#math-and-meta

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warm wren
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@wind spade /not worthy /not worthy

wind spade
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so you rather burn ores for inefficient builds just for the purpose of being burned rather than keep them to improve some process later?

warm wren
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we are all not worthy of all these tools people make ๐Ÿ˜ข

vernal anvil
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who says it is inefficient? The overflow stuff just gets burned away for mooooore coupons

wind spade
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if you burn copper ore for copper ingot to go to sink, then it's inefficient

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because there almost always is a process that can help you get more coupons

vernal anvil
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I never burn copper ores or ingots to the sink

wind spade
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itwas just an example

vernal anvil
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but if have for example somewhere 15wire/min as an overflow, I will burn it away to keep everything running ๐Ÿ˜„

wind spade
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yeah and I keep the wire to use in future builds or rather not build the wire at all

warm wren
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Wonder if we'll ever be able to overclock the steam power nodes. thinking_helmet They're worth 3800 now if you tap them all, if you could put 3 shards in each you'd get 9500.

wind spade
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steam power nodes? you mean geysers?

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those do not make sense to be overclockable

vernal anvil
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well greeny, like I said before, we have different views, different game approaches, different experiences, what's the point of trying to convince each other? โค๏ธ

warm wren
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@wind spade But my dreeaaaam... don't crush my dream.

wind spade
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@vernal anvil just saying that there was a tool to do that and there also will be a tool to do that

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@warm wren crushed sorry

vernal anvil
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@warm wren you just want easy power, you = lazy (it's intended to be a laugh btw :p )

warm wren
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Bro, I have a 40 nuke reactors ๐Ÿ˜›

wind spade
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then geysers are like a drop in a sea

glacial hemlock
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@vernal anvil if you still care about individual buildings like what is indicated in the above image, it will be very hard to manage a mega base. Think big, try to quantize the buildings in groups of 'belts'

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for simple end game target, lets start with 154 turbomotors / min

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for copper ingot, divide them into 10, with 3:3:4. 3 for copper sheets and wire each, 4 for fused quickwire

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a copper pure node will always produce enough ores for 52 refineries, then output into 2.5 belts, for iron it is 23 and outputs 1.9 belts ... and so on

winged quest
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154 turbomotors/m , is that even possible?

vernal anvil
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I think it is, but it is huge ๐Ÿ˜„

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if you need 154 turbo/minute, that's another discussion xD

upbeat tide
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It takes 2444 alclad a min to start

Thats very close to absolute max, which is 2476 alclad

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In raw ingredients

Iron - 773.95
Copper - 9989.01
Limestone - 9116.9
Coal - 4370.67
Raw quartz - 9540.14
Caterium - 5137.47
Bauxite - 7700
Water - 38307.30 m3
Crude oil - 1622 m3

winged quest
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for how many tm/m?

upbeat tide
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For the above 154

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Good luck reading it. Using a whole list of alts

winged quest
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why is it showing 9000 bauxite for me?

upbeat tide
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Disable recipe alu scrap

winged quest
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I did

upbeat tide
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That list not alts

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For every alternate you need to disable its normal version to force the calc to use the alt correctly

winged quest
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Right, i forgot to add radio control system alt.

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it was using vanilla recipe for radio u it

fresh elm
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It will use the alternate if it's better

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I was playing with it last night

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After I asked which calc you use ;)

upbeat tide
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Not necessarially. Cheap silica is better than silica but yoy have to disable silica for cheap silica to show up

fresh elm
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Weighting must be off

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I'd weight each of the resources based off avail

upbeat tide
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Agreed

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Its still interesting with all the alts in the game a 150 tm factory is indeed possible. Close to the max tho just because of alclad

fresh elm
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I spent absolutely no time on the 100 hmf design last night instead I was mucking with trying to make refineries look less boring

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Since I am pretty sure that's the only building we use anymore ;)

glacial hemlock
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concrete is the 2nd most abundant resources after iron, and quartz is about mid-rare, so cheap silica is good to go.

fresh elm
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I was talking about weighting in the calculator app

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And how it's prob just not correct

glacial hemlock
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i see

fresh elm
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Anything you can replace with limestone or iron is always worth to do that

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Though I don't always follow my own advice, as I will use the rotor alt to make it look like a stator to make motors every time

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Because that's just too clean a design not to use for me

glacial hemlock
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hmm...

frail wolf
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there is only 7800 baux atm, due to being limmited by max belt speed, or you guys using mods

upbeat tide
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No mods

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With the electro scrap alt, normal alu ingot the max alclad sheets is 2476 a min

frail wolf
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@upbeat tide wow tnx man I was using the pure ingot one in my calculation..

upbeat tide
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Yea pure ingot elinimates 25% of uour alu ingot total

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4:1 scrap ratio instead of 3:1

frail wolf
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Yeah somehow I got them turned around. guess I could use the extra to make batteries instead.

upbeat tide
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Also use cheap silica. Saves a wallop on your raw quartz

dusky quail
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say you get 1 pure node of every resource, which resources would yall value more than the others?

summer field
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Friendship.

glacial hemlock
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it will be Copper, lol, because you only have 780 of each, and Copper will be consumed the most.

fierce ruin
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nah oil cuz I'm still stuck with one 300m^3/m pipe

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and I could do so much crap with oil potentially

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that rubber + petrocoke = circuitboards recipe alone is pretty laffo for "something awesome made out of JUST OIL"

upbeat tide
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Think of it this way. If you want petro coke, the heavy oil residue alt will do the trick nicely.

For example im planning to use my impure node for that and More

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150m3 oil -> 200m3 hor and 100 resin a min

100 resin - residual plastic 1.66x -> 33 plastic -> empty canisters 63/min

90HOR - 1.5x residual fuel -> package fuel 60/min (there abouts)

110 HOR - petro coke -> 2.75x -> 330 a min

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13 redineries and 1 constructor for that, kinda impressive imo

fierce ruin
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yeah but that's not enough

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I could make so much more steel ๐Ÿ˜›

wind spade
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@dusky quail if you're interested, these are calculated weights of resources based on their total availability on the map and max extraction rates (including belt/pipe limitation):

coal: 7.419,
oil: 30.568,
bauxite: 29.392,
copper: 7.944,
cateirum: 20.766,
iron: 3.257,
uranium: 127.367,
quartz: 20.324,
limestone: 4.337,
sulfur: 33.518,

bigger number = rarer item

fierce ruin
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I mean that's 1 300 m^3/min pipe

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northern shore as is, you can easy do 9

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2700 oil -> 1800 fuel worst, most naive case

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and hey 1200 compacted coal makes that ~1500 turbofuel

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ample jigawatts to shove marty back to the future

dusky quail
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@wind spade thanks, that's decently useful

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I have about 1 pure node of each resource, which is why I was wondering

wind spade
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if you want it with a bit nicer numbers, you can e.g. divide all numbers by 3.257, so that iron = 1 and then you know how much more "valuable" is any other resource against iron ore

quartz wedge
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does anyone have a good plastic and rubber factory build idea i could look at for the west oil fields ? im thinking use using 1 pure and 1 normal per item

fierce ruin
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try putting some refineries down

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maybe set 'em to rubber and plastic

rancid lark
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Did some math earlier today prototyping gathering all the caterium in the world for processing. Caterium is a bit unique since there's so few recipes for it and it's only useful in ingot form.

Total Caterium Ore: 11,040/min

Caterium Ingots: 3680/min (245.33 smelters)
or
Pure Caterium Ingots: 5520/min (460 refineries + 92 water extractors)

Need a little over 7 freight platforms per minute to gather all that ore for processing. Assuming a 15 minute train ride that's a loooooong train ๐Ÿ™‚

quartz wedge
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@fierce ruin im just trying to figure out the numbers and i can't seem to get them corectly

rancid lark
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best rubber/plastic chain is diluted packed fuel and then recycled plastic/rubber out of the fuel

quartz wedge
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@rancid lark im still looking for the alt recipes

upbeat tide
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What alts do you have?

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Heavy oil residude alt?
Diluted packaged fuel?
Recycled rubber or plastic?

quartz wedge
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heavy oil residue

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only one i have found for this so far

upbeat tide
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Its a start

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Let me brew smth up

quartz wedge
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they

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im using the 13 northern oil fields to fuel 90 generators with vanilla recipes

upbeat tide
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Yea not much you can do with just the HOR alt

quartz wedge
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i was looking at the wiki about the turbo fuel line and can't wait to make it

upbeat tide
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You need recycled rubber and or plastic to use fuel

quartz wedge
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guess ill go adventuring some more

upbeat tide
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My preferred calc

quartz wedge
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oh ty for that

plush pebble
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why is this game have fps drops so many

upbeat tide
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Auto save is a hard save so it freezes the game as if your manually saving

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@quartz wedge in order to get some of the alts to show up in the chart you may need to disable some standard recipes. Not hard to get the hang of tho

plush pebble
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freezing like i jumped from a mountain its fps drops after rises when i landed

upbeat tide
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Specs?

plush pebble
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wha is that mean

upbeat tide
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What is your pc specs?

plush pebble
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oh

quartz wedge
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@upbeat tide oh wow ty for that site it looks interesting

plush pebble
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i5 6400 8gb ram gtx 970 4 gb

quartz wedge
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is there a way to pick the first input like 300 oil and see what the output would be ?

plush pebble
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all settings is high-mid

upbeat tide
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@quartz wedge its based off products, and its top -bottom laid out so you gotta play with it

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@plush pebble your system isnt good for high graphics. Go to medium or low

plush pebble
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hmm i will try thx a lot

glacial hemlock
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Satisfactory Wiki

Balancer may refers to Load Balancer or Belt Balancer. Splitters are built in a nested way, such that all downstream belts or buildings receives equal amount of material, regardless if the supply belt is providing sufficient input. Factory built this way tends to start up fast...

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additional contents added to the page ๐Ÿ™‚

forest oak
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Challenge: Split 30 items per minute into 10 constructors that need 3 items per minute.

You have a 30 per min line that needs to evenly split into 10 constructors that each need 3 of the items per min to work 100% effectively.

upbeat tide
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Soo easy a manifold can do it

dim thicket
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Oof

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Imagine using splitters wrong and then making a challenge

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There's actually something interesting there though, making a 1/5 splitter system

dusky quail
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yea manifolds can split anything into anything really

upbeat tide
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As long as you dont exceed pipe or belt limits, yup

glacial hemlock
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@forest oak your answer is in the balancer page that i just attached day ago

round zinc
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what I wanna know is, what comes out at 30/min in one line, but is processed at only 3/min?

upbeat tide
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My insanity level going into the red ๐Ÿ™‚

glacial hemlock
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@round zinc nobelisk?!? but no, nobelisk comes out at 3/min in one line, but is processed at 30/min

upbeat tide
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Sounds like a big underclock setup

fresh elm
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1:5 balancers there are several ways you can accomplish with load balancing - the one that tends to come up online is a refeeder

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1:10 would be a single split and two refeeder 1:5s

rocky elm
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where's the best place to put a priority splitter for a sink?

fresh elm
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right before your output to central storage? or right before your bins in central storage?

round zinc
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depends if you're sinking a product or a component, too

fresh elm
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I sink everything.

rocky elm
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I don't really have a centeral storage, I'm doing a bit of a factorio line.

fresh elm
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anythign that isn't going into a bin turns into point

round zinc
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My sink game is not that on point.

fresh elm
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if you're trying to do the main bus style, with belt speed limitations you're going to have some problems.

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some pretty big hairy and annoying problems

rocky elm
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well, I've noticed that some belts are too slow, but I can use two belts and a load balencer to help midigate the issues.

fresh elm
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yeah... at 780/minute you're going to have a problem even with the top speed belts

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it will "work" but I just thought I'd warn you in advance

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I tried that way first too

round zinc
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Factorio buses work because there's no such thing as direct input, so your input speeds are always limited by inserters and having drive-by belts is how you get things inserted. In this game you actually have to route the item INTO the machine so it's not as friendly to the bus

rocky elm
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well, I'm sure my two freinds will figure out best methods later, XD

fresh elm
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I sort of have a manifold that works similarly in a few places

rocky elm
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but sink befor storage then?

fresh elm
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well, you probably do want some sort of central storage at some point

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it's going to help you build faster - one stop shopping for the materials you need to build

rocky elm
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well every item has a storage box :V

fresh elm
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yes, but once your factory has bits separated by km you will not want to run get them

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it's nice when everything is within a couple hundred meters

rocky elm
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eventually I can route everything back to the hub area, but for now it's fine.

fresh elm
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I only give you the tip because it's the antithesis of how you build but it will save you a lot of time later. build the awy you like ๐Ÿ™‚

rocky elm
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just asking, have the priority system befor storage, yes?

fresh elm
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the game has a lot of options for all sorts of types of players

round zinc
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I'll be honest, I need to do a central storage area. My main base is a bit of a mess

fresh elm
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and yeah - basically the way I see it, any item I want to put in my inventory has highest priority. if you sink near where you're storing stuff, you can combine multiple lines to save power sinking it

rocky elm
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hell, if the sink is before storage, might be enough incentive to build a centeral storage just because priority spitters are huge.

fresh elm
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I also use priority splitters like this:

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if you're making or combining things in at rates taht can vary (like taking the overflow from one system and sending it to another)

rocky elm
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I was just goign to priority then shutter the overflow to a few sink boxes and have a few sinks take that in.

fresh elm
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Add a priority splitter with a slower belt to refeed, split off the excess and send to sink / next target

rocky elm
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because once it's being sunk, I could care less if things are being mixed together.

fresh elm
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that's a mk5 belt feeding a mk3 belt with overflow going to sink in another mk5 to the left

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yes that's what I do ๐Ÿ™‚

rocky elm
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dis is what I'm doing.

fresh elm
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the mk3 btw goes into another merger to feed the entire mk5 belt system again. this ensures even if your system is feeding slower belts they will all get consumed or sent off to shred

rocky elm
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I'm still at mk2 belts to be honest.

fresh elm
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that's the only way I will do manifolds anymore, as they are not exactly ideal

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(particularly since we have multiple outputs from buildings now and if one backs up you're done)

round zinc
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mk2 belts are unfun

fresh elm
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I use mk2 belts all over

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there aren't a lot of buildings that take more than 120 items / minute

round zinc
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it's a lot easier to get mass quantities of steel

fresh elm
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err recipes

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but I have infinite RIP being produced

rocky elm
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let me refrase, I haven't unlocked all of t3 and 4 and 5 and 6 are not avalible yet :V

fresh elm
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why not make mk2 belts

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helps w/ load balancing, too

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you can guarantee 120 are going down that belt

round zinc
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I mean, I don't -need- the speed of a mk3 much. But I produce a lot more steel than I do reinforced plates and I don't feel the need to make more reinforced plate factories when I can just make more steel foundries.

rocky elm
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I only just finished coal XD

round zinc
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and now that the overflow splitter is a thing, I can safely use coke to fuel the steel foundries without fear that I'm going to back up and trip my oil production

rocky elm
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I haven't even unlocked smart splitters yet lol.

round zinc
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it'll come along

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I mean, you don't have oil either, so coke isn't exactly an option

rocky elm
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well right now I just want to know where to put the priority splitter XD

rocky elm
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so what's the option other than main bus? just having a certain amount of nodes feeding individual processes?(aka, you have one factory making iron prodocts, another factory a few hundred meters away doing copper, and another 500 m away doing steel?)

round zinc
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Basically, yeah, distributed factories

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though you can't completely segregate it like that. Lots of stuff will need a few different inputs

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so sometimes you run it over from another source, sometimes you just build the factory where it's convenient

ember copper
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You could do it super modular like those factorio setups for the self-replicating factory

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I imagine height would make that pretty easy, you would waste a lot of space tho

rocky elm
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a self replicating factory in factorio sounds like somethign only doable becasue of drones and blueprints XD

round zinc
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well, even leaving that aside, in Factorio it's very easy to expand a rail network to bring in additional resources. In Satisfactory dealing with terrain is very much not trivial.

ember copper
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Yup, and circuits

rocky elm
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building around terrian to bring back to the main bus is actually one of the more fun bits for me, I like the idea of shipping stuff long distances as needed, XD

round zinc
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though even I have a little copper line going, moving ingots back and forth. But I could have done it with belts alone really

rocky elm
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I loved getting the suger cube back before update one lol, used it for a lot of stuff.

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both smart and stupid

glacial hemlock
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anything that involves a long belt can be replaced with a train. Anything that involves more belts can be replaced with longer train.

rocky elm
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made bridges and ramps and shit and then set up it's automatic route to bring coal back to my base.

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I have a habbit of setting up over the big bottomless void near the edge of the grasslands, even though all the iron nodes are inpure, 8 of them make it pretty easy to do an eairly game thing.

ember copper
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I would love some form of terrain manipulation, though I imagine it would never happen since they would either need to make it dynamic (and height only, which I would still like more than the current static way of doing it) or move to a voxel-based system like astroneer or similar

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And I know neither will happen

rocky elm
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I would like to see some kind of random stuff, terian and node placment.

glacial hemlock
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!faq

rocky elm
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at least random node and resorce placment.

glacial hemlock
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!Q&A

ember copper
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that is planned

rocky elm
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that's good.

glacial hemlock
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what is the command again? ๐Ÿ˜†

fresh elm
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the map itself will not be random

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but they have talked about somethign to randomize the resources

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though tbh, since a lot of the map looks like resources go there, you'll prob still find things in resource spots ๐Ÿ™‚

rocky elm
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not really a big deal, to be honest even with factorios seed generated maps they were so similar that there was also a better copper area to the right of where we built the base.

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but having random spots for resorsorces adds some kind of need to figure out how to build around it, unlike now were you can find your fav spot and never really explore.

glacial hemlock
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hmm....

upbeat tide
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You kinda have to explore though. Hard drives, slugs, rarer resources...

glacial hemlock
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if you think that small factories are satisfying, then the statement can be true.

rocky elm
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well I can look up exactly where to find all that stuff, and I've already memorised where all the slugs are near my current fav spot.

upbeat tide
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Ok

rocky elm
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just saying, random resorce and node placement will be nice, XD

glacial hemlock
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@rocky elm you should really look into some spider caves, they are more fun compared to the greeny slugs those sit on the surface

upbeat tide
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Knowing where stuff is and building to use it are two totally different things

glacial hemlock
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||I would say no random resources before the converter is out.||

upbeat tide
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My issue with random resources is balance. You may get a random seed that has 26 impure oil nodes, 90 pure iron, no uranium, lacking bauxite, or any combination you could think of if its randomized that way

rocky elm
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well I mean have the same nodes and resorces, just change where they are randomly.

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it's not too hard to do that, or if you want random numbers but want to make sure you always have access, you can set rules to the RNG, like no less than x inpure iron, no more than y pure iron, etc.

glacial hemlock
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resources nodes often paired with some terrain puzzles, hostile creature spawning, boulders, etc. So these will need to be changed too.

round zinc
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Yeah, "random within limits" is probably a good idea. I mean, if you start in the grasslands and there's no oil or coal except at the north of the map, then what do ya do

glacial hemlock
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SAM nodes, for example, mostly hide in caves

upbeat tide
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Well then you have start zone imbalance then. There is a reason why all 4 start zones have certain pros and cons, to give a different experience

Also with random locations even without changing count could make it so all the rare resources are geouped in one spot. Could actually ruin balance so to speak

glacial hemlock
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it is a good to have feature but certainly not the higher priority on the dev list. What we need now is more tiers and new contents

round zinc
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the game -definitely- uses resource availability as a way to get you to branch out.

rocky elm
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you cna also limit the spot nodes can appear if your that worried about it, can make it so certain rare resorces are always in a cave, for example.

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this is stuff I've played with in game design, it's not easy, but can be useful when doing anything random, generally, controlled randomness is better than full randomness in my opinion.

upbeat tide
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Issue is the only resources that benefit from randomness are the rares, and once you start locking those down the whole idea becomes pointless

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The common ores, limestone, copper, and iron can be found in any biome for example to usually high quantity, so randomizing those is kinda useless.

rocky elm
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well, we'll see what the devs do, consitering it's a planned feature, even if one that's a ways away.

upbeat tide
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True

glacial hemlock
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randomizing resources is nowhere near to be 'easy', consider factorio teams have spent months to years to optimize that

rocky elm
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yep

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the freind I design with specalizes in that sort of programming and he still struggles with it.

round zinc
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honestly, I think the random hard drive contents do a good job there. Some games you will get really good alt recipes early, some games you will get, well, rubber concrete.

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But you're never locked -out- of getting good recipes, you just get encouraged to explore more

fresh elm
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honestly, the way that resources are placed now is actually pretty decent

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with only a few exceptions, materials are radiated from the starting areas pretty well in terms of rarity

round zinc
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I -still- don't have a good quartz setup

fresh elm
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some people might say that cuts down on replayability by not moving things around

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but TBH most of the time in this game is spent designing and building the factory

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not gathering the resources...

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I've got 7 worlds I've made since the alpha, and they all have played and felt completely different - a lot because my building style has improved a lot

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though I still play on world I made pre u1

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(the big thing for me, really, is that certain things are irreversible, like cutting down flora)

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if I gain the ability to replant an area (whether by placing manually or paying a bunch of mats to "Reset a biome"

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or like say 50m from this spot radius gets reseeded

round zinc
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eh, that might not be bad, but I don't wanna have to re-prune constantly

fresh elm
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oh, it could be expensive as hell

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make it 1000 tickets to reseed a biome

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I don't want it to constantly regrow, I want it to do it cuz I told it to

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(I.e. I've torn down a factory in an area and want to rebuild but want it to look natural again first)

round zinc
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miracle-grow fertilizer equipment item

fresh elm
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basically yeah that's what I want.

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I just want to be able to reset an area or plant trees/bushes/etc so that it doesn't look like I cleared it. willing to pay the cost in wood/leaves/flowers to put it back, since doggos give infinite resources of leaves/wood

royal stream
sand garnet
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I would like something to 'replant chunks' but considering Jace cited 'this isnt something Ficsit cares about' when talking about renewable energy, I dont see it happening

round zinc
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I mean, they have renewable energy, it's just finite and a reward for exploration and tech development.

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There's no point in geothermal plants if you can just plonk down 200MW of solar panels anywhere you like.

sand garnet
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it could be offset by a significant size and/ or item requirements

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complexity for solar panels could also be added with battery requirements and complexity of building them

woeful skiff
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Coal and oil are both an infinite supply in the game so the concept of "renewable" doesn't really apply. From a gameplay mechanic perspective, stuff like solar / wind would need some sort of constraints for game balance. The "Ficsit doesn't care about it" argument is valid, but they could still justify it if they think adding that stuff is cool enough.

round zinc
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Size requirements don't really come into play given that you've got a LOT of space you're not going to use, unless we're talking "battleship size and 5MW production" heh. I'd handwave wind away - "atmosphere isn't thick enough for it, just look how high you're jumping"

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Bluntly, if you can build solar at endgame nobody would bother dealing with radiation

woeful skiff
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Not if the smog from your factories tanked the solar panel efficiency.

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Although you could work around that by just putting them far away from each other.

sand garnet
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@woeful skiff sure but for the sake of consistency, renewable means the real world definition of renewables

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Solar power could be variable with introduction of clouds for example

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wind could also be a variable easily added

woeful skiff
#

I was thinking along the same lines. With clouds (and pollution from factories) + wind, that could provide the balance by making it an inherently unpredictable amount of power gen.

sand garnet
#

i dont like the concept of pollution personally

#

unless we could permanently upgrade our suit to deal with pollution so it would be like playing regularly

round zinc
#

Yeah, but there'd be some baseline-usable number and people would just multiply how many they build by that.

sand garnet
#

power has never been an issue in this game though

#

you can have over 1 TW of power in this game

round zinc
#

sure, but then why drop in more methods of generation?

sand garnet
#

its just a matter of 'i really dont want to build that much'

woeful skiff
#

I agree, not once you get past bio. (I've never really gotten to end-game mega scale stuff so I can't comment on that)

sand garnet
#

to make gameplay options more varied? give more freedom?

#

to not lock people into a certain playstyle in a semi-sandbox game

round zinc
#

I feel like the freedom in this case is "freedom of having to interact with the power system at all"

#

right now you've got choices between a limited option that uses a scarce, valuable resource and needs a lot of setup work, a different limited option that uses a different scarce, valuable resource and needs even more setup work plus can just back up and break, an option that's free-power-forever up to a certain limit and only accessible with a bunch of endgame materials, and nuclear, which has huge numbers but huge headache to get there and deal with it.

#

If they put in -any- option that's "just plonk down more wherever and don't ever mess with them" that will become the default best.

sand garnet
#

the way to make it 'annoying' for players to encourage them to try out other resources for power is to limit the amount of MW

#

nobody wants to spend 100h plopping down solar panels to generate as much power as 30 mins of placing something else

round zinc
#

okay, but lemme put it this way: if they're going to say "no, this isn't Factorio, you can't run your factory off this" anyway, why bother with the dev work in the first place? Just don't -do- it.

#

Putting it into the game and nerfing it into uselessness is the worst solution there.

woeful skiff
#

Well they've never really indicated that they are considering it, in fact their response is largely the opposite, we're engaged in hypothetical speculation here.

willow igloo
#

From my last run of multiplayer, we found that if you set up automation to turn leaves and sticks into solid biofuel, we only ran into the issue of needing more generators, not more fuel. We got to coal power while still having 20+ stacks of solid bio fuel in storage. If you are hand crafting power can be a pain, but not so bad if you automate your biofuel

solar seal
#

Is transporting Packaged Oil/Empty Canisters by Truck as janky as it seems? Looks like a lot of moving parts that are hard to check on.

#

I'm probably missing an easier solution than that and 2km pipeline time, too.

#

Guess I could just make dry goods on-site and ship those, but then I'm still not familiar with making the setup not kill itself with byproducts, so I imagine that's some more trips out there.

upbeat tide
#

Errrr dont package oil. Either use it on site or ship via train in liquid form

solar seal
#

Alright, so my instinct was right. : P

upbeat tide
#

For byproducts turn the heavy oil into coke and sink it

#

Or use it

solar seal
#

Oh yeah. I'd forgotten there's a "make this disappear."

upbeat tide
#

If yoy have smart splitters yet, put a few down and set overflow to a sink

solar seal
#

You've changed my outlook on the situation. Thanks!

upbeat tide
#

Your welcome.

Disclaimer:

FICSIT HR - Rule 12, Subsection 4, Part 1
FICSIT requires that all acceptance of guides, help, tips, tricks, or other intervention of any format, type, or kind therof provided by other FICSIT employees require a per infraction surcharge of one FICSIT Coupon per infraction.

Failure to abide by the above stipulation is considered deriliction of duty, and appropriate consequence is termination of employment.

Good day,

FICSIT HR

#

||really hope nobody takes a little role play too serious||

solar seal
#

I'm never gonna financially recover from this.

fierce ruin
#

actaully, that FICSIT manual is outdated. After Caterina Parks was fired by the board, the entire manual was rewritten, and that rule was abolished

glacial hemlock
#

The one shown above is just a stripped down version of a splitter-merger chain with a leakage chance of 1/6

willow igloo
#

If you go through 5 splitters, you can sink 1/243, which is acceptable until you get smart splitters

#

Wish there was an overflow for normal splitters

glacial hemlock
#

that's a bit too much. Consider it takes about 4-5 hours into caterium research, you could easily unlock the smart splitters around day 1 or day 2, and it will be certainly before the plastic.

lethal yarrow
#

not everyone plays that quickly

fresh elm
#

yeah, your average player isn't going to be that quick about any of this.

warm summit
#

Very easy question - I'm looking at setting up a central factory for my two pure limestone nodes with Mk1 Miners. I have Mk1 and Mk2 belts atm. What is the optimal number of constructors to have for this set up, and how should I split my belts?

dusky quail
#

Mk2 belt limit is 120, each constructor can do 45 limestone so 3 constructors per node (6 total)

willow igloo
#

Yep, 3 constructors will want 135/min, but it is fine because at least you're still utilizing everything being mined. As long as you're eating all of your raw materials it is fine to have slightly too much machine for the job

#

So each pure node turns into 40/min concrete and you can go about paving over the world

warm summit
#

Alright, 120/min into a splitter. If I hook up 3 belts, 2 60/m and 1 120/m, will I still get 40/m each way, or will the proportions change?

round zinc
#

40/m each way. The decision about which way an item goes from a splitter isn't dependent on the speed of the belt. Though if one of them backs up, the excess goes to the others, right?

wispy patrol
#

Yes

wheat quest
#

the overflow goes into the others, yes

wispy patrol
#

Normally a splitter with two outputs split the Items in half and with 3 Outputs in third - the only other way to split your items is the overflow method or with the programmable Splitter - They only change the direction of the Items but NOT the Ratio

warm summit
#

Thanks

fierce ruin
#

u dont need to load balance

delicate lagoon
#

In my each world I get caterium very early. Oh, what a nice shining resource. Oh, a can scan for it. In my current world I got AI limiter production line very early (half of the production was going into the sink). To unlock it you need tier 2 stuff.
All that is stoping you from getting smart splitters is finding the ore.

Sure, caterium ore is "unlocked" at tier 6, but looking at the tree, all filled with low tier requirements, it seems tier 6 is a point when you have to use it, not intended moment gor you t start using it. And caterium research tree is full of useful stuff.

fresh elm
#

I dunno, it gets you smart splitters right?

#

that's useful right as soon as you get it.

fierce ruin
#

smart splitters and blade runners. Always rush the early caternium stuff.

#

and sure longterm, the supercomputers -> geothermal deal isn't a great deal, but at the point you can first crash-build enough supercomps to get a free 3.2gw, ain't so bad

#

it's a bargain for a single easy car tour of the map

glacial hemlock
#

even nuclear power plant uses surprisingly low count of supercomputers

fierce ruin
#

yeah that's the other thing

#

don't free "I don't wanna automate supercomputers yet"

#

you can, as the game stands, absolutely get away with not having a train car full of em every 20s or w/e

round zinc
#

yeah, I automated them with a fairly slow, inefficient plant, and this is fine unless I want to start cranking out 5 turbo motors/min

glacial hemlock
#

this update removed 1 of the coal node. I am not sure when is the exact changes.

#

power slugs also get reduced.

verbal cloud
#

anyone know the formula to work out the power usage of a machine?

dense leaf
#

An overclocked one? I'm pretty sure the info on that on the wiki is still accurate

wind spade
#

@verbal cloud [power usage] = [original power usage] * ([oc %] / 100) ^ 1.6

verbal cloud
#

@wind spade thanks i found it eventually on the wiki implementing it into my excel spreadsheet was a whole other kettle of fish

wind spade
#

what are you trying to make? There are tools to do most of the work for you

#

also I'd suggest not overclocking stuff ๐Ÿ˜‰ it's not power efficient

verbal cloud
#

oh by the way that's slightly incorrect it should be [power usage] = [original power usage] * ([oc %] / 100%) ^ 1.6

wind spade
#

uhh

#

that's the same thing

verbal cloud
#

not in excel its not

wind spade
#

what

#

it's literally the same values and same variables, what's different over my formula

verbal cloud
#

you have / 100 but it should be / 100%

wind spade
#

no

#

[oc %] means overclock value in %

#

so number between 1-250

#

why would you divide it by 100%, that doesn't even make sense. 100% of what?

verbal cloud
wind spade
#

oh well, time to tell wiki guys that it doesn't make sense

#

and to change it

verbal cloud
#

if i put just 100 in excell at 250% clock on mk1 miner it says power is 0.1 (rounded up) but if i put 100% it says 21.7

wind spade
#

don't put % in excel

#

put just 100 or 250

verbal cloud
#

but im using the % for something else too

wind spade
#

always calculate with raw values. It's way better than worry about units and their relations and excel magic

verbal cloud
#

but i see what you mean though because i have 250% i have to use % for that formula too if i didnt use the % it would be correct too

#

thanks good tip i'll change it

wind spade
#

I think excel converts 100% internally to 1 and 250% to 2.5, so you may get wrong values

glacial hemlock
#

thanks @wind spade . Also, I added some words to further clarify the formula.

wind spade
#

both power usage and initial power usage are both measured in MW.

#

I'd maybe remove one both ๐Ÿค”

glacial hemlock
#

Oops

wind spade
#

and it's there in both cases ๐Ÿ˜„

glacial hemlock
#

Correct๐Ÿ˜‚

#

Sometime when i see elderly people uses percentage % in calculators, get wrong result, and it can be very frustrating. And i always convert percentage to decimal in the first step. Such as $50 x 0.7 instead of $50 - 30%

verbal cloud
#

@wind spade Is it the same formula for the water usage as coal usage for a coal generator?

wind spade
#

no

#

generators have different formula

#

basically the same, only instead of power consumed you use the power capacity and instead of 1.6 exponent, you use 1/1.3

glacial hemlock
#

@verbal cloud yes, water usage and coal usage have the same formula.

wind spade
#

uh

#

depends on how you read that question ๐Ÿ˜„

#

it's not the same formula as the OC formula for machines, but both water and coal use the other formula

glacial hemlock
#

if the coal generator is running at 75MW but you are only consuming 37.5MW out of it, it means you are utilizing half of its capacity. In that case, both coal and water consumption rate are halved. (7.5 coal per minute, 22.5m3 water)

verbal cloud
#

ok thanks @wind spade yeah i know its a different formula

pulsar stratus
#

Except for nuclear generator 1.321928

wind spade
#

yeah

#

but you can't overclock nuclear anyway

#

(and you shouldn't overclock others as well)

fresh elm
#

it's easy to see the appeal of overclocking a lot of machines, but power gives you such poor rate of return it is not worth it

#

there's a table or formula on teh wiki, but now I don't see it.

cedar mica
#

I only overclock power, if I need to kickstart another power factory. Else its not worth it

glacial hemlock
#

saw a video by TotalXclipse, it seems like head lift can be exploited.

willow igloo
#

How so

glacial hemlock
#

https://www.youtube.com/watch?v=o5PqXlY3CYY by connecting upper extractors with lower extractors. All extractors then shares the highest head lift.

#Satisfactory #satisfactorygame #Satisfactorymods

Hello guys and welcome to another Satisfactory guide, today we're checking out how we can lift water without using pumps in Satisfactory.
Special thanks goes to Felix for suggesting this to me.

Now if you did find this vide...

โ–ถ Play video
cedar mica
#

So send 1 pipe up with pumps, then let it flow into 300 lower pipes... Thats a massive power save

upbeat tide
#

Issue is that there isnt always an option to do that kind of pump work.

Such as, in my main oil region, the blue crater, the lake is at the bottom of the crater.

torpid robin
#

best place i see it working is the desert casue you have the lake on the moutain

#

but you could always pump one extractor and pipe super high on a tower. then let it come back down it should achieve the same thing

cedar mica
#

Yep, pump tower with just the minimal amount of pipes, then join it with the rest

torpid robin
#

i have pumped 64 pipe worth of water up the side of the cliff in the desert in my last save cause im an idiot. im never do that again lol if i can do it with one thats what il do. but i can see them changing that as its kinda broken lol

upbeat tide
#

Issue is the logistics, combining that one pipe into my 25 water pipes for example wont be fun

#

Thats at lake lvl in the blue crater tho so very little pumping needed

torpid robin
#

would it though? couldnt you just manifold at one end of your extractors. run the split off pipes down the middle. and connect your extractors in

upbeat tide
#

Yea just thought of that if I wanted , just put a directional pump before the high headlift pipe attaches

#

So that way no water leaks up the pipe so to speak

fierce ruin
#

what if i use the chainsaw to cut a hole in my pipe to eliminate wasting copper sheets for downward pipes?

upbeat tide
#

But I also build my pipes into groups of 6, in a 3x2 config

torpid robin
#

i dont think you would need to. well it may up to 10m from the headlift of the extractors. but wouldnt the pressure from above force it the way you wanted?

upbeat tide
#

shrugs dunno

wind spade
#

I'd maybe think about his prioritization of waiting for steam release over playing a good game

wise mango
#

what do you mean?

#

we all already play...

wind spade
#

sorry, your message implied for me that he's waiting for steam release to buy it

#

is this meant to be a speedrun or just random playing?

wise mango
#

we want to go fast, but not speedrun in the traditional sense. we're going to build decent looking buildings, etc...

wind spade
#

ah

#

then I'd just say take your time, even more important than planning who does what is planning the size and production lines of your factory

torpid robin
#

yea i have spent more time this playthrough. going over lines planning them out what i want to make and how to get them there. more time in lucid chart and a spread sheet and wiki than the game lol

tight anchor
#

I just started playing yesterday and the scope of the game is amazing. I've just unlocked tier 3/4 and getting more confused by the minute but having a blast. I keep having to rebuild to fit stuff in or start again. What should I be aiming for around tier 3/4?

torpid robin
#

to get to tier 5/6

#

i rushed my tiers then when you build you dont have to keep changing things

upbeat tide
#

My first game was a mess. But your main goal is to learn the basics, try stuff, make yourself a style, etc

torpid robin
#

i like that "make yourself a style" i have restarted multiple times cause i didnt like my style. takes a bit to decide on how you want to go about things. and dont be afraid to try new things

woeful skiff
#

after that in your subsequent games, you can make a mess in style

torpid robin
#

gotta be neat spaghet

upbeat tide
#

Even spagetifactory is a style. If you like it and it works efficiently, no stoppijg you

torpid robin
#

i suppose lol

upbeat tide
#

The meta maybe against you, but when does that stop ppl?

wind spade
#

eventually you just learn to build so that you never rebuild ๐Ÿ™‚

dusky quail
#

one of the first big hurdles I tried to solve was building scalable factories

fierce ruin
#

alternatively you could build every factory prepared for the best tier of everything, like miner mk3 and mk5 belts

polar sleet
#

Lol that headlift bug also works with just one pump

round zinc
#

my best advice is this - don't rip up everything all the time

#

if a factory works for now, let it work

#

maybe you can get more production out of a complete rebuild, but if you don't need double the production, why worry about filling a container twice as fast and then sitting twice as long?

#

like... I have a sad little rotor factory that just churns out rotors. It's not good, it's not optimized, I haven't touched it in a while. When I built a motor factory it has a much nicer rotor production line in it

#

but sad little rotor factory keeps a container full of rotors, and I don't need enough additional rotors to be worth tearing it up to make more rotors faster

polar sleet
#

using the pump to create enough headlift to reach it's self

glacial hemlock
#

in real life the pump will simply overheat if set in this way.

eager geyser
#

im late but my big hurdle on scalable factories was space - i wanted everything organised floor by floor but as soon as i started needing to move my copper manufacturing to it, i couldve built another floor but then my assembler area becomes a sphagetti, so im now (slowly) setting up in the desert and making a giant base floor over it to build on and on and on like a mega base

glacial hemlock
#

good luck.... but for mega base, outposts are easier to manage than a centralized setup.

blissful patrol
#

what I usually do. I put all my buffers in a high elevated surface. then use the exists to transfer down to my rest of my factory.

glacial hemlock
#

if you build outposts, you face little space issue, as you can always expand each of them until outposts merge together. For centralized base, if you miscalculate the space required, you are pretty fked up.

blissful patrol
#

and I hide my piping systems below the factory level. I wouldn't need any pumps to push the liquids from below my factory. cause the buffer is the new natural head lift

glacial hemlock
#

lol... buffers. I hate them though, maybe because I am still not familiar with them.

blissful patrol
#

once you filled the buffer. you can go down below the green (new level) line. as much as you want. lifting the pipe upwards you wont requires any pumps

polar sleet
#

the pump can be removed, but that can break things if enough liquid leaves the buffer i believe

#

the buffer isn't even needed, it was there to test things really

#

the trick is the game threats this as one pipe section and thus uses the pumps headlift as long as enough liquid is reaching it's input to keep it on.

blissful patrol
#

while i was pumping liquids to below water source level. I noticed a lot of issues that I couldn't explain. the pumps were exceeding the headlifts and water wasn't running. even with proper pumps setup. then I removed the pumps the system worked. that's how I discovered that the game doesn't follow real liquid dynamics.

#

yeah you are probably right. buffers might not be even needed

polar sleet
#

the reason i made the top higher than the buffer is so the flow goes to where you want it as opposed to back down towards the bottom

blissful patrol
#

but helps keep things organized and steady flow

polar sleet
#

I wonder if they'll figure out a way to patch this without overcomplicating the pipes mechanics

#

the only thing i can think of is tracking multiple headlift's so only a certain amount can be pushed thru past certain heights

dusky quail
#

yea downward flow giving 100% natural headlift is super sketchy mechanic

#

needs some loss

polar sleet
#

i understand why the headlift mechanic works and how it simplifies things code wise... but yeah they need to track each headlift source separately and have the pipe network clamp thruput at certain heights accordingly

#

not sure how much that would complicate the code though

#

since there is the edge case of multiple branches at a given height

#

then again... it might be easier just to limit the output of sources if the pressure from pipes exceeds a certain threshold that can only occur when receiving liquid from above the sources headlift.

#

basically a pressure value that significantly exceeds what is needed for a 300 thru put

#

actually that would be more realistic

#

since the extra pressure should be inhibiting outputs from pumping into the pipes

#

though is suspect that means the pipes would need 2 pressure values, one for flow, one for "gravity".

glacial hemlock
#

lets say, 2 extractors at 0m and 30m respectively, and 2 receiving buffers at 10m and 40m respectively. It is supposed to be filling the lower with 240m3/min, then filling the top buffer at 120m3/min.

polar sleet
#

that's the idea... but the currently situation is the top gets 240 as well

#

it's needs some sort of secondary pressure value to track the fill elevation and use that to stop source's without enough headlift from pumping out.

#

i use the term pressure rather than elevation because the fill might be from a source that's higher than the inputs pulling from it, creating a strange pressure dynamic that might not limit the lower sources

latent slate
#

how many foundations is a water extractor

polar sleet
#

a bit smaller than 3x3... might be close to 2.5x2.5

latent slate
#

ty

fierce ruin
#

i wish you could snap extractors.... (water)

polar sleet
#

i don;t understand why we can't snap them to anything at all

fierce ruin
#

id even put foundations on the floor if it would let me

#

under the water

#

makes sense to me

glacial hemlock
#

It snaps to underwater ladder, provided you are submerged in the water

oblique hollow
#

Ah good old pipe mechanics.
Also as far as i know, pipes do have vertical losses in the form of friction, though im not sure if thats still true, and if, how strong it is

wind spade
#

depends if it's pumped or using water tanks

oblique hollow
#

I really cant say when those losses are present, if even

wind spade
#

water tanks don't even use pressure pumping to fill the pipes, they use the fact that liquid surfaces evens out through the system

oblique hollow
#

As far as i can tell they just function based on the "communicating vessels" mechanic

#

Which is exactly that: they even out

upbeat tide
#

One thing about buffers I have learned is they do need pumps, in certain uses.

Fluid train for example, I have this setup for every flyid car.

Source > Pump > IFB > pump > train > train > statiion > pump > IFB > pump > destination

#

Thats mostly to clmbat the fact that trains stop all pressure during load/unload

#

The other use for buffers for me is for emergency storage. For ecample, each of my turbofuel lines has 8 buffers storing excess turbo. Overkill? Yup, but its peace of mind. If I break something and dont notice for a while, the system will still work.

#

At least for a good while

lone yoke
#

Ok I need to ask in here, whats the better recipe for turbo motors? Im finding it hard to choose either off them (And at this point resources aint much off an issues)

fierce ruin
#

I use the stator/ai limiter one

#

to save on aluminum but ymmv, depends on what you're limited on

#

I had the ability to pretty easily make the stators and ai limiters at a specific location. If your location has ample rubber and aluminum by comparison, maybe the other's better for y ou

lone yoke
#

Im in the top left location
Getting all the Aluminium or most off the pure nodes is fairly easy, but im planning a big train resources system
Im wondering if Aluminium is needed somewhere else at a high cost?

fierce ruin
#

you'll probs use a lot for the highest tier belts

lone yoke
#

Ya im pretty much going to switch over to them when making the main base

fierce ruin
#

if you're to the point of turbo motors I imagine you're optimizing stuff pretty hard and going big on scale so those top end belts are important to have a lot of

lone yoke
#

"Optimizing"
lets just say i got to this stage on a factory that barely works ๐Ÿ˜†

#

I like to Optimize after unlocking msot stuff you see

glacial hemlock
#

true, focus on unlocking all the tech first before optimizing, unless you really know what you are doing...

#

because higher tech means easier to perform the optimizaiton.

fierce ruin
#

also on turbo motors, in the end because of alt recipes it comes down to swapping oil for caterium and coal. Copper's required regardless. The required steel can be made from oil or coal so it's kinda, which you got? Oil or coal + caterium?

#

coal + caterium sounds like a worse deal cuz it's 2 things but they're also 2 things scattered pretty generously around the map whereas oil is concentrated in a handful of pockets, and few of them are near bauxite, which like copper, is required regardless

glacial hemlock
haughty sparrow
#

this is cool o-o

glacial hemlock
#

I left Silica before gathered all the ingredents.

fierce ruin
#

hypothetically you could cut silica, and thus quartz, out, by doing more bauxite and pure aluminum ingots

glacial hemlock
#

I will do anything to save bauxite though.

fierce ruin
#

fair

#

also if you're gonna do the silica route, it becomes more convenient to consider that quartz crystal alt recipe for radio control units that uses supercomputers and quartz crystal instead of computers and crystal oscillators, which can swing the resource balance around too

#

if you go deep on quartz you could cut out caterium

#

assuming you go with oil vs. coal + caterium

ebon oxide
#

how do you calculate how many cupons you have made?

summer field
#

Take the coupons you have, count how many you've spent.

glacial hemlock
#

@ebon oxide the other way is look at the sink. As the price increases every 3 coupons, you can guess it by comparing the point value to the coupon formula which is on the wiki

dull bolt
#

Easiest it not to spend any coupons... then you know exactly how many coupons you've made.

wind spade
#

don't make any coupons and you know you have 0 ๐Ÿค”

ebon oxide
#

@glacial hemlock in my inventory i have 310 cupons and i have already spent some so its pretty hard for me to work it out can you help

glacial hemlock
#

have a look at the awesome sink, see what is the point required to next coupon and what is the current percentage of the coupon

#

@ebon oxide

ebon oxide
glacial hemlock
#

82% is 8469926? hmm 10329178... hmm, let me calculate backwards

#

the next full coupon worth 10 369 000 points. You have produced about either 432, 433 or 434 coupons. @ebon oxide

ebon oxide
#

Thank you so much

#

do you have like a form that is easy to use cause i dont understand the one on the wiki

glacial hemlock
#
Satisfactory Wiki

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

#

I estimate the value of full coupon based on the remaining percentage, then work backward the formula: minus 1000, divide 500, take the square root, then plus 1 then times 3.

ebon oxide
#

thanks

neat matrix
#

Just for my personal information. Why does it bother you, how much you produced? That information is like wanting to know how many screws you produce in the lifetime of your factory

swift ice
#

does anyone have an efficient 300 oil intake per minute setup for turbofuel generator factory? (all oil goes into fuel as efficiently as possible) could use calculations or a chart

#

or else imma need to do the math myself, its fine either way

#

ill probably find my own way regardless but having the "math" already done would help me setup the raw imputs from the closeby coal and sulfur before even getting the foundations going

dusty isle
#

Quick question, I'm looking for a fairly simple load balancer.

In the past, to balance a 9-in/9-out used a fair number of mergers and splitters (18 of each) but followed basic concepts applied when working with a 3-3 or 6-6

Does the overflow of the Smart Splitter make any load balancers easier/simpler?

glacial hemlock
#

@dusty isle wiki balancer, your answer is there.

swift ice
#

if you have fast enough belts to carry your "whole" imput and "whole" output you can reduce it to a single line with overflow @dusty isle

glacial hemlock
#

Smart splitters doesn't make a better balancer, but they do make a good belt compressor.

dusty isle
glacial hemlock
#

No.

#

A good balancer only requires splitters and mergers

dusty isle
#

Oh well. Sadly balancing anything above 9 inputs gets hellishly complicated...

#

I have managed to build a 27-27 but took forever and is entirely unnecessary...

glacial hemlock
#

27 : 27 balancer sounds like a disaster

wind spade
#

all balancers are disaster

#

don't balance ๐Ÿ˜› it's not needed

dusky quail
#

it's kinda needed when ur running multiple belts of the same stuff

#

but other than that just run manifolds

dim thicket
#

If you max out every belt, then every belt is already balanced rolljace

glacial hemlock
#

belts are consider balanced if you are certain that each of them is carrying the same item rate. In that case it is pointless to create belt balancer.

dim thicket
#

All jokes aside, keeping it simple is usually the best idea. If you know what each belt is carrying, then you can just use that.

modern turtle
#

just overflowing usualy balances out after some time if you did your output->input math right

dusky quail
#

If you know what each belt is carrying, then you can just use that.
I have a main bus spreadsheet just to record what's being used where and how much I have left on each belt

#

but balancers are useful if you don't want to do that

dim thicket
#

I personally use a storage on the output of every item. It allows you to see if the item is being used faster than it is being made

dusty isle
#

I didn't create it because I needed it... I did it to see if it would work

worthy wasp
#

Hello guys, a few videos back Kibitz show a diagram to triple the oil production and said he uploded it on Twitter. Unfortunately I didn't find it, is there anyone kind enough to share me this diagram?

glacial hemlock
#

Wiki plastic

wind spade
#

it's kinda needed when ur running multiple belts of the same stuff
@dusky quail it's not. You just use whatever is on the belt

dusky quail
#

@wind spade that's assuming you know exactly the throughput on the belt, which not everybody cares about exact numbers

wind spade
#

if you don't care about exact numbers, you don't care about balancing as well

dusky quail
#

I'm not so sure everyone is like that

#

I'm just stating a use case for balancers

wind spade
#

it's about meta of the game

dusky quail
#

at this point I'm not sure what you're arguing

#

if you're running 10 belts of the same item, you might not want to bother remembering which belt has what - just use a balancer after a production step

#

it's not how I would do things, but it is a "meta" way of doing things

wind spade
#

isn't meta the "best" way of doing things?

dusky quail
#

in this game there are many "best" ways of doing things, if there's only 1 way this channel would be a guide and not a discussion

sand garnet
#

its a discussion of why something is the best way

wind spade
#

yes there's multiple, but not a single one of them involves balancers ๐Ÿ˜‰

dusky quail
#

we can agree to disagree here

sand garnet
#

manifold is pretty much superior for everything

dusky quail
#

its a discussion of why something is the best way
@sand garnet why something "might be" the best way

sand garnet
#

some stuff is objectively true

#

whether you like it or not

#

being able to send 10 items is always better than being able to send 1 item

dusky quail
#

manifold is pretty much superior for everything
Different use cases, balancers involve balancing throughput between multiple belts of the same item. Manifolds are production design based on overflow.

sand garnet
#

manifolds 'balance' stuff over time if you feed it enough items

wind spade
#

I've done a lot of research on this game's meta and I'm presenting my results, including reasoning behind them

empty hemlock
#

balancers are largely irrelevant in satis compared to factorio as input is constant and does not vary like factorio does

wind spade
#

^^^^ this so much

sand garnet
#

nodes dont run out, you dont have to connect new nodes, the only time it will change is when you connect another nodes to the setup or when you upgrade existing setups

dusky quail
#

okay say you have 4 lines of 780 screws running, you tap 400/500/350/200 from each respectively

#

I would run a balancer after that

wind spade
#

why would you do that

#

just tap one

dusky quail
#

that's exactly my point

wind spade
#

when it's empty, tap another one

#

etc etc.

dusky quail
#

why would you do that
so you can be sure you're maxing out your input

sand garnet
#

you can just make a multilayered manifold with that

#

and insert lines wherever you need to with mergers

dusky quail
#

and insert lines wherever you need to with mergers
I mean that itself is like a mini-balancer

wind spade
#

not really

sand garnet
#

lol

dusky quail
#

I feel like we're just picking at straws here

#

both ways work, no throughput is being sacrificed

wind spade
#

okay say you have 4 lines of 780 screws running, you tap 400/500/350/200 from each respectively
@dusky quail also... doesn't make sense. If you tap concrete numbers, then you know what's remaining on the belt. Do you know how much is remaining on the belt after you balance it? it's way worse to calculate

sand garnet
#

here's how I'd solve it:
merge the 400 + 350
merge the 500 + 200
make 2 manifolds, 1 for each line

#

dont have to think or care about perfect ratios that way, lines will balance themselves out over time

torpid robin
#

Hereโ€™s a question for ya . If you say have 10 lines of 600 how would you go about compressing it down to full 780 lines . Or you wouldnโ€™t . You just send the 600 lines where needed

wind spade
#

option B

#

just use the 600s

sand garnet
#

same.

dusky quail
#

and say if you have 10 lines of 10 left?

wind spade
#

merge into one of 100

torpid robin
#

Cool . Was kinda thinking that .

wind spade
#

or not, depening on what do I use it for

dusky quail
#

exactly, that's a balancer!

sand garnet
#

thats not a balancer.

wind spade
#

@dusky quail merging is not a balancer

dusky quail
#

ok I think that's the root of our arguing here

sand garnet
#

cleaning up a mess of belts isnt balancing

dusky quail
#

my definition of a balancer is to balance out throughput, regardless of how many belts are carrying it

wind spade
#

balancer takes X belt and outputs Y belts, at least Y is greater than 1, takes same amount of items from each X and outputs same amount of items to Y

#

with any amounts of items on X

#

if I do this

M--M--M--M--M--M--M--M--M--M--
|  |  |  |  |  |  |  |  |  |

it doesn't take equally from all input belts therefore it's not a balancer (not to mention that there's just one output belt)

sand garnet
#

400/500/350/200

balancing, with your example, would be : I have these 4 belts but I want to divide them into 4 equal belts. how do I do that.

dusky quail
#

balancing, with your example, would be : I have these 4 belts but I want to divide them into 4 equal belts. how do I do that.
that's what I mean here, my definition of balancer would be to re-balance them into not 4 equal belts

sand garnet
#

that would be.. unbalanced.

wind spade
#

that's like antibalancer lol

dusky quail
#

no, that is just re-balancing into different throughputs

#

aka a balancer, not equal balancer, but still balancer

wind spade
#

then it's not balanced

#

balance is literally the meaning of equal outputs

sand garnet
#

if a scale is balanced, it has equal amounts of weight on both sides of the scale

wind spade
#

60/40 is not balance, 50/50 is

dusky quail
#

alright, I guess my definition of balancer is wrong here then, what's the term for it then?

sand garnet
#

if I add more weight on 1 side of the scale, it becomes unbalanced

wind spade
#

what are you trying to achieve anyway?

#

you have different speed of belts and you want to make them... different different speeds?

dusky quail
#

what do you call merging 400/500/350/200 into 780/670, just merging?

wind spade
#

yup

dusky quail
#

fair enough

old sequoia
#

Hey math channel, I'm trying to figure out how to derive the best usage of a node
For example, if I have a pure iron node at 120 ore/second, what's the math to figure out the most efficient production of rotors using just that node? I tried doing systems of equations, but I didn't have enough knowns, and I'm not sure if that's the best way to work with production rations

dusky quail
#

@old sequoia if you know exactly what you want from that node (i.e. top down production), you can just break down the components

#

assembler*

#

assuming default recipes

wispy patrol
#

And the math depends on alternative recipes you have available...

old sequoia
#

right, but I'm looking for the opposite. Given that I have 120 iron per minute, what's the most efficient splitting of that iron to create resources?

#

I figured it out by throwing in multipliers to the recipes until I got one a result of just over 120, but I was trying to figure out if there are any equations that would help me derive the result directly

dusky quail
#

so your question is, how do I divide my resources efficiently to produce components?

#

if I'm reading your question right, it really depends on what you're trying to make

#

I do stuff on excel to see how I want to divide my resources

old sequoia
#

Right, so what I'm looking for is the equations, or perhaps systems of equations, to solve that problem in the generic sense

torpid robin
#

I have a funny feeling I had seen some dude on reddit make a spread sheet could could work bottom up . So you would put in your resource and it would tell you how much of something it could make . Iโ€™m not 100 % sure . You would have to go searching

verbal cloud
#

if you overclock the coal generator does it require more water too?

torpid robin
#

yes but dont

#

just build a new coal gen

empty hemlock
#

only if you also use the power. overclocking powergenerators only increases their maximum possible load, they still automatically scale for the consumption

verbal cloud
#

its for my excel sheet not actually to overclock it

empty hemlock
#

yeah, scaling is ^1.13 iirc

#

it's written on the wiki

verbal cloud
#

same as the coal then

cosmic arrow
#

Hi

verbal cloud
#

i must have read it as i already implemented it was just checking

cosmic arrow
#

U guys ok?

empty hemlock
#

yes, ratio and efficency doesn't change, only the maximum it can linearly scale up to by itself

queen island
#

do some one here have an estimated time for when biomass burners run out of fuel?

fierce ruin
#

yeah

queen island
#

I want to see how long i can go afk with production still going

fierce ruin
#

which fuel u using?

queen island
#

biomass from grass

fierce ruin
#

okay

#

u mean if you put max amount in?

queen island
#

yeah

fierce ruin
#

it will be about 20mins at full load

queen island
#

daaaaamn

upbeat tide
#

Your gonna want to turn that biomass into soild biofuel tho

fierce ruin
#

or put 2 gens down

queen island
#

yeah

fierce ruin
#

fill both and get 40mins

queen island
#

i just started a new world and havent got so far with biofuel and stuff

fierce ruin
#

ok

queen island
#

i could send a pod right now and wait

wispy patrol
#

Biomass Burner burn 4 solid biofuel, 19 wood per minute or 120 leaves per minute - assuming a 100% Power consumption

fierce ruin
#

they are using biomass

queen island
#

okey, i got 4 burners now and all of them got 100 biofuel, how long would that last? and do they really take more time to burn if you have more gens?

fierce ruin
#

biofuel or biomass?

queen island
#

fuel

fierce ruin
#

okay

#

15 minutes at full load

#

whats the highest your power has gone to?

queen island
#

about 50 MW

fierce ruin
#

out of the 120?

#

or out of 100

queen island
#

yeah

fierce ruin
#

which

queen island
#

100

fierce ruin
#

okay

#

30 minutes I think

#

if u put 100 in each

queen island
#

30 min per gen or total?

fierce ruin
#

total

queen island
#

oh thats nice

#

at least now in the begginig

#

thanks ๐Ÿ™‚

glacial hemlock
#

If you want to rush for coal power, at least 12 biomass burners are recommended

round zinc
#

Why so many?

#

I only ever had two plus the two stuck to your hub

shrewd yacht
#

that is not a lot of power before coal

round zinc
#

if you're "rushing" that implies you aren't building huge infrastructure first

frosty shadow
#

I used algebra today to figure out over/under clocking for my factory ๐Ÿ˜ณ

sacred blade
#

I already have casted screws and modular frame recipe that uses screws as my alternatives. Do I want Bolted Iron Plates, Cooper Alloy, or Caterium wire?

round zinc
#

Caterium Wire is pretty terrible unless you're early enough that you have literally no other use for it. You'll never use it later.

#

Copper Alloy Ingot isn't quite as efficient as Pure Copper Ingot, but the production speed is great - 100 ingots/min out of one foundry? Yes plz.

#

Bolted Iron Plate is basically the same recipe, costs a few extra screws, but runs at triple speed.

#

personally I get a lot of mileage of copper alloy ingots - you need to do some extra work to funnel over the iron ore, but you can get a really crazy amount of copper ingots.

fierce ruin
#

the answer is always get the best thing now and the others later. There's always more hdds.

sacred blade
#

And so as I set up infustructure pre coal, the best thing available is probably the copper alloy?

fierce ruin
#

pre coal I'd go bolted plate for sure

round zinc
#

yeah, the things you need tons of copper for are mostly electronics later.

fierce ruin
#

copper alloy can be good but pre coal what're you using a buncha copper for? You're not making circuitboards or alclad sheets

#

plus precoal I'm not putting anything in a foundry if I ain't gotta (looking at you, steel)

dusky quail
#

personally I wouldn't take Bolted Iron Plate because it's less resource efficient and consumes a direct line of Mk 3 belt

#

all it does is saves you from building more assemblers, which my style of building is space efficient so I don't really need that

round zinc
#

Swampy Pete brings up a good point, though. "just add two more assemblers" is just fine for someone with a working power setup, and terrible advice if you're still feeding wood to a biomass burner.

dusky quail
#

thing is, you save two assemblers but add 3-4 constructors

#

guess it saves you 10-20MW for what it's worth

sacred blade
#

not feeding wood, I just spent an hour and a half building a soon to be useless solid biofuel converter

#

I mean, I already have casted screws, so i think bolted frames are worth it

#

Because then its just two constructors feeding in

dusky quail
#

I would keep the biofuel converter though

#

great for trashing leaves/wood and useful for your vehicles + chainsaw

sacred blade
#

thanks

round zinc
#

I'd keep an assembler for it but I dunno I'd want a big factory for it.

#

it's useful to keep your chainsaw fueled, yeah

glacial hemlock
#

Rushing means building at least 2 sets of rotor and rip setup to get coal power quickly ready.

#

Also 2 sets of screw, plate and rods each, and that quickly total up to 300MW ++

#

That will also means at least 7 iron miners

wise mango
#

If you're actually trying to rush to coal power and have a friend it's better to manually craft the screws, wire, and cable and just have copper ingot and iron rod production. That can be done off of only 1 additional biomass generator

#

It takes ~10m for one person to craft the ~1,200 screws needed to get the smart plating, 5m with a friend

#

And you only get the Part Assembly milestone, manually, before going up to the next space elevator tier

#

(to make the assemblers for smart plate, that you manually feed)

round zinc
#

yeah, at low levels, you can definitely do some manual crafting.

#

it's not a great habit to get into, though...

#

realistically, you can take two iron miners and use that to make plates, screws, and rods. It's not efficient but if you're new, it's not like you know where the coal is anyway

#

so let it run, go out and adventure, come back to a container full of screws

torpid robin
#

i like to have my partners pc running next to me hand crafting while im setting stuff up lol

queen island
#

is there some speical places where nuts grow?

fierce ruin
#

on the nut bushes

queen island
#

xd

#

i know but are they often near pond or open fields or so?

fierce ruin
#

anywhere

#

sand, grass, forest

queen island
#

okey, thanks

#

i'll be looking with wider eyes then

glacial hemlock
#

@wise mango you have to consider the total RIP and rotor required to craft 8 coal generators, 8 miners and 3 water extractors including the pipes, junctions, belts and splitters, then the resources needed to craft the temporary biomass generators and the cable and power poles to bring the power home.

#

I would doubt the full manual crafting will be faster than the automatic crafting in that case

indigo vigil
#

Always feels weird to me how people think hand-crafting is efficient. Yeah, sure you can build any singular item faster than the machines, but the point of the game is to make tens or hundreds of thousands of items off of dozens or hundreds of assembly lines. An pioneer might be able to replace a single early-game assembly line, but even early-game will have, like, a dozen lines. And once you get to late-game stuff (ignoring that the pioneer can't process liquid products), it can take several minutes just to put together a single item.
You gotta get that stuff automated, or else you're just suffering as you wait for your spacebar to hate you for making it craft things endlessly.

oblique hollow
#

After confirming that Buffers don't cancel Headlift, i can now confirm that they even propagate it. The small buffer after the pump is full, so is the first large one, and the one above is being filled. Once again, Buffers are just large pipes

glacial hemlock
#

@oblique hollow the page regarding the pipes and pumps is it maintained by you?

#

seems image not updated yet

oblique hollow
#

which page?

glacial hemlock
oblique hollow
#

that is in fact not mine

#

Its Michael's

glacial hemlock
#

i see.

oblique hollow
#

I just gave him permission to use my graph

glacial hemlock
#

I guess it will be better to simply attach your updated infograph directly to wiki?

#

We would like to provide latest information to all wiki user, and if you are fine with sharing your works.

oblique hollow
#

yea but i should add this info to the graph too

#

also, of course! Theres a reason i do this stuff

#

So people dont suffer under it

glacial hemlock
#

once ready, you can post it here and I will upload to wiki or if you know how to edit the wiki directly...

#

the infograph should appear in both pipeline and pipeline pump pages.

oblique hollow
#

alright

#

Ok so i got a little update on top of this: The second buffer finally filled..... but not completely

#

after doing the math, the fluid is at about 23 m

#

which is EXACTLY what i measured to be the dropoff limit for pumps

glacial hemlock
#

I see, so the maximum limit of a pipeline pump is not 22 meters, but is 23 meters

oblique hollow
#

yes

glacial hemlock
#

have you considered the center of the pipe is already 1 meter above the foundation?

oblique hollow
#

the absolute max

#

that doesnt matter

#

since a small buffer applies 8 m when full

#

and they are 8 m tall

glacial hemlock
#

it does, because the fluid buffer is standing on the floor level, but the pipes (and attached pumps) is elevated 1 meter above the floor

oblique hollow
#

also the center is 2 m off the ground

#

i did the math, it is as it is

glacial hemlock
#

hmm.

#

if I rotate the pump to vertical orientation, will it shows the same result?

oblique hollow
#

buffer height = max buffer reverse pressure in m

#

it should be less when vertical

#

but i guess i need to build a test setup for that

#

since pump placement is indeed important on vertical lines

#

but not on horizontal ones it seems

glacial hemlock
#

yeah, we always persuade people to build vertical pumps, not in the horizontal direction

oblique hollow
#

that one pump at the front managed to fill all buffers (well nearly all, the last one on top is like 91% full)

glacial hemlock
#

fluid buffers only propagate head lift proportional to the amount of fluid height filled. In other words, they behave just like any normal pipelines.

oblique hollow
#

yep

#

also, funny enough, the pump ignores the small buffer after it filled the large one

#

since accoring to our math, 8 + 24 would be 32

#

but its not

#

The Small buffer's reverse pressure is completely nullified because of the large one

#

i would need to test mutliple serial buffers......

glacial hemlock
#

how about this, making a line graph on top of the section drawing to visualize the head lift

oblique hollow
#

the screenshot above?

#

hmm alright

glacial hemlock
#

hopefully I am drawing better than Jace.. or not

oblique hollow
#

ah okay

#

ill do that

oblique hollow
#

Should work out

#

@glacial hemlock

glacial hemlock
#

i see.

#

Do you have other infograph regarding pipeline pumps and head lifts?

oblique hollow
#

i only have part 1 and part 2, though after this i will make a small update to both of them

#

Will put them here after im done

#

shouldnt take too long

glacial hemlock
#
Satisfactory Wiki

A Fluid Buffer is a building used to store fluids, behaving similar to a Pipeline but with much higher storage capacity. It has 2 fluid connectors which are both non-directional. Similar-sized fluid buffers are stackable on each other.

#

image attached in fluid buffer page, you can click edit source if you wish to change its image caption.

oblique hollow
#

small edit made

#

hope it is clear

#

ill read through the Headlift explaination text and see if i can simplify it, since i only edited the image caption rn

glacial hemlock
#

yeah, pipeline, pipeline pumps, water extractors ... all these pages need a review

oblique hollow
#

alrighty

#

i guess i'm sorta the official Pipeline Engineer now

upbeat tide
#

Speaking of pipelines, I have found that in some instances I need to add pumps between junctions in order for the pressure to work properly.

For example, 10 recycled plastic refineries will use 300m3 fuel.

I chose to build as a manifold. Refineries 9 and 10 never recieved enough fuel despite 300m3 flowing at the beginning of the manifold. After I installed a pump between each junction, the flow rate issues at the back of the manifold solved themselves.

#

But another oddity, smaller manifolds like lets say 5 refineries dont need that pump workaround at all.

oblique hollow
#

i think that has to do with the fact that pipes are unidirectional: the fluid swashes around in them

upbeat tide
#

This was all in my adventures to build a 1200m3 oil > 1800 plastic/rubber factory

oblique hollow
#

Pipeline Pumps act as one-way gates, preventing backflow

upbeat tide
#

Yea I know but even a pump before the 10 way manifold never fixed it

oblique hollow
#

thats cause the machines have internal buffers

#

they take fluid in as fast as possible

#

once they are full, they wont accept more

upbeat tide
#

Yup understand that

oblique hollow
#

the pumps always allow a bit of the fluid to go to the next junction without the possibility of flowing back

#

thats the reason behind it, i think

upbeat tide
#

Yea I think so. I discovered it after troubleshooting other issues and finding 2/10 machines were operating at 80% ish. Looks at internal tank, next to nothin, pipe attached, below needed flow rate and bone dry.

Moved to the machine before it, full, pipe half full

So thats when I realized somethin was a miss

#

English only server

kindred musk
#

ask a question out of the question but the turbo fuel (red) is in the game???

oblique hollow
#

yes

#

turbofuel is real and it is an alternative recipe, as far as i know

upbeat tide
#

Hard drives

kindred musk
#

for fuel generators go with the turbo fuel right ?? tell me no ahahhah

#

English only server
@upbeat tide ahaahah sorry

upbeat tide
#

Fuel generator go with turbo fuel yes

kindred musk
#

because I don't know why since the season 3 came out it went with the turbo fuel and then with the next update after a week the fuel generators went only with the residual fuell

upbeat tide
#

Do you have compacted coal yet?

kindred musk
#

now I'm not playing anymore because the pc is a bit bad and I have to pipe it

upbeat tide
#

Compacted coal is required first

kindred musk
#

Do you have compacted coal yet?
@upbeat tide never crafted

glacial hemlock
#

Hard drive

oblique hollow
#

ok something isnt right. i tested a pump connected to a buffer thats sitting on a 24 m tall tower and..... it got filled with no problems

#

ok found the solution: pumps will fill any buffer thats within 22 meter height, even if the top of the buffer shoots way beyond 22 meters

#

if you place the buffer at exactly 22, the pump dies after reaching a headlift of 23.35 m

#

so yes, 23 seems to be the absolute limit

#

yea 23 it is

verbal cloud
#

anyone got a full recipe/alt recipe list?

upbeat tide
glacial hemlock
#

wiki alternate recipes

#

https://satisfactory.gamepedia.com/Railway just wrote some thought about the throughput of a railway.

Satisfactory Wiki

Railway is the buildable structure which trains run on. Railways are used to connect Train stations where trains stop. Railways can be laid on the ground. It cannot loop upside-down.Switches are made by joining two rail segments and then adding a third segment to that junction...

oblique hollow
#

on the topic of wiki, im done with most edits now. only thing missing are the individual extractors and then refinery

glacial hemlock
#

and pipelines.

oblique hollow
#

ah, yes

wise mango
#

@glacial hemlock during the creation of the smart plating you have 25 game minutes to get automated rotor production going and augment iron production for conveyers etc...

glacial hemlock
#

true

#

or 12.5 mins, depending your scale

fierce ruin
#

I hope trains get collision and we get signals and can go full ottd with trainspergin

marble mist
#

well if there's collisions those will probably be some pretty massive wrecks we'll see

oblique hollow
#

currently trying to find pipe circuits using buffers and junctions and pumps. these 2 are currently what i came up with

hexed jungle
#

I remember someone here did the math awhile ago (before Update 3) on fuel generators vs coal, and it turned out the power used to make the fuel almost completely negated any extra power generated from fuel generators. Anyone know if this is still true?

rancid lark
#

using a diluted fuel chain to turbo fuel you can get about 8:1 power gen to power req ratio

upbeat tide
#

For regular fuel yea kinda true as its not efficient

The diluted fuel system though is insane though

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It can power 13.33 fuel gens which is just shy of 2GW power. Without pumps or any thing else, your gonna use appx 150MW power + the oil extractor, presuming a 250% OC oil extractor on a normal node (174 MW), a pure node at 140% ish (70MW ish), or two impure nodes at 250% (174MW x2)

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And thats with the diluted fuel system

fresh elm
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that's the reason I have a system that just fills bins back at base with empty containers to add to these systems as you make them ๐Ÿ™‚

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as this game requires all the containers

upbeat tide
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And just loop the canisters for this application too. Build a single indy storage, stash the canisters and loop through

fresh elm
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only exception is if you want to bleed packaged fuel for points

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and then you have to be careful because you can't overfill the containers because if there's no place for an empty to go, it won't exit

upbeat tide
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True, but id do that in a seperate system thats isolated from power production

fresh elm
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it depends, if you just chuck it all to overflow it can keep your systems processing and you don't have power spikes caused by power production

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although tbh it prob won't ever spike that much, it hsould be a slow ramp

upbeat tide
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True. Anyway Im headed to sleep, have fun fellas

fresh salmon
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How much better is diluted fuel system?

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Wait

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4 times better?!!

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That is crazy

left oak
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@fresh salmon mad isnโ€™t it?! Iโ€™m currently working on converting my current regular fuel power system to turbo fuel via the diluted packaged route just now. Starting small... only 83.33 generators required ๐Ÿ˜‚๐Ÿคฆ๐Ÿผโ€โ™‚๏ธ

fresh salmon
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Not only does it produce quadruple the petrol, but it requires a lot more logistics for the container loop, which imo is just a bonus.

hexed jungle
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ok, fantastic, thanks for the info guys

round zinc
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I put together a heavy oil > turbofuel setup (don't have the other recipe...) for about 10GW of capacity from 300m3 oil and about 400 sulfur and coal

left oak
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@round zinc nice. To contain the immediate spamming of generators im using my mk2 miners on normal nodes for the compacted coal so limited to 300 compacted. Otherwise using all the spare heavy oil residue I have it would be in excess of 130 generators... Iโ€™ll leave that for turbo power phase 2!

round zinc
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Sad thing is, sometimes my consumption is so low -all- the generators are off... geothermal carries the whole load

fresh salmon
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Geothermal too op

glacial hemlock
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underpowered, I would say

upbeat tide
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Geothermal was added before you could exploit oil the waynwe can now, and when nuclear was harder.

Yea I agree geo has not moved with the times well.

wind spade
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it's free power. I think it's fine as it is

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it's enough to power your separate network of pumps

upbeat tide
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True

sand garnet
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3.6 or 3.8GW for free basically, its great

upbeat tide
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Yup, and if you use it for pumps only, thats 900 to 950 you can support

oblique hollow
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what kind of pumps? do you mean Extractors or...?

wind spade
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extractors + pumps

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your water for nuclear

upbeat tide
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I meant just pumps, but I can understand extractors too

glacial hemlock
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0 pumps for my 50 NPP setup

oblique hollow
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alright so im nearly done with this page. Tried to optimize a few existing designs (like the common pipe balancer and overflow).
I hope the graph for the Variable Overflow Junction makes sense.
If anyone has more build ideas like these, im open for that.
All these should work properly

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Im not sure whether this is the right channel tbh since this isnt as much math and more...... build theory
But i did run tests and calculations on all 4

upbeat tide
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Its meta tho

oblique hollow
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hm ok

upbeat tide
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Also maybe draw somethin up for efficient manifolds? Or pipe looping like the 3:8 water coal gen system?

oblique hollow
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yea i guess basic setups could work for the bottom 2

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hmm manifold junctions....

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well i mean it is pretty much just : Junction-Pump-Junction... etc. for an efficient manifold

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also i recently noticed: while unpowered pumps do in fact act as one-way valves, they do so at the cost of killing any previous Head Lift. So it's better to just power them in every case

glacial hemlock
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unpowered pumps kills head lifts? that is worth noting them down.

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different fluid sources with different head lifts, when combined, will share the highest head lift among them.

fierce ruin
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that whole thing is a really cool demonstration of a flaw in the game's handling of fluids but I question how useful such a contraption is in the name of not having to use pumps

oblique hollow
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i currently would rather not use that as im unsure about its permanence. for all i know, it could be removed with the next update

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gravitational pressure seems messed up, and the frictional losses for pressure also seem to be missing

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secondly, this is very unpractical. it only works naturally with water. as soon as you use fuel or oil or whatever, to pull this off, you would need to pump it up first, only to have it run back down.

glacial hemlock
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yeah, this is an exploit

dusky quail
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I mean they just introduced fluids so gotta give them some time

fierce ruin
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I doubt One Weird Trick to get free headlift is high on the priority list to fix

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(Archimedes hates this!)

upbeat tide
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Its also a situational trick too. Not alot of places you can do that without needing a tower.

oblique hollow
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It is very limited

fierce ruin
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At the point you need something like this, you should be fine with power and just use the pumps, packaging or trains.

oblique hollow
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or just dont build tower refineries where you need to pump fluids 200 m up

swift ice
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@fierce ruin I think newton would hate it before Archimedes ๐Ÿ˜„

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I found that building liquid stuff on near-sea level is best and easiest to manage without wasting energy for pumps

oblique hollow
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Physicists hate him! Watch how this developer breaks all laws and moves liquids without effort!

swift ice
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even if Im done with my oil gen setup and get over 100gw myself I would still see the 4 energy pumps a waste ๐Ÿ˜…

oblique hollow
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eh i dont care about those 4 MW. if you manage your pipes you can avoid a lot or at least reduce the number of pumps needed

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but if you want to make some efficient adjustments, I found that pumps can help a whole lot because of their one-way ability

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the downside is that you can only effectively use that trait by powering them, but im willing to make that sacrifice

fierce ruin
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archimedes beat newton to hydraulic displacement by about 2 millenia

plucky bridge
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It's actually not all that situational. Imagine you want to have a large number of pipes go up, then instead of pumping all, you can pump one up all the way into a buffer and connect the buffer with the others

round zinc
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fluid train~

plucky bridge
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Inside your base?

round zinc
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well, if you're talking significant elevation changes such that you'd need a lot of pumps

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a train will deliver your fluids with no regard to elevation change, so... it's a lousy solution if you only need 1-2 pumps for one line, but a great solution if you need to move a LOT of liquid a long way vertically

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of course travel time also becomes an issue, but you can make longer trains to help deal with that

glacial hemlock
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spiral train roller coaster that goes up and down that serves as a big pump?

warm saffron
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Does anybody know a good Guide for Oil processing? Because im struggling with all the sideproduct and try to find the best balance for plastic, fuel and rubber production

glacial hemlock
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do you have all the 4 alternates ready?

round zinc
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the key to keep in mind is this - oil processing can lock up TWO ways. If the main product backs up, it stops and you get no more byproduct either. If the byproduct backs up, it stops and you get no more main product either.

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but yeah, the specifics depend a TON on which alternate recipes you have unlocked.

glacial hemlock
round zinc
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that's a pretty good guide

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the best advice I have is to have both sides set up so that excess will go into the awesome sink - if it can't back up it can't freeze your production. That means, unfortunately, you need to be careful re: fuel production

oblique hollow
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Tbh you could just build byproduct processing line and slap an overflow smart splitter inbetween for if it backs up

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That way you dont waste as much resources and can build up resin plastic / rubber

glacial hemlock
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I have similar setup for plastic and rubber, each use 84 refineries. The plastic will need a Sink, but the rubber setup is sinkless.

oblique hollow
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For my fuel gens i process the resin and if the fuel backs i have an overflow pipe that sends it to packaging

round zinc
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yeah, if you're not generating power it's a lot easier to balance everything. But if you ARE, the fuel consumption will vary a lot depending on your actual use

glacial hemlock
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an efficient setup will need no sink though (except fuel / tb as final product), so I guess there is still some flaws in my design

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don't mix power, plastic and rubber in the same pipeline, you should tap from 3 different nodes imo

round zinc
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that's best if you can manage it

oblique hollow
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Thats why i decided to expand on the normal pipe overflow. Will release my 3 part Pipeline Infographs today, as a Steam Release celebration, sort of.

glacial hemlock
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12 hours to go

oblique hollow
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Easy

round zinc
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I built a turbofuel plant over the weekend, flows out to a fabric plant and a sink for excess

oblique hollow
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Noon of the Last Day - 12 Hours remain-

round zinc
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but I didn't have the regular fuel > turbofuel recipe so I just went heavy for about 10GW of power. OTOH, my consumption is like 3..

oblique hollow
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Funny enough yesterday when i tried to build a flow booster i instead made a Flow Rate Throttle

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Whatever the heck that is useful for

glacial hemlock
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flow booster? that's interesting. I thought there is a conservation of fluid flow.

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means for any point in a pipe network, the total fluid input must be equal to the total fluid output.

oblique hollow
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There is, but you could convert 100 to 150 if you somehow charge and store it, but the result is a discontinuous flow

warm saffron
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ok maybe i should go for harddrive hunting first

oblique hollow
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You cant really boost it of course, but it is more like condensing it

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Still working on that

glacial hemlock
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@warm saffron get Heavy Oil Residue, Diluted Packaged Fuel, Recycled Plastic and Recycled Rubber. These 4.

oblique hollow
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But its probably not possible

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Though funny enough you can Throttle flow. Had 100 turn into 70

glacial hemlock
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using the head lift limit, right?