#math-and-meta
1 messages Β· Page 483 of 1
Okay so super super retarded question how can I feed 14 machines with 1 belt
manifold
manifold?
basically running the main belt by all the inputs, placing a splitter at each one to split the input in
ah alright fuck I wish I wasn't such a retard
I'll watch a youtube on it
fuck I'm too dumb to understand what manifolds are guess I'll just underclock 16 lol
im also too lazy to put up a picture/graph cause thats way better than text.
And I am still too lazy to do that, so i'll just direct you to the wiki
ah shit its on the wiki didnt know
yeah pictures my goopy goblin brain understands
words, not so much lol
thanks man β€οΈ
turns out, text sucks for describing graphical things
i don't yet have steel/faster belts other than mk2, so how should i approach smelting? i've got 3 pure iron nodes running off mk1 miners so a total of 360 iron/minute and 3 maxed mk2 belts. this array should be (semi) easily expandable in the future, so any suggestions on how I should approach it?
should i just build really high in the sky, take 3 conveyor lifts, and then set up a theoretically infinite line of smelters?
What I personally like to do it route ores into a smelting facility so I can work out how much bars I want to make, I also use a manifold fed system so any surplus gets sinked
Benefits to doing this is easy to sink items as well as easy to expand
Cons will fill slower initially compared to load balanced system
But over time will equal out
define manifold fed?
Whether you want to build in the sky is a personal choice and will vary by person, its more of a do I prefer floating sky buildings
Or more down to ground style
i'm assuming that manifold means that you just feed in a speedy belt and then just do like a ton of splitters off of it
You can do load balancing as well but its alot of effort, can be pretty nice to see constantly moving belts though
i'll probably go with injected manifold then
i've been doing load balancing but it takes up so much space and so many extra belts
Yes the splitters and mergers get pretty crazy later on for bigger factories
when load balancing
i had a system where i have a 120 belt go under a smelting array where there were rows of 4 smelters and where each row was fed by one of the fast belts split into 4 slow belts
but that was really inefficient
oh yeah i forgot to ask, is there any efficient vertical design?
One thing I dislike about manifold is that I know that in the end it equals out, but seeing the last machine in the line get barely any items feels really weird to me lol
Whereas with load balancing everything looks fairly even
you can hand feed a stack on the machine to make it even faster
you a factorio player or something?
Yea not ideal but still XD
wait no factorio players use manifold even more lol
Naw just satisfactory so far
Sorta, but I feel some parts in satisfactory could be improved, like laying foundations
No one wants to place 1000 foundations its not "fun"
Just my 2 cents
ha, those are rookie numbers
I agree with some of the devs comments about not automating the building of everything like in factorio
foundation laying is really annoying, especially when building a 4.8 gigawatt coal plant over a void
But there should be some leeway at some point imo
do not ever play factorio
you will get sucked in and that's all you will be able to do
for three whole weeks
that's true of satisfactory and factorio
Thankfully there are mods that do this in satisfactory check out the modding server when you have time its great
not speaking from experience but i was warned
and i have spread the responsibility to warn
you will not be able to do homework or work
im not going to go too deep into satisfactory modding because they're unsupported and they're c#. factorio mods are stuck in the lua vm(i think), while satisfactory mods have full access because they're direct executable mods/dlls
You can always use a seperate save for a modding run though
i'm not concerned with my saves, i'm concerned more with malware.
i can confirm that factorio is addictive af
hey engineer
yes?
there's always that one mod in every game
a cool feature that works its way to your core files
?
and does a little ctrl a ctrl x
i like your wariness of mods
but live life to the fullest
download some viruses and have some fun
its a challenge: who can purge the computer first
i dont want malware lol
its a fun game
If youre concerned about malware you could just run satisfactory in an enclosed virtual machine
No Biggie
Nevermind
vms have bad performance.
i have an av, but they're not 100% effective though
I mean using the internet is kinda dangerous even discord
Disconnect internet = no virus
hey sakura i has free money
I digress lol
just download this not virus
and plug in your bank account information
and then free money
Getting a bit off topic here guys
Bye π
turbo fuel guide
Do it.
@rocky lake the modding website checks all the files uploaded for viruses etc
just download this not virus
and plug in your bank account information
and then free money
And that is how you get scammed... Nothing is free, ever...
yes
Basiically that conveyor I pointed to, if I have the merger like right on the border of the other constructor, will be marked as red and interferring if I try to connect it
Even though I can clearly see it not go anywhere near the border of the constructor is coming from
you just have to align the merger with the output of the constructer (youβll see that the white boxes slightly interfere each other but that doesnβt matter) and then connect both cunstructors to the merger and itβll perfectly be aligned
iβll show a screenshot once i get to my pc
Yeah, I have that left constructor perfectly lined up, but for some reason having that constructor on the end connect up can be a pain
but yeah take your time @finite sonnet you're good
bruh
k then I'm just super unlucky but like that Exact situation will not work for me. I have to create a weird coveyor belt connector right as it exists for it to work for me
are you building on foundations?
wyeah
are you building the merger close enough?
actully I think mine is like the next snappiing point outwards from the exit
but I dont think that should really be causing my problems
you have to build it like this (look at the white boxes)
Short reminder that you can place mergers and splitters inside of buildings, but buildings not inside of mergers and splitters. You need to build one before the other.
what he said ^
cant go past the connectors of the splitters/ mergers though if you want them to work
yeh its definitely cause I built it one outwards from the constructor exit
lmao, me trying to not have buildings overlap, causes aan error where my buildings overlap
@night jay did you place the merger first?
yeah
You can only place mergers inside the bounding box of buildings, you can't place buildings inside the bounding box of mergers and splitters.
AKA, place the merger after the constructor.
how many "spaces" of clearance does a merger/splitter need to be able to connect a lift to any other machine without needing to put a belt "inside" the lift
if that makes sense?
it doesnt make sense
so bascially when doing underhead or overhead manifolds, I like to use lifts
but sometimes the lift doesnt clip correctly
yea dunno what the spacing is
lift is bad
I think I can get it work most of the time but the spacing is a bit finnicky
lift is good especially if near pipes
i use the chad conveyor spiral
is that the tornado belt xD
oh nvm I found it
its 2 spaces from the splitter if supplying over head belts
TotalXclipse covered it thankfully
you can see what's he's trying to do feed resources in, with lift supplying input into constructor
makes it easy to walk through your assembly line without needing to jump over the belts
place the lift then the constructor
i did it for my 36 coal gen setup
it's a foundation
a foundation thats only edges
in the shape of a frame
so you can place splitters and lifts in it
got any pics? not sure what you mean
hang on
i was first hahahaha
i had to look one up
i had to go to the roof of my factory and place one
huh
yeah so i place a lift in the frame and connect it to the generator
then have a main "bus" line with my compacted coal on it
under the foundstion, connected to the liffs
lifts snap inside of frames? wait wa
not really
i can send a screeny in about an hour or 2
under fed belts looks rlly nice too, but sounds like a nightmare to tear up lol
@ornate ridge lifts have an actual footprint of 2x6, so from its body (2x2) you will need 2 meters space from the machine port. You can just use trial and error, if the alignment works for the first machine, it should work for the others too.
when you try to move any machine or splitter/merger each movement is increments of 1m right?
ah wait I worded that incorrectly
yes, Or I should put it, the grid is snapped to the foundation you are aiming at, and the spacing is 1 meter.
ah ok
you can create custom foundation grid by mixing different foundations (that is, foundations that are not snapped to each other)
people used creative methods to get their factory aligned in weird shapes, such as pentagons, circles, etc
i made the illusive rectangle one time
there should be a key to make buildings still snap to foundations, but their rotation is unlocked
it would make circles and things a lot easier to make
that would be pretty cool
maybe theres a mod for that already? probs
I think its micromanage
il put it on the q&a site at some point
I dont think that coffee stain is going to try and support these circular designs really. Most of their shapes aare very edged and rectangular, and they most likely will be sticking with thaat
so we'll just have to go do some advanced techniques if we want to keep doing our fancy circles
yeh its very tedious
need to stand on an item right to make circles?
unless there a better way in vanilla
yes, either a spool of wire or powershard & steel beam
are there any performance issues with clipping foundations into each other? looks really glitchy in build mode
no performance issue as the number of object is still the same (it depends on how many you have built), but you will face sanity issue.
interesting xD
also, the vanilla method of rotation is limited to 10 degrees which is kinda not refined. You have to use some other methods to get really smooth rotations.
round can be a pain in the ass, but it can look so nice, and is a change from all the square and rectangles
building a turbofuel factory using 1 600m3 pure oil node
i'll need about 16 floors or so for all the 300 fuel gens
hmm still havent looked into turbo fuel
ik near the north there area toon of oil nodes
unsure what to use them for yet
Im a bit confused what guides say by turn one pivot to recreate the next foundation for the circle
how do you judge a pivot? by eye?
Every wonder how to create circles in Satisfactory? Now you can create circle foundations, rounded corners, domes, and curves! Here's a quick Satisfactory Circles How-To that teaches you the new method to create circles and arcs in Satisfactory that are level with your existin...
MaxTheCatfish has a good video on how to do it
its the method I use
ooh cool
WASD is forbidden π
I ran out of concrete π
oh right scroll wheel rotates, forgot about that even though I use it daily to rotate splitters/mergers lol
never occurred to me to rotate foundations XD
but why don't they put round pieces directly? (so that one avoids doing all this) https://www.youtube.com/watch?v=HuyGQeb2P78
Every wonder how to create circles in Satisfactory? Now you can create circle foundations, rounded corners, domes, and curves! Here's a quick Satisfactory Circles How-To that teaches you the new method to create circles and arcs in Satisfactory that are level with your existin...
well and how many do want? you would need round objects for almost every possible degree... it would be to much
the game is based around squares and cubes for everything
overhauling that system to include cylinders and spheres would be a nightmare
yeah no I like the voxelized design
I see no need to make things circular bc u have to fit square things inside of it
ah man can't wait to handcraft 3k iron rods
if ur gonna get to automated power with only handcrafting then good luck lol
even if u have to make 12 biomass burners it's worth automating everything
well we fine now made a coal burner
it took 30 mintues to craft 50 of those computer plates (whatever they're called for phase 1 space elevator)
why havent you made a rod factory until coal power? I mean it's your game I just don't understand
honestly I don't know
it took like 5 minutes for me bc I automated it π
and I was free to do other things π
we plan on destorying everything and getting everything more efficient
yeah I would do that too
im gonna put my game at the lowest resolution and settings and go play other games
Factorio moment
lol yeah I don't see why not
but you could use that time to make better factories that get you more ipm instead of just waiting out a slow factory 
the ficsit approved way
we started in the desert as a meme, so now I'm gonna build a ton of foundations and make everything more efficient and easy to get to when i get home from work
then go play something else while all the new factories make crap
I have 20 ipm modular frames, I won't settle until I have 60
im gonna put my game at the lowest resolution and settings and go play other games
@shrewd sierra you even can shrink your window to this size xD
i have 2 monitors so just gonna put on my other monitor and call it a night
that's a good solution
I have two monitors but the second one is cannibalized from an old ass pc and only has vga
it's still useful
i wanna make everything look pretty
yeah
I saw on the satisfactory sub that someone made all their factories look like what they produced
my current set up will make everyone cry... theres crud everywhere
I put all of my factories in buildings even if it's like 3 things
except my coal generators bc the water is down a cliff and I really can't be bothered
and also can't afford losing my main source of power if I decided to remodel it
so ig I should have made it aesthetically pleasing from the start but I was just so eager to ditch my biomass burners
story of my life
this is like my 4th save so don't bully me for being in early game π°
@shrewd sierra a certain player has even unlocked the first elevator phase (50 smart plating) under 30 minutes
You just need the assembler, then get 50 rotors and 50 reinforced plates. By default that machine needs 25 minutes. So I can see how you can do it in less then 30, if you rush things right
As for me, I normally have coal up and running in 5-6 hours
That player use 10 machines, not 1, to automate the platings, so it only took 2.5mins for that particular step
It also helps when you pick a spot that has a wreck with all of the necessary reinforced iron plates already in it
Plus enough wires and cable
And a shop
so for power, since sulfur is limitied, I've allocated the nodes I'll need for nuclear fuel rod production, and the rest going into turbofuel, which I think will be a bit over 2900 turbofuel per minute, while I'm going to be making and sinking nuclear fuel rods, so I can use nuclear when I need to, i'm trying to avoid using it until I need to, so I was wondering what would be the most efficient uses of coal and oil without using more sulfur? I'm thinking just coal and diluted packaged fuel (getting 800 from 300 oil), is that it or is there something I've overlooked?
@dense temple you usually won't face any coal issue unless you are using coal or turbofuel power, or some sort of crazy HMF production. Oil is a bit harder to say since they just got boosted recently.
300 oil to 800 fuel is the most efficient oil usage for power that doesn't need anything else though?
apart from water, but thats fine
Nuclear is the way to go
Why do you need turbofuel if you have nuclear
You need power to set up the stuff to make nuclear no?
Speaking of turbo fuel how do people handle the canister loop when making turbo fuel? I was thinking of siphoning off fuel into storage since it'll never be running at 100%, but then I need a mechanism to put canisters back into the loop that I take out.
because i want to be able to leave the game running and not make bucketloads of nuclear waste
You can just make a storage for it
A maxed out nuclear setup can handle two maxed out megafactories
yeah, but I want to use non nuclear as much as I can first
Okay...
Nuclear is just so much better in terms of resource consumption
for the canister loop, have them go back to the water packager and back up a bit there, and then sink the excess from there
yes, but nuclear also makes stuff that you can't currently get rid of as yet
But you can store it easily
for the canister loop, have them go back to the water packager and back up a bit there, and then sink the excess from there
@dense temple no need to sink canisters in the diluted loop
sorry, i'll clarify, i have some of the polymer resin making canisters, so theres always a supply of canisters, and i sink them from before the water packagers, so it doesn't clog anything up
But it's better to make a closed 1 : 1 : 1 loop
Just feed it a few canisters manually
but outside turbofuel and nuclear, 300 oil to 800 fuel and standard coal is the most optimal?
just in case i make a setup that requires more than 1.3 TW of power
But it's better to make a closed 1 : 1 : 1 loop
@wind spade I was thinking doing this instead of manifolding all of them together. Have little loops going between the 3 buildings and just slap a stack of empty canisters in the first one. Would look a lot cleaner as well. I can just build another factory making packaged fuel.
I'm not concerned about packaging the TF either cause you can't use it in jetpacks yet and I don't want to be dealing separate fuel for both my jetpack and explorer. Granted my explorer is currently powered by batteries I just find when exploring for HDDs. π
@dense temple yes
thanks
You will not be able to create a factory that consumes more than 500GW
Maybe 600GW after the oil boost
Challenge accepted
Lol, you don't play the game, that much
I think it would be pretty easy to make such a big factory
prove it π
Even capping all of the production with power slugs and full chug, and then only using refineries and pure recipes to make the absolute most base product, you simply run out of stuff to make before you run out of power. And eventually you hit the game engine's limit of discrete items and the whole thing fails to open.
build it then
Jump pads or trains or both. They both eat power while not needing resources to run
And if you really insist on using production buildings, then a long chain of packaging and unpackaging
Ofc overclocked to max
My point is that "you will not be able to use 600 MW" is false statement
Because you can relatively easily use even more
if you could prioritize power sources (like how geothermals are prioritized) it would be better
because if i'm making 60GW of non nuclear power, and 1200 GW of nuclear power, then 95% of my power generation roughly is nuclear, so if i'm using 60GW of power, then over 55GW of that will be from nuclear power, so i'm making nuclear waste
whereas if i could specify nuclear was a lower priority, then it would only be when demand went above 60GW that the excess would be generated by nuclear, hence only power spikes would create a small amount
Ok, yeah, that too.
all i can do now is just manually connect a few at a time as i may need them
Even capping all of the production with power slugs and full chug, and then only using refineries and pure recipes to make the absolute most base product, you simply run out of stuff to make before you run out of power. And eventually you hit the game engine's limit of discrete items and the whole thing fails to open.
@silent mortar just gotta get 128gb of ram and put that max object limit way up smh
what is the horizontal "headlift" of a pipe? any way I can measure it reliably?
I think vertical is 10m default right? hotizonaltally.. ?
headlift is only in regards to vertical distance
headlift basically just means 'how far can this fluid travel vertically'
it doesnt matter if that vertical distance is traveled over 10m horizontally, or if it's done over 1000000000m horizontally
what is the horizontal "headlift" of a pipe? any way I can measure it reliably?
@ornate ridge the Devs added a visual indicator to visually help with headlift of pumps, otherwise you'll just have to use walls to measure
Horizontal headlift does not exist
yes, hrizontal flow dont care
can one place a splitter on the output of a Miner (without conveyor belts) to effectively output more than what a conveyor belt would allow?
I have a miner mk2 in a pure node but I still have only mk3 belts
nope its all limited to the one exit of the miner
No stonk.
can one place a splitter on the output of a Miner (without conveyor belts) to effectively output more than what a conveyor belt would allow?
I have a miner mk2 in a pure node but I still have only mk3 belts
@molten lintel if you place it without conveyor belt, then it won't output because it's not connected to a belt π
thx
anyone knows how much coal does the coal burners consume at max cap ?
with no power slug in them, 15 coal and 45 water per min.
yeah, sure! btw, more info on wiki
Did they ever?
I thought they did from back when I was playing back at the begging of the year. Is there a reason the output is wrong? Usually when overclock it tells you the correct power and consumption rates.
Over clocking power plants doesn't work the same as overclocking production buildings
Dunno if it was different way back then
I feel ya, I'm just curious if that would be considered a bug if it says it will produce 187.5 but is actually topping out at ~150
yeah they never scaled linearly
also, dont waste shards on generators, just build more of them
I only use them to up production of mines and wells, right now I'm upping plants till so I don't have to build a new power unit right now (will do once done with current project of bringing in oil)
Or is there another use for them I'm missing
the reason you dont want to do it is because overclocking to 250% only gives you roughly 202% of capacity
it means you're wasting a shard, plus it throws the ratio of items required to run it off from the perfect ratio where 3 water extractors can perfectly feed 8 coal gens
so yeahh you're on the right track, use them in miners and oil extractors
and maybe water extractors used to feed nuclear reactors
because at that point, the added cost has very little impact on the power produced by the reactor
Got you thanks, also just double checking is that 33 or 3 water extractors
3
thanks for checking, hats a huge typo lmao
fixed for accuracy @quaint path
@sand garnet fixed
Tom's solution works too
yes it works perfectly, but it annoys me that he uses a bunch of extra pipes and junctions :p
Those are pretty much free tho
still annoys me
Well that's personal preference, so no need to "fix" it
i'm no longer annoyed so although it wasn't necessary, the fix worked
What do you think of this one :P
pErfECt!!1
I made that image because it illustrates more easily how input csn exceed pipe limits without actually affecting anything
xD
@sand garnet I'm bothered by the claim that pipe limits are being exceeded, I 'drather say that pipe limits are applied per section, so anything that is removed before a certain section doesn't affect that section!
Lol well exceeded by the sense that 300 is the limit and the total flow spread across the pipe is 360
Technically you can have infinite water in your pipe with your logic
No, that's how I would tend to interpret what you say.
I say you can never have more than 300 in any section (yet.)
Yes but people dont understand how sections work lol
Probably not.
The diagram is just the most idiotproof way yo present the information
I like your diagram!
Lol thanks
I think explaining sections etc is great for the next step in teaching flow/pipes though
Is it really a diagram though?
We are talking about the screenshot aren't we?
Absolutely!
And now a new addition to my Tom's Tips. Where we straight to Tom's Tip!
Lol
@fierce ruin is this a good introduction to understanding how pipe sections work?
Seems like it, yeah.
Has anyone ever tested if having an intersection that inserts 2x300/m flow exits 2 tubes at 300/m?
I thought it wouldn't work at first, but now that the mk2 pipes are in (experimental), and we still use the same intersections, it'd imply that it can move an infinite amount, theoretically, as it should also be able to split 600 to 2 mk1 pipes.
i believe pipe junctions are designed to work like conveyor splitters so they dont affect flow rate, only split it evenly
The problem with that comparison is that splitters and mergers have 1 input/output and 3 outputs/inputs.
they may also have a small cache of storage like splitters do to make sure your cpu doesnt explode when you have 10000 of them
...and also have an internal inventory.
yes, so i think junctions can store like 5m^3 or something, but work like splitters and mergers at the same time because fluid can travel in both directions at each connector of the junction
the storage thing is just speculation though, i have no source
As for the pipe junction, regardless of input, it should always split income equally, which also makes me wonder, how it would handle a mk2 pipe going into a junction, and a mk1 AND 2 pipe being connected as output.
the outputs would accept fluid at the same speed until one of them reaches capacity
just like conveyors
As splitters always output wherever there is space, at all times, not always doing equal splits.
if you have a mk2 pipe pushing fluid in at 600 and then mk1 and mk2 pipes take fluid out, they would both take 300 each
Have you tested that?
actually no, but i'm absolutely certain of it until i'm proven wrong
I guess I'll take a moment in my aluminum construct to verify a few things with the mk1 and 2 pipes.
probably easiest way to test is full up a fluid buffer and then connect it to the junction and observe
I was going to directly connect it to a pump, a fluid buffer would be a much smarter idea.
remember to disconnect the buffer's input before connecting the output
dont want the throughput to skew results
Of course
Has anyone ever tested if having an intersection that inserts 2x300/m flow exits 2 tubes at 300/m?
@celest vault
@sand garnet did testing in this. And found you could move 2 maxed out mk1 pipes through a junction while preserving the flow rates on each pipe.
yeah 2 in 2 out still gets you the flowrate of both properly
@sand garnet time to see if you can move 1200 through it.
I can test tomorrow
Not sure if I'll get to it today, given with how difficult I'm making this build for myself.
So do people use multiple locamotives on a single train line or prefer to just use a single locamotive with tons of carriages
Yes to both of those, lol
However, most people put multiple locomotives on a single long train.
Man I'm really not looking forward to figuring out how to have an almost continuous supply of material with trains π
It's honestly not too bad, though there's a couple of gotchas
Though I have observed that I seem to miss about 2-3 seconds of belt throughput per delivery no matter what; dunno if that's just my deal or what
I felt the trickiest bit was just figuring out the right way to provide adequate buffers for the 30 seconds of load/unload time during which no material will go into / out of the freight stations
But just this does the trick for that: ```
/-> | | | | ->\
Belt -> ISC | Freight | - - - -> | Freight | ISC -> Belt
-> | Platform | | Platform | ->/
Basically just making sure that for each belt going into a station, you split/merge so that you're making use of both inputs/outputs, so you accumulate a buffer in the storage before/after
2 storage for input is better than 1 ISC for input?
(since the two belts going out/in mean that you can fill or supply even when that 30-sec pause happens)
why split the belt?
Yeah, turns out that ISC outputs don't balance between them
splitting does nothing for throughput
That would eventually even itself out, so you could just do an ISC in front on the input side, but I found the disparity quite annoying
Like an 80/20 split between output speeds from the ISC on the input side
afaik the only issue with uneven belt division on output is when you feed it less than goes out
but if it has no input instability it should work just fineβ’οΈ
remind me tomorrow to test this stuff, if you want π
Nah, I was seeing a very clear preference for one of the ISC's outputs
And during investigation I saw Industrial Storage Containers usually prefers the belt that is built first, but it can switch priority after save-load. As it does not balance either the inputs or outputs, this can lead to strange behavior and unevenly dispensed items. at https://satisfactory.gamepedia.com/Storage_Container#Industrial_
that happens when you have some input (1 or 2 belts, doesnt matter) and one output is enough to take all the input out
any chance you can record it apocalyptech?
Right, which you'd have in a situation like this, where you're trying to push a full mk5 belt throughput through a train
A mk5 going in, two mk5s going out, one freight station fills up much quicker than the other (which was leading to resources being left at the station, in my case)
As I say, like manifolds, that'd eventually sort itself out anyway, so it's not that big a deal
But I'd rather just split and go into two separate containers
Eh, I could see about recording it later perhaps, but I'm not especially motivated to do so.
Would have to rebuild it somewhere. :)
then you would have 2 full mk5 belts going into the ISC and 2 full belts coming out, no empty belts.
if you have 1 going in, 2 going out and the ISC was empty before, it will stay empty and only 1 of the output belts will be in use
Right, this is for that 30-second buffer where the freight station is taking no input
So the storage in front fills up for awhile, and you're making use of the two-belts in to "make up" for the lost 30 seconds of transfer
One belt to the storage, two belts to the station
i suppose 2 normal SC stacked will take the same amount of space, have the same total capacity, have conveyors in the same position, and give you peace of mind... so is worth it
also if you are loading 2 types of items into a station they will ensure even distribution
when you have 1 belt coming into the station, having 2 belts out of 2 containers would be faster, specially if the containers were empty or partially full when the train arrives
1 belt coming in from your factory*
Oh, hah, sorry, this is what I get for not thinking things through enough. What I was saying before doesn't actually make sense - my actual situation was that I needed to use two cars/platforms for the belt because of the round-trip time
So the one belt was getting split into two separate freight platforms, and with just an ISC, the imbalanced output meant that one of those was filling up quicker than the other, and the train was leaving throughput behind as a result.
When making aluminium can water clog up the scrap output? Whats a good way to sink water?
Either package it, or loop it back to the first step in the process
(and you'd probably want to do a little overflow thing to sink excess anyway, via packaged water, just in case. Use an upside-down U-bend to overflow fluids)
Upside down u bend?
A hump.
I think I have my oil factory making plastics thinking of building aluminium factory next to it
Im not sure about the alclad sheet step though, is it better to train aluminium ingots to the factory with copper ingots
Or train copper ingots to the aluminium factory?
Im thinking maybe train the aluminium ingots because they are slower to make
I've only just gotten into aluminum production but, for what it's worth, my experience so far is that the waste water can just be connected to the pipes from the extractors with no valves or overflow humps.
It did for me, in my first attempt I carefully matched the amounts but the second time around I had way too much potential water from the extractor and the water from the final refinery still flowed out just fine.
Oh so it does
I had one extractor (producing 120 m3/m) feeding one alumina refinery (using 100 liters/m) feeding one scrap refinery (producing 20 m3/m) and the water from the scrap refinery flowed out compleatly even though it plus the water from the extractor would have added up to 40 m3/m too much had the extractor not slowed down to accomadate it.
Bauxite takes in 100 water pm and waste water is 60pm
That means I can offset by +40 with water extractors?
Ratio would become 3 refinerys taking in bauxite with 3 water extractors exactly
I think?
3x40= 120
Oh wait
Hmm thats not right
I think you would still need to sink water somehow, by packaging I guess
yep thats how or use it in coal gens 
So it is, I misread, so a potential of 80 m3 too much and it still worked, though I haven't checked back on that one, it is in a mini base and was just filling a container and stopping.
I was going to say that the pipes were completely full before I connected the waste water to the first refinery but I forgot that that pipe would have emptied when I connected it, so I guess I should check it again.
My coal gens are like 10km.away from my oil.plant π«
Yes'
Ideally I want to route quartz to the aluminium factory right?
Although the process seems to make its own silica
i dont really get into quartz
But I am sure of my 2 extractor/ 3 refinery/1 refinery setup with 60 m3 waste water + 240 m3 from the extractor adding up to exactly the 300 m3 that the alumina refineries needed.
Are you sure though?
Wouldn't the intial water cause less waste water to be produced at the waste step thus making the lopp redundant?
It doesn't make enough silica, so either add some from quartz, get the alt recipe that doesn't use silica or sink most of the al scrap.
I think you do need to pakage water to be 100% efficient
Because with 3 refinerys it initially asks for 300m3 of water but since you only intiallly provide 240m3
When it cycles back to water waste it doesnt produce 60m3?
I didn't check efficiency, but it's still producing aluminium.
But the pipes were probably full before I started the refineries, so there would have been some time for the production of waste water to ramp up.
Do you just spin up 1 more water turbine, let waste water build up to max, then delete the 2nd gen and allow it to run in a closed loop?
Hmm that might work actually
Oh wait I see wht you mean
The bottleneck then becomes silica right?
If you don't have quartz at the location or the alt recipe that doesn't use silica. In the latter case you'd have excess silica that has to be removed.
It was an experiment, everybody here was saying I had to sink excess water, so I was prepared to rebuild after my test but it seemed to work just fine.
Ye I think you're right
I don't really understand headlift, it could be that it works because the refinery producing water is a couple of meters higher than the extractors.
Good idea to overclock the bauxite nodes?
If you can use all that bauxite.
Hmm
Headlift is just how high fluid can travel before it stops
It think default headlift is 10m
Mk1 pumps increase that by 20m
Vertically btw
You dont need the waste water at a higher height ground level horizontally works fine too
But if you're pumping water vertically up maybe
Yeah, and IRL the refinery being higher than the extractors should mean it's headlift overpowers that of the extractors.
But there's this expliot where one pipe from way up high connected to pipes way down low causes it's high headlift to apply to the whole system.
I wouldnt use the exploit itll get fixed eventually
Plus with new update the new mk2 pumps will make it alot better
Iirc mk2 pumps increase headlift by 50m
I didn't want to use it, I was worried that it would make the extractors headlift as high as that of the refinery so that the water from the refinery just built up and couldn't flow out. But that wasn't a problem.
You can just use pumps to force the direction of flow and prevent backflow as well
Yeah, but that doesn't seem to be needed.
I dont quite understand what you mean it cant flow out
That would have been my second test if the first hadn't worked.
I mean flow out of the refinery that produces it and back to the first refineries..
Having fluids flow downwards vertically or diagonally should pose no problem
Its only upwards that gets tricky lol
Ye thats the alu scrap one right?
Makes scrap+ waste water
If like you said your reinferies are slightly higher than your water extractor it will flow fine back to the beginning
(without needing pumps)
Next test, put the final refinery lower than the extractor (under water.) LoL
Oh theres actually one little issue I just thought of
Yes?
The headlift caused by water extractors will back flow into the pipe that you run from the aluminium scrap reinfery back to the start right?
Youll probs want a pump there to prevent back flow
That's what I was worried about, but, for whatever reason it didn't cause any problems.
Don't take my word for it, do your own test if you think it's worth it.
But don't take the conventional wisdom as gospel either, my experience is that it works anyway.
Am curious though what it looks like xD
I could connect back up and get one.
I'm not quite sure where I am, I've been out hard drive hunting but I'm getting tired of that.
Oh, I was back I my main base, taking the hyper tube to my refinery now.
So an extractor to my left and one to the right and the pipe in from the left is from the al scrap producing refinery which is to the right in the second pic.
@fierce ruin you're not gonna have enough water in your coal plant that you posted
@ornate ridge ,the water loop is 100% efficient if you do the offset correctly, it needs warm up.
using 4666.6 Mw 120 refineries 75 packagers and 2 normal nodes overclocked to max this single pipe (600m/3) of oil is able to produce over 2k rubber per min
@signal sky i have 3 water extractors rn but the plant is not working at full capacity
i will have to add more later but for now it works fine
You have a lot of coal gens feeding off that one pipe.
And it looks like 10 generators on each side of the pipe in your other picture.
The most a single full pipe of water can feed is 6.66 gens.
i know but it was a rushed job and rn they are all working at under 10% efficiency
i just needed a power plant for the time until i need to fix it up better
Ahh. Just be aware. Youll need to rebuild it to actuslly use most of that power.
3 extractors will perfectly feed 8 generators with 2 pipes.
ok
How many extractors do you have there? 2?
3
600MW is your peak. You can go over that for short periods. But you won't sustain anything decent over that.
dont need to rebuild, just stack some more pipes on top to connect to a couple of those junctions
ok
luckily you have a lot of places to connect more pipes because youre only using 3 sides of each junction π
I haven't noticed any issues, but wanted to ask some experts... is there any problem with pumping water up for this tiny amount so that I can easily walk beneath the pipes?
not at all, it's totally fine. the extractors have more than enough headlift for this
generally what i do is build the splitters a little further back and put them above the junctions and then i can build a walkway over the connections between the splitters/junctions and the generators
or i build the pipes or conveyors lower than the foundations
here i put everything lower
gotcha, so you keep all the inputs level but walk over or under the whole thing?
neat, I'd never thought about piping underneath the floor like this but that makes a lot of sense
level-ish. i just put a gap wide enough for a walkway.
this started off as 8 generators but then power draw was getting dangerously close to capacity so i mirrored the generators on the other side
Nice, I need to check in here for builds more often
My whole factory is a half thought out super OCD mess
next time i wouldnt do it like this again though, i would build the generators a little lower so i wouldnt have to use pumps for a tiny bit extra headlift
that doesnt look half bad, but those long conveyors could maybe be replaced by a train or two
... or three
I'd read that they were a hot mess back in the day and I struggled with them enough in Factorio to not want to bother with it on a solo playthrough
having all your buildings in one place is genrally a bad idea for performance, but also in case you want to make changes in the future because you don't want to suddenly find out you don't have enough room in your base
The space concern is why I build vertically, not outward. You can't really see from this distance, but each type of production returns to ground level storage, then is branched upward to a higher level when it's needed for production
My theory was that I would never run out of vertical space
true, but your cpu might explode xD
and can always modularly extend production of components to the side
It's an i9 so... π€·ββοΈ
the three sides of the base are iron stuff, steel stuff, copper stuff
still, why bring materials all the way over here when you can process them at the point of origin and deliver the products instead?
anything requiring a combo is built into the middle floors
I haven't exactly perfected the game enough to know I'll need this much of a component vs that much
so I just bus it in and that allows for more flexibility rather than tubing/training back to my iron to make more screws, for example
later on you can afford to just change recipes on a couple machines and deliver mixed goods on a belt and then sort them after transport
and you will never need to transport screws because the steel screws alternate recipe is amazeballs
yeah but remember the OCD comment? I don't like it when components mix on a belt π
you can also do clever things like having the 2 materials required by an assembler coming in on 1 belt and use a smart splitter to send one of them to one input, one of them to the other, and the overflow to the next assembler
when you say process them at point of origin, do you mean smelt them? make parts with them? where should I stop?
stop wherever. i got a copper node and a few iron nodes and then up the cliff theres coal, so i use the copper alloy ingot recipe to increase copper production, the rest get smelted into iron ingots, both of them go to the coal node. iron ingots get turned into steel by adding coal with the solid steel alternate recipe, steel and copper go on a train
theyre only ingots, but better than transporting ore
I can see why it makes sense to process ingots at the point of origin
it means i dont need foundries or smelters in my factory
when you unlock better miners, you can just go an upgrade the miner and add more smelters/foundries at the miner location and upgrade the belts or add another belt
I think that point is potayto/potahto based on the way I have mine setup, but to each their own
if I smelt on-site but ship them in on a train then that makes sense I guess
going from mk2 miner at 100% to mk3 miner at 150% is a big upgrade that requires a lot more smelters/foundries which means a lot more space and if all those machines are running near you, your pc has to do all the animations and stuff for all those machines
240/min -> 720/min
yeah, I guess I've never built one massive enough to outdo my PC, but that makes sense
if I smelt on-site but ship them in on a train then that makes sense I guess
@round spindle In the end, the more you process, the less you have to transport ^^
Usually the item/min becomes a third or less from ore to assembly output, even with efficient alt recipes
right... so whatever my belt throughput is, I can run fewer mines/line if I smelt on site vs carrying the ore to smelters in a main base? @frosty owl
more miners, less belts to site.
Ideally you would build parts and ship those but you have to decide where to draw the line, like maybe build stuff using constructors at the mining site but don't have any assemblers there, take it to an assembler factory to build things and then from there go to a manufacturer factory.
or you could say go as far as you can to make motors with whatever materials are available in this area (maybe can make rotors but not stators?) and then ship parts off to somewhere else.
you could even make it a factory just for building 1 item like iron plates
@hot ginkgo @finite sonnet if i have 1800 coal/sulphur i will need 120 refineries just for the [compacted coal + fuel = turbofuel] stage of production. how much space is 120 refineries with all the pipes and conveyors? :S
You gunna need a lot of oil to feed all that.
the oil isnt the problem, i have more than enough. the sulphur is the limiting factor here :\
and also space lol
3x3
2.5x2.5 foundations, add some space for pipes, basically 3x3 yeah
4500 foundations
Chonky
about 66x69 if it was a square-ish area
since i can split it over 4 pipes, i could maybe do 4 floors
... or i could put a few generators near the production site and put the rest of the fuel onto a train somewhere far
for the refineries, they are 10x20m and i will need 6m for the pipe+belt manifold between 2 of those, so for each 2 refineries i need 10x46m
i need a better way to visualise this...
4500 foundations, that's a lot
@hot ginkgo you have a red jetpack?
oh it's a mod
Yeah. I love being able to hover, but I like the utility of the vanilla jump pack ondemand boost. That one gives both with a quick toggle between them.
Plus, it has a T7 varient that uses Turbofuel.
how does it work exactly?
anyone wanna guess how long this will take me to build without mods? i'm kinda scared to start
not too much imo
@frosty pawn maybe around 20h-ish in vanilla. Maybe a lot faster if you use mods
mods that lets you fly, build buildings for free and copy buildings generally speed the things up
cheaty mods
I have a build 1/4th that size and it took me... way too long. Like, several sessions over multiple days (don't play that much), I reckon it'll take somewhat longer than 20 hours. x)
Most time was likely wasted flying back and forth to get more items.
you say "flying back and forth", that means the actual flying should take less than a minute, right? The hard part is to continue building without falling asleep. Like 2400/4.5 = 533 fuel gens
the footprint can easily go over 1km x 1km with that scale. And laying foundations is boring. Super.
what is the Pioneer role? @wind spade
who knows
is that because you made SatisfactoryTools?
he got it as punishment for talking so much
interesting
2400 fuel / 600 = 6 mk2 pipes, i'm gonna make 6 floors of generators, but still, theyre 27m tall, that's 7 walls per floor X_x
the building will be 28walls high, just for generators
wait actually no its 4 pipes. i need sleep.
still 28 walls high
my math was so wrong it ended up right xD
refineries are the tall bois, why not just make everything 8 walls high?
refineries will be in another building next to it i think
wait... since when refineries got a shrink? Now they are 5 walls high
i havent really planned out the location
yeah, seeing multiple big pipes flying across buildings is kinda cool, giving a real industry vibe.
5.25 walls high so including the floors, thats 5.5 walls each
i'm gonna have packagers inline too
since its the same number of packager, refineries, unpackagers, that makes things easier
128 refineries making turbofuel though π©
i'm gonna need 5 pipes of fuel, 4 pipes of turbofuel... the turbofuel refineries are gonna have to share fluid between floors
hey that means all the fuel will be in the same pipe system. no pumps for fuel π
4 floors of refineries, 1 mk4 belt each, exactly 1920 compacted coal total
2400 turbofuel made, exactly 1 mk2 pipe each
heavy oil residue will be sent to the dilution building which has 5 floors, that can be done with 5 mk1 pipes for residue, 5 mk2 pipes for water, but 2880 packaged fuel doesnt divide into mk4 belts and not evenly into mk5 belts.
with such a large number of items going through, belt balancing is a good idea here i think
... unless i put 9.6 refineries per floor on 5 floors to make 48 instead of 12 per floor on 4 floors
no! the pipes!
this hurts my brain
is fused quickwire worth it
*fused wire
I'm going for 13500 wire for a 6750 cable setup for high-speed connectors n computers
@fierce ruin 
fused wire is worth
Is recycled rubber (plastic + fuel) combined with Dilated fuel (water + HOR) the based way to make rubber?
Currently I've worked out that 300 crude can be turned in 400 rubber using it without any waste. But I don't know if there is a better way to do it.
yes it is
Oh sorry, also the alt to turn crude into 2 plastic 1 fuel.
yes it is
@boreal cypress Figured as such. I couldn't be bothered to go through all of options with Polymer resin so figured I'd ask.
I take it the same can be said for recycled plastic as well?
its the same but only rubber/plastic change
for rubber you need plastic and for plastic rubber :D
Oh, actually.
You have a HOR run off. You make 2 HOR per rubber where as with plastic you make 1. As such when you diluet it you'd end up with twice as much fuel then needed to turn the rubber into plastic.
for just one 300 pipe full of oil :D
Yeah, holy shit. The power of alts huh.
How would you kick that off tho. You'd need some rubber or plastic to put in that loop for it to start.
you can take rubber from the poylemer
Yeah, I was just getting to that, brain slow.
And just take 900 from the recycled instead.
Whelp, that's another project to start when (if) EA updates this week. Not even thinking of making any diluted fuel loops until that happens. π
I'm wrapping up the production area of my turbofuel rebuild. Those packagers have made it so much nicer. So compact and so little power use.
Oh yeah, I was mid planning mine and CF where like "But wait! there's more" so I've been waiting for EA to update before I start it.
I've needed extra power for a while so have had to turn off "non-critical" areas of my factory to expand into aluminium, which has been a fun challenge actually.
My current rrlebuild started because my packager mod stopped working with the new update. And I wanted to redesign it anyway. So I went to the map editor and just removed the whole lot.
My current power is 1GW worth of Geo and 6 max oced fuel gens just to get the trains and basic production going.
mods are evil boooo π
I was using a packaging machine before it was cool. Fight me.
not right now, as I am hangry :p
How would you kick that off tho. You'd need some rubber or plastic to put in that loop for it to start.
@night narwhal I just built this. pic in #screenshots
i made 400 empty fluid containers and inserted with a temporary storage container/merger, but apart from that, it just works
@night narwhal I just built this. pic in #screenshots
@frosty pawn Yeah, HISKI suggested just feeding the rubber from the polymer resin into the loop to kick start it. then you loop it around and skim off the top @900 a min.
there's no need to kickstart
Well, not kick start, but to avoid a manual kick start of the loop.
onlky thing you need to add for this to work is empty containers, but they are reused with no waste
I'm not explaining it very well, but I know what to do to make it work now.
works for me π€·ββοΈ
the rubber is made automatically because of the Residual Rubber Refinery (x0.67)
it kickstarts itself
the plastic/rubber recycling loop is deliberately imbalanced and the resin->rubber balances it
and you can also build the loop 1:1:1 and just put a few canisters in each
if you cant see the clipping, there is no clipping
Hide the pain, and hide the spahget.
I have a row of 8 smelters and 8 constructors that are close together, making iron rods and plates. It has a dumb arrangement and some constructors don't have enough ingots while another smelter has too many and won't produce more. Is there an interesting way to balance two long parallel lines of machines like that? I'm thinking a manifold of mergers to one, loop back, to a manifold of splitters?
Now cover those clipping manifolds with walkways and call it a day :D
@meager anvil got a pic? Manifold sounds fine if its just making steel plates and rods
If you want to save space you can smelt literally at the mining node (not a bad idea early game)
Then just pipe bars to your base
What I did personally was just route ores to a smaller factory that smelts bars
Then route bars to a production factory
I am smelting near the mining node, like 4 Mk. 3 miners, they feed in ~8 smelters in one long line, then another long line of constructors. There's only about 3-4 splitter's size between the lines of machines.
No pic but I could make one using the interactive map, but it's easier just to imagine, I think.
Try placings splitters at the start of each constructor
Then route all bars into all the mergers
You can do an injected manifold if you feel like the last constructor isnt getting enough bars, but I think its good enough
Oh sorry I meant splitters
Splitters go into the constructor
Mergers come out
yeah, I'll probably stack splitters ontop of mergers.
You can also feed the manifold from both sides
Initially it will feel slow using a manifold but it does even out given enough time
Its very space efficient too
Easy to expand additionally
Now cover those clipping manifolds with walkways and call it a day :D
@ornate ridge exactly what I did π
@keen rock true, I'm thinking about making a good bus, or maybe two busses and maybe get load balancing.
what? Clipping? Where? I dont know what you mean!
busses? load balancing? get those cursed words out of #math-and-meta
Lol
Its ma(nifold)th
Math and manifolds?
no, greeny-calculator and manifold :)
6.1MW. Enough for 1.5 constructors π
True
does an empty Freight Car weight?
Empty or full they cause the same drag going up hill
They weigh the same
is there any use for bolted modular frame?
you can save some power and space by building less assemblers cause it makes them the fastest
but then you have to deal with its really high screw demand
what is the preferred way to efficiently stack industrial containers using belts+lifts while maximising space efficiency?
Ive seen a couple of designs but wondering if theres a more efficient build
for example:
Im also considering top down filling because its easier to grab the items from the bottom, but unsure how it works when you get to insane container heights
Im guessing the first container input in the chain needs to start from the bottom, then the last container in the chain needs to empty from top to bottom respectively
you could do a double row
so at the top it connect to the row next to it
and from there you can snake your way down again
industrial containers act as splitter when connecting one output to a lift going down and the other output being a belt going sideways correct?
no
its very unstable, dont use them as splitters
its not an even split in many cases
is this not possible? blue being belt going sidways, and purple being a lift going down
pardon the paint skills, "I" being container input, "o" being container ouput
containers stacked vertically up
ah doesnt work? :/
you can do it, but dont expect the split to be 50/50
ah thats fine was going to have the container cluster be the same items
was wondering if it was feasible xD
its possible, just a bit weird on the throughput per belt
if you're not sending the max amount of items into that container that your belts will allow, the output spread across the 2 belts will be very uneven
always wondered why industrial containers have two ouputs if anyone was going to use them like how I drew it above
hmm yea
two inputs sorta makes sense to me
two ouputs no idea
you can have like an 80/20 split or something weird
nope its random
interesting xD
maybe to be a feature to be added in the future π
are there any other rng building* mechanics that I've yet to see lol?
not that I can think of
the only other real RNG thing is the MAM hard drive research
ah yeah that too
how would you go about creating a logic gate system on satisfactory on vanilla? (ik its been already done on modded)
but curious if anyone done it vanilla
iirc I saw some fancy hex 8 seg display which involves using ingots bars someone made which seemed interesting xD
Output is prioritized to the one that gets pulled first if I remember correctly.
yeah, think about pulling items at the end of the conveyor rather than pushing items in at the start
oh! i think i remember the thing youre talking about @ornate ridge you can put storage containers at the conveyor inputs, nothing at the output. then plan out exactly how many of which "pixels" you need and place them in the containers with those stack sizes. container will output the items from bottom right to top left like it's reading a book backwards
so for example if you need 1 conveyor to have 5 iron ingots, 2 copper, 2 iron, place them in the storage conveyor exactly like that - stack of 5 iron, stack of 2 copper, strack of 2 iron. they will come out of the container backwards so reading from the end of the conveyor you have 2 iron, 2 copper, 5 iron
this can also be used to manually feed 1 input on 1 assembler/manufacturer with multiple stacks of items from 1 hand-loaded container if you plan it right. that's how i do space elevator parts π
omg i just made my first wet concrete refinery and damn is this recipe underrated. a single refinery takes 120 limestone and 100 water to make 80 concrete. No more messing with constructor underclocks, storage container fills up twice as fast too π
it is really underrated, you need few Refinaries to process a node.
@frosty pawn not quite sure what you mean, got a pic or video to describe it?
uhhh... i could make an example, give me a minute
ye that would be great π
jep, it always output the last item
sorry the only ingots i have right now are copper xD
i'm dismantling a cable factory to make use of copper alloy ingot recipe
but why would you need that?
to make a fancy LED-like display π
also you could use this to manually feed a machine for space elevator parts from 1 container like i said earlier
a 3rd type of item and overflow smart splitters could be used to fill the empty belts and lifts if you want this to scroll, but i haven't figured that part out yet and i need to finish my factory right now xD
yes, that's exactly the image i was thinking of xD
I notice that on satisfactory calculator clicking the button "implement splitters and mergers" changes the diagram drastically why is this?
for example 1000 plastic per min, becomes a very long vertical line with no splitters and mergers:
with splitters and mergers it becomes a giant sprawl
splitters creates more of a chain
does the first pic just overflow supply to the next item in the chain?
I would guess
cant really tell its a real mess when I zoom in lol
I can see why satisfactory tools is just simpler to use now lol
does the first pic just overflow supply to the next item in the chain?
@ornate ridge I can't tell with the picture's resolution π
@frosty owl I cant either because when I zoom in all the lines merge together
try 1000 plastics p/m on satisfactory calc lol
I can see why satisfactory tools is just simpler to use now lol
@ornate ridge Meh, I never used it and still made over 700 machines π€£
To each their own ^^
much simpler π
try 1000 plastics p/m on satisfactory calc lol
@ornate ridge With alt diluted fuel, right?
I think this is default
but you could select alt yea xD
just wanted to test how the calc works lol
Why did I calculate that instead of reading the graph.... Whatev...
So what's the issue? XD
with alt recipes
oh just wanted to know how the calc works on clicking this in satisfactory calc
Yeah, those cuts down raw resource cost by a lot, but add MANY machines
I'm finding it tricky to read some text, any way to separate overlapping text?
not sure whats happening lol
omg i just made my first wet concrete refinery and damn is this recipe underrated. a single refinery takes 120 limestone and 100 water to make 80 concrete. No more messing with constructor underclocks, storage container fills up twice as fast too π
@frosty pawn Want 300 concrete/min? Why making 20 constructors when you can have just 4 refineries?! π€£π€£
lol
@frosty owl I have a factory making concrete with just the default recipe aaa
32 constructors making concrete probs not at 100% efficiency because mk4 belts and mk2 miners lol
eep
If I used defaults recipes, I'd probably need 100ish constructors just for screws π€¦ββοΈ
I think could probs add more constructors but lazy lol
I'm finding it tricky to read some text, any way to separate overlapping text?
@ornate ridge how is that site called what ur using for that
ty
@ornate ridge how is that site called what ur using for that
@digital river Check the pinned messages
wait a second wet concrete is amazing I need that recipe xD
need all the concrete for foundations (:
there's so many limestone nodes tho, its kinda not needed
rn Im making 500 concrete p/m but it might not hurt to have more haha
default recipe :shrugs:
Must reach peak water consumption. Refineries for everything. Even water refineries to make wet pure water.
you can only click so fast to place foundations
rn Im making 500 concrete p/m but it might not hurt to have more haha
@ornate ridge Imagine the face when you realize you can make 500 concrecte with 6 refineries, and yet to turn one pure copper node into ingots you need 50ish π€£π€£π€£
i just wrote an extensive text asking how i would need to manage my belts to balance my output belts successfully and then i noticed i built everything with mk.4 belts and mk.5 belts would solve the problem....
the smokestack now has no collision in experimental, so that's one thing
makes them a bit smaller
wait really?
new model too
time for clipping XD
does it let you build on top of clipped smoke stacks?
say ... put another machine on top
havent tried yet, but I assume so
makes them a bit smaller
@signal sky Before I used to give them 9 walls of clearance. But haven't notice and increase in that (if there is, it's less then 1 whole wall) π€
*a decrease
wait really?
@ornate ridge yep can confirm, didn't knew that either
am I right in assuming if we use the mk5 belt example of 780 items p/m I can work out the max number of machines that can be supported per bus belt coming into the factory?
Ohhhhhhkkkkk... Imma stay clear of that π€£
I don't like clipping
very nice clipping there xd
only made it for you π
am I right in assuming if we use the mk5 belt example of 780 items p/m I can work out the max number of machines that can be supported per bus belt coming into the factory?
@ornate ridge I don't quite get what you mean π€
let me take an example, 780 limestone coming in per minute, supports a total of 17.3 constructors taking in 45limestone p/m on default recipe
so that means every mk5 belt I supply (assuming max rate), I would need another 17-18 constructors to max it out?
say ... put another machine on top
@ornate ridge the manufacturer clips as well and you can build on top of the clipping.
but overlocking more than 780pm combined wouldn't make sense right?
I mean when you merge supply lines together
not really sure hmm
Oh right, with 15 min you can divide in "just" 52 constructors"
Must reach peak water consumption. Refineries for everything. Even water refineries to make wet pure water.
@silent mortar 1 water + 2 packaged HOR to 2 water when?
but 52 constructors would use 2340 limestone per min on default, so thats 3 mk5 belts right
Pardon, 14 constructors. Forgot it's 45 in, 15 out
ah ye xd
Changing clock helps when the number don't work out
does this mean its also pointless to overclock oil pipes to produce more than 300m3 per min? (600m3 after update?)
E.g.: dividing 300 between machines using 45
does this mean its also pointless to overclock oil pipes to produce more than 300m3 per min? (600m3 after update?)
@ornate ridge Any miner that produces more then the belt/pipe can take away will just turn on/off when it fills up/clears inventory
hmm so short story is, max out all my miners anyway? :p
does this mean its also pointless to overclock oil pipes to produce more than 300m3 per min? (600m3 after update?)
@ornate ridge you can't. a pure oil node on 250% gives 600 max
yes I mean pre update coming
so if you oc a pure node to over 300m3 rn for example
no point atm?
ah yeah, there it is useless to go above 300
Pure nodes with a mk3 miner should only be overclocked to 780, because anything more will just back up inside the miner and cause it to turn on and off to make spiky power derps.
but isnt the max oc rate of a mk3 miner on pure ore already 780?
how do you go higher than tht
(besides mods lol)
so excited for mk2 pipes though, 600m3 sounds amazing
Max a miner mk 3 with 250% oc is 1,200 units per minute. You clock it to..... 163% to get to 780 and spare change.
is wiki wrong? am confused
the 780 is limited by belt speed
but those values are wrong tho lol
wa? xD
so excited for mk2 pipes though, 600m3 sounds amazing
@ornate ridge with alternate recipies you can get 44GW of power from a single pure oil node
but isnt the max oc rate of a mk3 miner on pure ore already 780?
@ornate ridge Think about it. On a pure node, MK1 takes out 120, MK2 doubles that to 240, MK3 is 480. 480*2.5 is 1200ish
nuclear gets wayyyy more than 44gw
ye but do people actually use more than 44gw XD
yep
how :0
44gw isnt that much
You could run over 36 DeLoreans with that much power.
I used to, before making a new world again...
isnt 44gw, 44,000 mw?
yea
hmm
wonder how much gw I could make by drawing all northen oil nodes into a fuel gen factory lol
@ornate ridge with alternate recipies you can get 44GW of power from a single pure oil node
@cold snow Or "just" 800 plastic AND rubber π
Eventually you'll have to stop using turbo fuel and use regular fuel once the sulfur runs out.
my turbofuel production line alone uses like 15GW
And I am at the north oil, using 3 of the normal and 2 pure nodes
Eventually you'll have to stop using turbo fuel and use regular fuel once the sulfur runs out.
@silent mortar At that point you'd be better off going for nuclear. You won't run out of sulfur for that


