 19,200W of power. (I can put a few more Gens i n there, but the numbers are more 'even' this way) πŸ˜„

upbeat tide
#

Yea im considering scaling down to 600 turbo too

glacial hemlock
#

You have to be very sure about the rubber belt will never backup.

strong hare
#

Indeed. When it comes to power especially I leave no room for error when it comes to things getting backed up (anything 'excess gets sinked' - my current one has some residue that I sink)

upbeat tide
#

Yea 400 a min rubber can be very useful, but indeed, sacrafices I suppose

#

Actually decided to cut out rubber/plastic

#

Replace that stage entirely with the HOR alt

#

Crude -> HOR/resin

covert rune
#

What exactly is this channel about..?

#

mathporn?

summer field
#

Why did you just say math twice?

upbeat tide
#

?

fierce ruin
#

XD

upbeat tide
#

With the HOR alt I can get 800m3/min HOR instead of 400 with rubber. Same number of refineries and 600m3/min oll

#

Thats insane for this need, and ill just be sinking resin, which I still feel isnt that valuable of a byproduct

analog zephyr
#

Question what is the max flow rate of pipes?

#

And is there a way to get expanded flow rates

sand garnet
#

300m3 per min

#

input for a pipe cannot exceed it

#

in that sense they're just like belts

shy mason
#

just that they can go backwards if the flow directs it

wind spade
#

Snutt hates us 😦

willow igloo
#

what we need.... is mk 2 pipes

#

maybe make them bigger or just have a different animation.

serene ruin
#

They'd have to make mk2 wall pipe holes and stuff if they were to be bigger

sand garnet
#

im guessing theyre just going to go with different materials rather than size inreases

wise obsidian
#

and it'll have to be pretty exotic material indeed

#

as iron, steel, copper, plastic - it doesn't matter what your material is in the real world - flow rate = inner diamer x speed

wind spade
#

friction may play some role tho

#

and viscosity and stuff like that

compact hornet
#

Friction doesn't πŸ˜‚

#

It's a liquid m8

wind spade
#

and you think liquids don't have friction?

compact hornet
#

I'm a physicist. I know they dont

wind spade
#

they do actually

#

it's proportional to fluid viscosity

fierce ruin
#

1+1?

idle sundial
#

yes they do have friction

compact hornet
#

Ah wait I forgot the Darcy formula

wind spade
#

@fierce ruin hahaha you're so funny. Seriously. Stop this stupid joke

compact hornet
#

Doesn't look significant tho

fierce ruin
#

aggressive

wind spade
#

well it matters a bit. The numbers may not be significant, but they are there πŸ˜‰

#

also, material matters, since better pipe material means you can have higher pressure in the pipe and therefore more speed -> more throughput

vapid hazel
#

I need to play satisfactory more so I can make use of the mathematical perfection that is possible

wind spade
#

@fierce ruin well you're the one that posts spam / meaningless messages

idle sundial
#

greeny your wasting your time

wind spade
#

I guess I have nothing better to do πŸ˜„

idle sundial
#

oh well

fleet cypress
#

1 + 1 = 3

wind spade
#

ffs

sand garnet
#

And here I was thinking my sense of humor was bottom of the barrell

fierce ruin
#

what is 10 -56? im dumb xD

wise obsidian
#

What is the fluid capacity on freight cars/stations in Experimental? The desert is throwing a wrench in my factory plans.

sand garnet
#

1600

old socket
#

10 - 56 is -46

#

lol

primal blade
#

You guys want to figure out the Quantum Stability Of The Existential Life On Satisfactory?

sand garnet
#

perhaps.

shy mason
#

so as long as your hard drive is powered does your game world persist, otherwise it just poofs out of existence.

heady smelt
#

@primal blade 42 obviously dumb question

upbeat tide
#

Just realized my insane turbofuel production is gonna make 1000m3/min when its all said and done.

4 pipes with 250m3/min each

fierce ruin
#

clearly you haven't seen imkibitz

upbeat tide
#

I have but im only worjin with 600m3 oil

fierce ruin
#

oh ok

strong hare
#

only watch kibitz if you want to feel small and insignifigant with your builds... lol

upbeat tide
#

And it can feed 220fuel gens

#

Each turbo pipe can do 55

#

600 crude

To

600 HOR (could do 800 but chose to UC to 75%)

To

1200 fuel

To

1000 turbo

upbeat tide
#

Soo did some comparisons

600m3/min crude is the baseline

Standard turbofuel path

Crude -> fuel -> turbo

333.333333 turbo a min


Heavy turbo fuel

Crude -> rubber(HOR byproduct) β€”> turbofuel

320 turbo a min

Crude -> HOR ALT -> turbo

640 turbo a min


Diluted fuel

Crude -> HOR ALT -> diluted -> turbo

1000 turbo a min

weary ravine
#

Gah, that formatting

upbeat tide
#

Interesting comparison between the main methods of fuel production

#

Formatting? What formatting? πŸ˜„

wind spade
#

maybe use less spaces in your text

#

so I don't have to scroll 5km to read 3 messages

obsidian seal
#

omg doing math on my own for 60 tubro motors... let me take a break πŸ˜„

fast rain
#

I can't seem to get the right balance in my oil line. On the fuel side, producing fuel and using the byproduct to make plastic and rubber, I eventually top out fuel and it stops the process. On the Heavy Oil side, producing fuel and petroleum coal out of the heavy oil, the petroleum coal usage drops sharply and the whole process also stops. It seems to step from not using enough fuel...but..my power is already to a point where I'm only using 50% capacity.

obsidian seal
#

been doin good like im almost done than i looked last thing up... radio units still need some more calculations... πŸ™‚

upbeat tide
#

You got to keep things flowing 100%

Either sink it or use it all in a product.

That end product also needs to never stop.

fast rain
#

I keep having to manually empty out my fuel...but that's not very automated.

upbeat tide
#

Like if your using the residual plastic recipe, and the plastic for something you gotta keep that chain constantly moving too

fast rain
#

That's the problem...I keep running out of plastic because the oil process stops due to too much fuel or heavy oil

upbeat tide
#

Thats why I sink resin instead of using it.

I use coke for steel tho

#

But I use a sink balancer to make sure the coke never stops

#

Source β€” S β€” S β€” M - process

#

Connect first splitter and merger. Second splitter goes to a sink

fast rain
#

ok, I'll give that a try. The coke must flow.

upbeat tide
#

It creates a bypass. So the process your using the resin or coke for can always get its resources, and excess gets tossed.

fierce ruin
#

??

fast rain
#

ok, @upbeat tide so that basically means at any time you lose 25% of your coke, but in case of overflow, there's a sink for it.

upbeat tide
#

Explain your inquiery

#

Yea that its point, its a bypass for overflow. If your steel making, alu or whatever the coke is used in backs up, storage gets maxed, etc then that bypass will save your butt

fast rain
#

Hmm. Seems like we need a 'really' smart splitter. Go right all the time, unless you can't , then go left.

upbeat tide
#

Think a mod out there does that but yea would be nice

woeful skiff
#

There is one, it just requires a small building to house it.

fast rain
#

I'll keep an eye on it for a few hours and see how it holds out, but I think you just solved all my problems.

#

LOL @woeful skiff

#

I try to avoid merger/splitter contraptions the size of buildings as much as I can.

wind spade
#

you can just use trains for overflow

woeful skiff
#

They aren't actually that big, compared to how much space everything takes up in this game.

fast rain
#

explain the idea with trains please

upbeat tide
#

Using trains for overflow is good til you forget to check the storage of what your making, or forget to sink that stuff too so it doesnt stop

#

From my exp anyway

wind spade
#

two stations. First station: belts go in and out (through the platforms) to storage. Second station: everything is sinked

#

train takes out any excess after storage is full

woeful skiff
#

You'd need two trains there, right? One to deliver, the other to haul away the excess?

wind spade
#

no

#

there's no delivery

woeful skiff
#

Right I don't know what I'm thinking a station can't do both.

strong hare
#

Train overflow is nice. I have an "Awesome Sink" station that most of my trains go to after they have 'dropped' off at their normal stops. Majority of my factories are always running πŸ˜„

wind spade
#
--> Station 1 --> Storage
        |
        |
        |
        V
    Station 2 --> Sink
#

yeah, that's other option, you have 3 stops

strong hare
#

Pick up --> Drop Off --> Sink Station

fast rain
#

oooh...that way you can mass 'sink' through your bus line!

upbeat tide
#

It basiclly does the same thing my solution does, but that has alot of storage. Mine is in-line so to speak.

Dofferent solutions for different uses

wind spade
woeful skiff
#

I get it

fast rain
#

it puts everything in storage unless storage is full

strong hare
#

But I use that for 'end products' Anything that needs to be sinked mid production gets a 'priority' spilter/merger system (usually 5 splitters / mergers stacked) to get lik 99% to the priority until it backs up

fast rain
#

Nice! I like it.

strong hare
#

takes a bit of room, but super useful πŸ™‚

upbeat tide
#

Wish sink had a fluid port. Would make life a little easier

#

Stick at the end of a fuel system, never back up πŸ™‚

woeful skiff
#

So far I've just been going with the splitter/merger elevator with 5, which only wastes 0.4% before the priority output backs up.

upbeat tide
strong hare
#

Would be nice if the smart splitters were.. smarter, lol

#

But luckily.. there are mods that have actual smart splitters which reduce all of those into a singular splitter πŸ™‚ (most of my overflow still goes out via train though)

fast rain
#

Perhaps, but this seems to be a fundamental need, no? If not a 'really' smart splitter/merger combo, then perhaps some logic machines that will allow us to work in simple decision making branches to our process lines.

#

Granted, I'm sure this has been rehashed many times.

#

I'm relatively new to the game, so the thoughts start to come to me.

woeful skiff
#

It does get talked about a lot. They even talked about it on a stream a few weeks back.

#

I'm afraid of misquoting them, but the message I got was basically the devs agree at least with the premise that there's something missing along those lines that they'd like to be there in the final game, but are still working it how they want to do it.

upbeat tide
#

The thing with logics like that is its not simple to develop. Even less simpler to perfect. Its something you would expect alot of glitchiness and bugs for a while

#

Also their priority right now is cross save, steam release, and working out the kinks with the multi hotbar experimental release

fast rain
#

I understand...priorities.

strong hare
#

If only we had logic like factorio logic system... ok.. it doesnt need to be that complex.. but one can dream, lol

upbeat tide
#

We dont need little bots IMO

But that said logistic based storage transfers would be very useful.

woeful skiff
#

I already have factorio though I can play it whenever I want.

upbeat tide
#

Out building your next facility far away from your usual storage and need more crete or something? Drop down a shared storage, power it, and let the magic happen πŸ™‚

We can dream

strong hare
#

I meant logic as in beaing able to turn on/off productions lines with T-Flip Flop types gates and such.. we dont need no robo-factories, lol

#

Or a signal / alarm type thing where if storage goes under XX amount - trigger an alert on the UI (like if you backup fuel storages went under 50%, play an alert type deal)

#

Again.. all pipe dreams.. for now πŸ™‚

woeful skiff
#

I don't like to speculate too much, I'm really enjoying what we've got and would rather just wait and see what they do next. I'm also really anticipating a lot of great mods to fill in all these other great ideas people have that won't be in the game.

strong hare
#

Indeed, already a good amount of mods filling the 'gaps' πŸ™‚

woeful skiff
#

I'm probably going to go all in on mods someday but so far still play vanilla.

hearty vapor
#

Most mods are cheats, and dont add much to the game. Except one of the overflow splitters I wouldnt use any of the mods.

upbeat tide
#

I would disagree with mods like MoarFactory that are cosmetic in nature tho

torpid robin
#

probl;em with mods. every time there is a decent update anything you have modded now wont work

hearty vapor
#

^ that too

upbeat tide
#

True, but I was expecting to need to restart when update 3 happened, and instead of redesigning my already massive base I just restarted.

Easier that way imo

dim thicket
#

Take a look at factorio, which has many mods just to make the game harder. I'm eager for those

sacred gust
#

@dim thicket "Nuts and berries don't respawn" mod for me, please.

north merlin
#

Has anyone ever done the math on the maximum number of nuclear reactors that can run off of all 3 of the uranium nodes assuming they run at 100% constantly?

wind spade
#

more than two

dull bolt
#

Atleast five?

sand garnet
#

Such bold assumptions

wind spade
#

that's not bold assumption

#

more than two

#

that is a bold assumption

north merlin
#

So I did the math a while ago and apparently using the base recipes you can get 117 of them. Sadly limited by the mk4 conveyer belts. 180 if you could use the full potential of the overclocked Mk3 Miners.

sand garnet
#

We have mk5 belts

north merlin
#

I meant Mk5 belts.

#

780 resources per min

sand garnet
#

With alts it used to be somewhere around 144 i think

north merlin
#

Actually with the alts it's 614.25 Reactors

#

With the Mk5Belts.

#

Mk6 Belts and you could go up to 945 Reactors

#

That's 2.36 TeraWatts of power.

#

If you would actually use that much power that's nearly 5000 barrels of nuclear waste per minute.

#

That's enough to fill an industrial storage every 5 minutes.

sick tendon
#

use a for

hot delta
#

Can someone tell me the balance of nuclear waste and recycled uranium cell? (using PUREX Fuel Reprocessing)

I mean how many recycled fuel units are made from (for example) 100 nuclear waste.

wind spade
#

this looks like modded content, which doesn't belong here

hot delta
#

Yea I send this post to 5 different channels and I'm waiting for respond

woeful skiff
#

From #rules

We encourage mods for Satisfactory! However, we ask that discussions about mods are handled on the affiliated modding community discord.
You can find a link to that in #welcome

glacial hemlock
#

The process looks very complex, so much fun...

upbeat tide
#

Soeaking of complex im loving this recipe

Turn

  • 600m3/min crude oil
  • 1200m3/min water
  • 800/min sulfur
  • 800/min coal

Ends in 1000m3/min turbofuel, 220 fuel gens sustained

glacial hemlock
upbeat tide
#

im reducing HOR from 800 to 600

#

for sake of simplicity

glacial hemlock
#

i see.

#

you can run with 3 pipes.

upbeat tide
#

im considering expanding that way but not sure how to psin off the excess 200 HOR without compromising the other pipes

#

that are already at 300

glacial hemlock
#

if you can build 2, you can build 3.

upbeat tide
#

this may work

attach a buffer to both pipes, attach another buffer to those, and make a 200 HOR line from that should work and not interrupt anything major

glacial hemlock
#

btw, polymer resins can be converted to fabric. But if you want to sink it, sink the resin instead of fabric.

upbeat tide
#

yea its sinked in this case

upbeat tide
#

Another 2 water extractors squeezed in (space getting tight) and will work on the final 200/min HOR conversion tomorrow

#

Gonna make another 400 fuel/min which equals another 333 ish/min turbo and 74 more gens πŸ™‚

#

And im glad I chose to over supply coal and sulfur. Expanding that was simple

fierce hill
#

@glacial hemlock what is that software again (been out for it for awhile)

glacial hemlock
#

You mean the calculator? It is daniel Satisfactory calculator... try search it

fierce hill
#

Yeah found it, thank you :3

glacial hemlock
#

anyone tried overflow function on smart splitter yet?

manic storm
muted carbon
#

yes works well @glacial hemlock

limpid scaffold
#

w00t overflow

errant summit
#

How can I load balance a 240/m Iron ingot line into 12.5/m Cased screw constructors?

sand garnet
#

manifold?

manic storm
#

if you're moving 240 ingots per minute, just use a manifold lol

errant summit
#

whats a manifold?

sand garnet
#

a row of splitters

manic storm
#

just chain splitters into each other

errant summit
#

wont that back up?

sand garnet
#

where each splitter feeds the next splitter and a machine to the side

#

if there's space, it fills,

manic storm
#

i mean yeah, it relies on each machine backing up so materials feed to the next

sand garnet
#

it balances out over time

manic storm
#

once all the machines are full, you'll have perfect flow assuming your input and output ratios are correct

#

you'll just have full buffers and belts

errant summit
#

I see. I will try this method

#

its just an awkward ratio. i'd need 19.2 constructors

manic storm
#

overclock or underclock one

errant summit
#

Oh right, I forgot I can do that

manic storm
#

turn 1 constructor into 1.2 :P

upbeat tide
#

I hate the % underclocking sometimes

Trying to use my last 200/min HOR in my diluted oil system. Got everything setup, but im gonna only make 199.2 turbo (times 2 lines) sadface

Imperfect numbers thanks to needing to underclock one refinery line to 33%

errant summit
#

Thank you

manic storm
#

yeah, not being able to clock perfect thirds is annoying

#

error is usually on the order of one extra part in every hundred or so though, so not a huge issue overall

upbeat tide
#

Well, im using the complex diluted fuel > turbo path

#

33% of 60 is 19.2, which doesnt help

manic storm
#

33% of 60 is 19.8 according to my computer

upbeat tide
#

200 HOR > 400 fuel > 333turbo theoreticlly

#

Yea 19.8 I got myself mixed up with a diff calculation

#

Even with the slight irregularity, the end result is the same, 333 turbo

#

Im dividing this 200 HOR setment into two sets of 4 refineries, 3 and the 4th at 33% to make the process as evenly distributed as possible

#

Still, impressive im making 1333turbo from 600m3 crude, 1800m3 water, and the compacted coal need

#

And its 1066 compacted coal total as well

glacial hemlock
#

or just leave everything run at 100%

#

if you need to change the clock speed, remember to ceil up to the nearest percent

upbeat tide
#

Dont produce enoguh for 100%

#

Math is 3.33 refineries needed for the diluted fuel stage

glacial hemlock
#

i mean, let it run, it doesn't hurt...

upbeat tide
#

Anyway its all built now. Next up the absurd number of fuel gens

#

Also I think flow rate is still kinda weird. My final two turbo lines are supposed to make 166m3/min but pipe flow rates into my buffer array say 200+

#

178 refineries
44 assemblers
2 oil extractors
6 water pumps
296 fuel gens
44,400MW of power

My biggest project yet

rugged scarab
#

gusy, since it's mostly math and some calculations in here, i would like to post my tool (hopefully more than few in soon) that allows you to plan almost entire factory, with realtime calculations out of the box
https://toolbox.satisfactory.lucek.io/

For now i would recommend to stick with "Factory planner" which i focus on mostly right now.
I'm trying to perform at least few updates/day with smaller and larger features, bugfixes and so on

Thank you for checking, testing and eventual feedback

weak hollow
#

hey @rugged scarab i'm testing out the tool and was wondering if there's a way to see the "net" production for a given item?

#

like if i wanted to know how many extra steel pipes i'm making

rugged scarab
#

production/consumption, and there's alro 3rd colum which is consumption to production rate

#

nothing else than that, however it may be added anytime (just noone before asked for, and wasn't that necesary for me :D)

weak hollow
#

ah ok, just thought it'd be nice so i know how many extra i can send to stock pile or just to the item sink

rugged scarab
#

so in this case, for Steel Beam you produce 360/min while consume is 0

weak hollow
#

yeah, for this case i more seeing if i was producing enough steel pipes to stock pile it somewhere

#

other than that though it works great so far

rugged scarab
#

i'm not an frontdev, nor any of UI/UX related, so usability migh be pretty poor 😐

weak hollow
#

it works relatively well, the only 2 UI features i think it may be missing so far is being able to drag/drop groups

#

and setting # of buildings/overclock values manually in the text input

#

maybe have the "Details" collapsible bar be a slightly different color too so it stands out more

rugged scarab
#

yeah, groups drag&drop are planned for this wekend

#

and also were thinking about pointing details with different color tho

#

@weak hollow i've added NET into stats, simply refresh the page

weak hollow
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oh wow that was fast, thanks!

rugged scarab
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yw, thanks for testing this out

weak hollow
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np

flat loom
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coal or compacted coal best?

upbeat tide
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For what use?

flat loom
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for power

upbeat tide
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Coal is 15 a min
Compacted is 7.14 a min

flat loom
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nice

upbeat tide
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Also compacted is a pre req for turbofuel... which is more insane

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Fuel is also 15m3 a min
Turbofuel is 4.5 a min

granite crow
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If sulfur abundant, then go on with compacted

upbeat tide
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sulfur is also needed for nobilisks, rifle ammo, etc soo gotta decide

wind spade
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those aren't usually produced in large quantities and not 100% of time

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so you usually have just a little bit of sulfur going there (or overflow from power)

fiery lagoon
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Can someone help with quickwire setup maths

fierce ruin
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ok

fiery lagoon
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I know I'ma be underclockong stuff and that's what I wanna do

fierce ruin
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how much input of ore do u have?

fiery lagoon
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120

fierce ruin
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ok

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so 3 smelters, u dont have to underclock it it will make the same anyway

long hinge
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Catherium+water = ingots +copper ingots = 90/min

fiery lagoon
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I don't have the materials with me

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And I only have the main recipee onny

fierce ruin
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and then 10 constructors making the wire

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after the 3 smelters

long hinge
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120/45 = 3 smelters

fiery lagoon
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Well I was gonna say how can I just underclock cause I'm currently low on power I can set that setup later

fierce ruin
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ok

fiery lagoon
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And if I remember right underclockong saves power

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I could be wrong tho

fierce ruin
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so set the last smelter to 30ppm and then just hook them all up to 10 constructors

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pretty sure it does

fiery lagoon
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30 would require over clocking

fierce ruin
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no

fiery lagoon
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Or are you talking taking 30?

fierce ruin
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30 parts per min on the smelters

long hinge
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you dont have to use 10 constructors with 120 input

fiery lagoon
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Hold on I'll need to build factory expansion hold up

long hinge
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45 ingots = 4constructors

fierce ruin
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they each take 12/min

long hinge
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He sed that he have 120 ore?

fierce ruin
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and he is making 120 of the ingots

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yes

long hinge
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oh nvm than

fierce ruin
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so
Miner
|
Split
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3 smelters
|
Split
|
10 constructors
|
Merge
|
Storage or whatever

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sorry about the terrible diagram

long hinge
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120 ore turns to 45 ingots in 3 smelters 2.66 to be exact 2 on 100% 1 on 66%
45 ingots turns to 225quickwire in 4 constructors 3 - 100% 1 - 75%

fierce ruin
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how much quickwire/min does your calculation make?

long hinge
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225

fierce ruin
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ok

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wait isnt the ore: ingot ratio 1:1?

long hinge
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ofc no

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3:1

fierce ruin
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oh ignore all my stuff then

fiery lagoon
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Oh

fierce ruin
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sorry

fiery lagoon
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It's 45 ore per minute

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To make 15 ingots per minute

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With stock reccipe

fierce ruin
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did they change that

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i remember it being 1:1

fiery lagoon
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Im on the base game not experimental so...

long hinge
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You sed that you are mining 120 ore

fiery lagoon
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The smelters bit still is acurate right tho?

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Correct

fierce ruin
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sure but the constructor thing is wrong that i said

fiery lagoon
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Okay I haven't built all the smelters yet anyway as I don't have all the stuff needed with me

long hinge