#math-and-meta

1 messages ยท Page 484 of 1

signal sky
#

yea, sulfur is the limiting factor for turbofuel

cold snow
#

@cold snow Or "just" 800 plastic AND rubber ๐Ÿ˜
@frosty owl if you would actually consume all the turbofuel that gets produced and make your input refineries run at 100% you would also get 400 polymer resin per minute from the 44GW plant

ornate ridge
#

is it not a bad idea to chain my power stations to set each one up? say backup geothermal gens to power by coal gen plant which powers my fuel gen plant which powers my nuclear plant

cold snow
#

which would be an extra 200 rubber/min

ornate ridge
#

if that makes sense lol

signal sky
#

With mk2 miners, I'm gathering all the sulfur in the world except 2 nodes for turbofuel

ornate ridge
#

what is max turbo p/m possible?

#

fuel*

cold snow
#

my 44GW plant uses 2 impure and 1 normal node of sulfur. at 250% that is and mk3 miners

frosty owl
#

@frosty owl if you would actually consume all the turbofuel that gets produced and make your input refineries run at 100% you would also get 400 polymer resin per minute from the 44GW plant
@cold snow Or use the polymer resin from the HOR to make fabric since tiy already need water for other parts of the system ๐Ÿ˜
With a pure node it'd be enough to make all the filters you could use

signal sky
#

8550/m turbofuel if you use all the sulfur with mk3 miners

ornate ridge
#

woa

signal sky
#

for 285GW

ornate ridge
#

now thats aloota power xD

signal sky
#

my turbofuel power will only make 100GW

frosty owl
#

is it not a bad idea to chain my power stations to set each one up? say backup geothermal gens to power by coal gen plant which powers my fuel gen plant which powers my nuclear plant
@ornate ridge If you ever run out of power, you'll be incredibly glad you've done that
Smart

cold snow
#

don't forget that the fuel generators only make 150MW each

#

i still need to build 222

ornate ridge
#

has anyone made a factory save that need 1 terawatt of energy to run lol

signal sky
#

8550/4.5*150=285000MW

ornate ridge
#

or would your save crash xD

frosty owl
#

Yeah... KIBITZ as far as I know, others that I don't know of too

ornate ridge
#

is there even enough energy sources to make 1tw?

signal sky
#

kibs world doesnt need over a terawatt

frosty owl
#

or would your save crash xD
@ornate ridge There is actually a "item number limit" that prevents you from building so much your PC crashes

ornate ridge
#

I wonder how much energy kib's save uses at full load, iirc most of his stuff has backed up in production right?

frosty owl
#

kibs world doesnt need over a terawatt
@signal sky But it does crash for being too big ^^

ornate ridge
#

iirc his save is only using around 20-30gw if I recall rn

#

his nuclear makes tons though lol

signal sky
#

but with nuclear power you can get up to 1.2 TW

#

but using all the resources in the world only requires .5TW

#

/according to the wiki/

cold snow
#

@ornate ridge per row there are 5 tanks full with turbofuel to start the production back up in case i somehow run out of any input ressource and don't notice while the previous 5 tanks empty. at the mid point there is a valve that lets the last 5 only get filled until i remove it

ornate ridge
#

someone did a max nuclear build a while ago I think, @wooden pond would know I think (:

#

all the nuclear plants :evil:

cold snow
#

iirc his save is only using around 20-30gw if I recall rn
@ornate ridge not all factories are running for that amount. he hasnt tried it so far how much he would really use if i recall correctly

frosty owl
#

@ornate ridge per row there are 5 tanks full with turbofuel to start the production back up in case i somehow run out of any input ressource and don't notice while the previous 5 tanks empty. at the mid point there is a valve that lets the last 5 only get filled until i remove it
@cold snow You can clearly see the power of nuclear when noticing how 1 NORMAL storage container full of nuclear rods can provide as much or more energy then all those fuel storages ๐Ÿคฃ๐Ÿคฃ๐Ÿคฃ๐Ÿคฃ

ornate ridge
#

yea lol

cold snow
#

yeah but i would need to unlock nuclear for that ๐Ÿ˜›

ornate ridge
#

how do you ensure the fluid tanks stay full of turbo fuel?

frosty owl
#

how do you ensure the fluid tanks stay full of turbo fuel?
@ornate ridge Valves or pumps on the inputs

signal sky
#

and just dont have them connected to anything once full

ornate ridge
#

ah oke

cold snow
#

next step after the turbofuel powerplant is a aluminium plant that collects all the bauxite on the left of the map

ornate ridge
#

thats a good idea though, havent looked into buffers much

signal sky
#

I stored up like 82k fuel to kickstart my turbofuel production on temp gens

ornate ridge
#

I havent unlocked the turbo fuel recipe yet though

#

I have HoR :/

cold snow
#

I stored up like 82k fuel to kickstart my turbofuel production on temp gens
@signal sky yeah i have it hooked up to the powerplant and the miners on the compacted coal, all of that is connected via a single cable to the rest of the map, so i could just start the fuel production again

#

building this takes soooooo forever if you play without mods. i think i just placed 1000 walls

signal sky
#

The more you build the more it just looks like a factorio screenshot

ornate ridge
#

woa lol that looks massive xD

#

is that the north coast area?

signal sky
#

yea

ornate ridge
#

so many oil nodes up there ๐Ÿ˜„

signal sky
#

using the 3 normal and 2 pure just to make diluted packaged fuel

ornate ridge
#

cant decide what to use em for

signal sky
#

ignoring the impures for now except as temp fuel gens to power this

ornate ridge
#

Im temped to use them all up and make all the oil products

#

havent worked out how yet lol

cold snow
#

thats also only 1 layer of fuelgens so far, there are going to be 3 on top

ornate ridge
#

how do you go about grouping piping together when drawing from lots of oil nodes?

#

my pipes look pretty spaghet

cold snow
#

well that is only a single node, so i didnt do it yet ๐Ÿ˜„

#

otherwise i would simply place foundations and then stackable supports if needed

ornate ridge
#

gonna need all the concrete ๐Ÿ˜„

signal sky
#

oh yea, its all in contained buildings, so it need a buttload of concrete

ornate ridge
#

quick math, what is the highest concrete p/m a person can typically use per second?

#

no mods, just vanilla clicking ๐Ÿ˜‰

signal sky
#

as fast as you can click *6

#

so not that much

#

I think the world record for mouse clicks is 16 per second

#

16x60x6

ornate ridge
#

on my vanilla playthough, Ive been using the "side" clicking method to fill horizontal gaps lol

#

my fingers love me xD

#

hmm so I would need a factory making 5760 concrete p/m =]

#

i think thats doable lol

#

384 constructors sounds fun ๐Ÿ˜„

signal sky
#

i'm still using my original concrete line for all my concrete for building

#

you never really need more

ornate ridge
#

ye I dont think realistically I need this much lol

signal sky
#

one pure node

#

with like 5 boxes hooked up

ornate ridge
#

how much concrete do you make p/m?

cold snow
#

single mk2 miner without overclock, no clue how much that is

#

purely for building that is

#

havent run out of concrete once so far

#

how far under water can you place those foundations?

signal sky
#

fuckin, forgot about second monitor and printscreen

cold snow
#

my railway is still floating atm

signal sky
#

mine are all the way to the ground

fierce ruin
#

@cold snow -200 meters I believe is the build limit.

signal sky
#

suspended

fierce ruin
#

Neat!

ornate ridge
#

that looks really cool ๐Ÿ˜„

cold snow
#

but you can't place while swimming, so wouldnt that be a problem @fierce ruin ?

ornate ridge
#

didnt know you can clip them inside of foundations?

#

TIL

frosty owl
#

on my vanilla playthough, Ive been using the "side" clicking method to fill horizontal gaps lol
@ornate ridge Coughs in Smart Foundations

cold snow
#

didnt know you can clip them inside of foundations?
@ornate ridge those are foundation frames, they are made for that

ornate ridge
#

emphasis on "vanilla" ๐Ÿ˜‰

cold snow
#

you can even walk through those frames

frosty owl
#

Emphasis on "smart"
JK ๐Ÿคฃ

ornate ridge
#

I just find it kinda weird you can clip pipes though em

#

can you clip lifts though them?

cold snow
#

yep

signal sky
#

i have some aesthetic clipping going on

ornate ridge
#

ooh neat

cold snow
#

if i would have the ressources i could even place a powerpole in them ๐Ÿ˜›

signal sky
ornate ridge
#

a refinery is like 8 walls tall right?

#

or was it 6 icr

signal sky
#

30m

#

so 7.5

ornate ridge
#

aha xd

signal sky
#

which is why i have them in "pits" that are sunk into the floor relative to the walking area

ornate ridge
#

are the new ones any shorter?

#

or a tiny bit lol

signal sky
#

i dont remember

frosty pawn
#

if you have them side-by-side as close as possible, the ladders will block you from walking in between, but if you climb up a ladder at one end of your row of refineries, you can run across the gaps without having to jump

cold snow
#

only kinda @frosty pawn. the hitbox is only 21, the texture is 30

wooden pond
#

someone did a max nuclear build a while ago I think, @wooden pond would know I think (:
@ornate ridge think so yeah but still doesn't beat my 4.45TW >:)

frosty pawn
#

@hot ginkgo i just saw your manufacturer smart manifold in #screenshots. i recommend putting a manufacturer either side of 4 smart splitters so that each gets half the materials, otherwise the next set of smart splitters will not get materials until the first set begins overflowing

hot ginkgo
#

Yeah, that's the basics of the manifolds. Its how I build everything.

#

Well the "overflow" method.

ornate ridge
#

how do you use smart splitters.. smartly? ๐Ÿ˜‚

#

I havent found a good reason to use them yet

frosty pawn
#

the true power of smart splitters is the overflow option, it's very versatile

hot ginkgo
#

I use them for automated storage.

#

Automatically sorts and sinks anything extra.

ornate ridge
#

I can think of maybe flowing one belt into centralised storage with smart splitters

#

not sure what else useful application

hot ginkgo
#

I usen them for non priority production.

frosty pawn
#

e.g. you have 10 different kinds of items on a belt going into a smart splitter, set one output to a particular type of item, another output to overflow. now your selected type of item will go out of your selected output until it;s filled,

#

all the other types will go out of overflow, if the selected item output is filled, it will also go out of overflow

ornate ridge
#

but why would you "poison" a belt with multiple items?

ornate ridge
#

I dont quite understand

frosty pawn
#

maybe you have a small amount of items that need to travel along distance, or maybe you just take overflow from different kinds of machines and deliver them all somewhere else

hot ginkgo
#

but why would you "poison" a belt with multiple items?
@ornate ridge

Sometimes it simplifies logistics to one belt.

ornate ridge
#

hmm

frosty pawn
#

it's good for fixing a problem after the problem arises, not so much for planning an entire factory around this single game mechanic

ornate ridge
#

so I could have 1 belt run though all my factories supplying each one?

frosty pawn
#

yes

ornate ridge
#

hmm

signal sky
#

for stuff like manufacture recipes, where you have low number on the input is where it is most useful

frosty pawn
#

if the total item throughput does not exceed belt speed, you can put whatever kinds of items on it and let smart splitters handle routing

signal sky
#

but what you described is called a "bus" and is something you see in factorio, but isnt really a thing here

ornate ridge
#

why is bus bad in satisfactory?

frosty pawn
#

its not bad, but there are better ways

ornate ridge
#

because of throughput?

signal sky
#

too limiting basically

frosty pawn
#

an example scenario: copper alloy ingot recipe uses exactly twice as much copper as iron. you can put 480 copper and 240 iron on a single belt with a merger, then have a mk5 belt carry this 720/min mixed ore to the foundry building

#

otherwise you would have a mk4 belt and a mk2 belt

#

usually this is fine, but sometimes your building is up a cliff (or down a cliff) so with the merged belt you can put all of this on a mk5 lift

wispy cradle
#

@ornate ridge I use smart splits in my factory outputs,

#

So I can get the max amount for each belt.

frosty pawn
#

i havent played factorio but i dont think it has cliffs

ornate ridge
#

hmm like direct all output though one side only? thats a good point

wispy cradle
#

No @ornate ridge , I use the overflow + BackPressure.

ornate ridge
#

whats back pressure?

glacial hemlock
#

actually, it refers to head lift. And head lift is a non-directional mechanism

wispy cradle
#

smart split: left: any; center: overflow

ornate ridge
#

if you flow multiple sets of items though a belt using smart splitters does it not effectively split down the flow rate? say if you have two types of items flowing through a belt being sorted by a smart splitter doesn't that half the throughput?

wispy cradle
#

So 30 goes to overflow. and I have a exactly 270 output on the left, after ther merger.

glacial hemlock
#

wait... now i read it again, you are referring to solid items ๐Ÿ˜‚

ornate ridge
#

or do items clip through it each other on a belt and take up separate capacity on a belt?

wispy cradle
#

if you flow multiple sets of items though a belt using smart splitters does it not effectively split down the flow rate? say if you have two types of items flowing through a belt being sorted by a smart splitter doesn't that half the throughput?
@ornate ridge I don't mix items, just garbage to storage

ornate ridge
#

oh ic

glacial hemlock
#

@ornate ridge no, items occupy space on a belt regardless if they are of mixed type or same type

ornate ridge
#

ah so the more I mix the lower the flow per item bascially?

fierce ruin
#

You can clip belts and their items through each other though.

glacial hemlock
#

@ornate ridge yes

sand garnet
#

I think the only reason to really use mixed belts is when you have super low output items

glacial hemlock
#

@fierce ruin true, but that's using different belts, just placed very close to each other

sand garnet
#

like turbomotors, HMF, supercomputers etc

glacial hemlock
#

HMF no, you can reach more than 1k HMF. Turbomotors and SC yes.

sand garnet
#

you can, but honestly, who realistically does that ๐Ÿ˜›

#

I'd argue the majority of players could safely mix that belt with something else

#

and use smart splitters to separate them later

wispy cradle
#

10/min HMF is enough for me

frosty pawn
#

the amount of machines required to fill a mk5 belt with HMF would melt most ppl's computers

ornate ridge
#

Ive always found it kinda interesting that looking at belts making stuff doesnt tank fps much, are items actually being fully animated when traveling on a belt?

#

what machine/thing uses up most cpu process?

#

well not until I get to megabases I guess, then rip fps xD

frosty pawn
#

Ben said constructors are quite demanding because of the skeletal mesh animation on the arms. Most machines have things like that. Optimisations are on the way. Some machines like the new refinery can have all their animations easily handled by clever material shaders.

nova orchid
#

^^

abstract copper
#

Isn't that for gpu though?

frosty pawn
#

its for everything

nova orchid
#

CPU is the main bottleneck in most cases

ornate ridge
#

not sure, is satisfactory more cpu bound right?

frosty pawn
#

a skeletal mesh animation basically touches all the performance things in your pc

sand garnet
#

@ornate ridge items on a belt are instanced meshes, which arent heavy on performance

ornate ridge
#

thats some real magic xD

silent mortar
#

With the medium settings I have on right now, I can visibly see the cut off between all the items on the belt being animated, and LOD kicking in and saying 'close enough' about a hundred yards away from me.

cedar mica
#

@ornate ridge items on a belt are instanced meshes, which arent heavy on performance
@sand garnet As long as you dont have a million belts, visible yeah

frosty pawn
#

@silent mortar that's optimising the animation to save CPU time, not the rendering. When it gets even farther away the meshes get replaced by 2D impostors, that saves GPU time

bleak coral
#

when I messed with kibitz save, while it definitely maxed my GPU, the CPU was the part stopping smooth gameplay

signal sky
#

well, thats more cause LODs dont work vertically

frosty pawn
#

@bleak coral out of curiosity how big is that save file?

bleak coral
#

I was getting stable 30 - 40 fps, but if I moved too much (especially in his base or other areas with lots of stuff) all 8 of my cores would max out at max boost clock trying to load stuff

signal sky
#

so youre rendering loads and loads of high poly models in his factory

bleak coral
#

and then it'd go back

cedar mica
#

Didnt know the game could max 8 cores

ornate ridge
#

for my save Im thinking of having all my items being produced in different factories around the map

#

then centralising a giant storage area, will my fps thank me later?

#

unsure if storage will be super laggy

bleak coral
#

it normally only uses mainly 4, with a bit of 6, but it spiked all 8 on when it need to load stuff into memory

frosty pawn
#

CPU has to calculate production for every machine, power draw too, and where every item is on each belt and in each pipe, then it has to do it all again many times a second because the pipes and belts are transporting stuff and the machines are building things

cedar mica
#

How laggy storage gets, depends on how you get stuff there

frosty pawn
#

if all of that is somewhere really far away like 2km away, it can be calculated once a second, drastically improving performance

orchid gulch
#

Sounds like belts have the same issues as in factorio.

silent mortar
#

'8 Cores' can be misleading as well, because the size and power of individual cores changes with each new CPU. My eight year old intel 3770 has eight cores. But I'm sure it'll redline well before any new cpu would.

bleak coral
#

it's a 3700x

orchid gulch
#

Also this game is multi threaded?

cedar mica
#

I'm just speaking of threads being active. I'm seeing 2 main and 3-4 others

frosty pawn
#

@ornate ridge that's a good idea. I generally try to transport as little as possible, building things near the resources that are required

bleak coral
#

the save is about 17MB btw

frosty pawn
#

D:

orchid gulch
#

I'm relatively new and want to make sure that I'm not doing something stupid like building a mostly belt base

abstract copper
#

Belts are not really a problem

orchid gulch
#

What is usually?

abstract copper
#

Tons of stuff

cedar mica
#

I think belts are the least laggy transport method. But everything is a matter of scale

ornate ridge
#

power management early game is fun xD

abstract copper
#

As in literally having tons of stuff placed

bleak coral
#

belts are a problem if you're close and staring directly at them, but they're fine if you're away from them or looking away

abstract copper
#

Like a megabase

ornate ridge
#

sorry trees but I need power ๐Ÿ™‚

bleak coral
#

I should clarify, staring in their direction with a ton of belts, a few belts are fine and walls don't help

silent mortar
#

Because of Josh from Lets Game it Out, there has been a lot of belt optimization. ๐Ÿ™‚ His belt tornado crippled framerate in an earlier build, then his conveyor belt weave dropped it into a slideshow. :p

orchid gulch
#

lmao

abstract copper
#

As a new player don't worry too much about optimization

orchid gulch
#

trains well optimized then?

ornate ridge
#

yes for singleplayer, no for multiplayer heck no (glitchy)

cedar mica
#

Yeah, if you want the game put through its paces, give Josh a call ๐Ÿ˜›

orchid gulch
#

i play single for now. I want to scale at some point

#

so trying new things is fun.

ornate ridge
#

has josh shared his save? I'd like to stress test my pc after trying kibb's base lol

orchid gulch
#

what is kibbs running?

#

i use to watch him for they are millions

ornate ridge
#

dunno but must be better than my set up cause I get like 20-30fps at his base

bleak coral
#

I think he has some version of 2080, but idk about his CPU

orchid gulch
#

dat youtubes monies

#

all these games are about cpu anyways

ornate ridge
#

note hes increased the object limit on his save, so stability issues? not sure...

cedar mica
#

Twitch says: Ryzen 9 3950X 16 Core CPU, 32gb RAM, RTX 2080 ti

#

So decent rig, but not OC

signal sky
#

kibs gonna need one of them 5950x's to run satisfactory

bleak coral
#

decent lol, that's all high-end consumer components

cedar mica
#

He hit the limit of what he can build in one spot, I think

orchid gulch
#

looks like 5950x isnt that much of a improvement?

cedar mica
#

decent lol, that's all high-end consumer components
@bleak coral Yes, but this game just wants raw single core performance. Heck a 5GHz+ 4 core, would probably be the best choice...

orchid gulch
#

so this game is a single core game?

signal sky
#

5950x can do 5ghz single core

bleak coral
#

I think the main problem, the loading causing frame drops, can't even be solved by hardware

cedar mica
#

2 main threads, 3-4 lesser threads

orchid gulch
#

loading is in memory buffer

#

yeah probably intel would still be better in this game.

fierce ruin
#

Guys I'm planning a starter iron build making plates rods and screws from a 120/min miner. Is 40 plates 30 rods and 120 screws/min a good mix?

orchid gulch
#

thought my ryzen would do "better" in these games ๐Ÿ˜ฆ

signal sky
#

well, the new one's probably do, since they have great single core perf now

#

idk about the old ones

orchid gulch
#

mine does pretty well

bleak coral
#

3000 series is fine, only a bit worse than equivalent intel stuff

orchid gulch
#

only issue when launched was they boosted really hard and made tons of heat.

bleak coral
#

intel runs way more power hungry and hot, which is why I went with ryzen

orchid gulch
#

intel idles muuuuch better

cedar mica
orchid gulch
#

oh didn't see that there's one of those.

bleak coral
cedar mica
#

I'm calling that 6 threads + whatever background stuff is running

signal sky
#

so basically just set core affinity in task manager, then go into ryzen master and OC 2 cores a lot

bleak coral
#

yeah, me too, but the spike corresponds to the load, so it definitely uses everything on load

cedar mica
#

Makes sense. As you are transfering stuff to RAM, VRAM and off HDD/SDD/M2 at the same time

bleak coral
#

also I totally misread this and forgot about hyperthreading(or whatever the generic term is), it's definitely just 2 cores + part 1 other

#

nope just running SF

#

and discord and steam obv, steam isn't downloading anything

cedar mica
#

I dont see the 10-20% load on all cores, being the game. If the game could do that, it would have spread the load more even

bleak coral
#

oh I don't think it is either, I think just that spike is, and I'm not sure the game is even asking for that so much as that's what the CPU does on big data transfers

cedar mica
#

As I said, when you are loading new data, you are moving a lot of stuff in and out of RAM and VRAM. So CPU can probably use all cores for that

fierce ruin
#

Guys I'm planning a starter iron build making plates rods and screws from a 120/min miner. Is 40 plates 30 rods and 120 screws/min a good mix?

cedar mica
#

40 plates is 60 ore. 30 rods is 30 ore. Thats leave 30 ore for screws, which probably end up as 120.

#

As for if thats a good mix, it depends on what you need it for

signal sky
#

you dont really need screws to be stockpiled, as theyre just an intermediate part, but 40 plates and 30 rods is a good enough for building stuffs

fierce ruin
#

I know but I'm just asking if I should produce more of anything or less of anything

#

Ok thx

cedar mica
#

you dont really need screws to be stockpiled, as theyre just an intermediate part,
@signal sky You do sort of early game. Some tech, equipments and buildings want screws

fierce ruin
#

Yea I will need lots of screws to make reinforced plates at the beginning

#

Because I need lots of 120 belts for the building and for my other buildings

signal sky
#

oh yea, forgot the shop needs them

fierce ruin
#

Until I get a permanent building for reinforced plates

cedar mica
#

6 stacks of screws in a chest, is all you need to store and even that might be too much

#

Which you can get, going hard drive hunting

fierce ruin
#

So should I not even bother making them in that building then?

cedar mica
#

Its easier to make them right next to the assemblers, yeah

bleak coral
#

they raise the ppm of what you're putting on the belt, so they're not good for moving between factories/buildings

#

if you move them as rods or ingots, and then turn them into screws on site, you can fit a lot more on one belt

fierce ruin
#

I won't be moving them to other production lines

cedar mica
#

The only time I make screws somewhere else, are if I make them all mass for multiple production lines. Easier to count production, on large scale, if you have different buildings/floors for things

fierce ruin
#

But I just don't know what else to do with the 120 ore/min

cedar mica
#

You need a lot for plates, just making reinforced plates. 30/m per assembler

fierce ruin
#

I know

#

How many plates and rods should I make just for storage?

#

40-30?

bleak coral
#

I use mk2 belts sparingly and split them into 60ppm or less belts so I can use mk1s until I can get to mk3s which are much easier to make en masse

fierce ruin
#

20-15?

cedar mica
#

From 120 ore, 60 plates and 30 rods, should be good for storage

fierce ruin
#

Or should I not use all 120 ore and just split it to another building

cedar mica
#

You are swimming in Iron on the map, if you just take a look around

bleak coral
#

60 plates and 30 rods is good, you end up using a lot of plates for walls and both are used in a lot of basic logistics stuff

#

like supports

fierce ruin
#

Ok thx

#

Ill round up to 6 constructors for a neater building

#

I'm trying a new build style where I put smelting on one floor constructing on another and assembly on the third

bleak coral
#

and like CrazyOdd said if you just get 6+ stacks of screws that'll set you for life, cause they're only used as an intermediary material or in equipment and for the awesome shop

fierce ruin
#

Normally I just do a full production line on each floor

#

But then you can't get the neat underfeeding with glass floors that I like to do

#

hi

#

Thx guys

bleak coral
#

yeah I like that style too, helps keep your thoughts organized as well as the aesthetics like you mentioned

fierce ruin
#

I can post the build when I finish if u guys want to see it

hot ginkgo
#

@sand garnet Did you ever test the 1200mยณ junction thing?

sand garnet
#

oh yeah no i havent

hot ginkgo
#

I'm sure it'll work the same. But confirmation is always nice.

sand garnet
#

good reminder

hot ginkgo
#

Just a toilet thought.

sand garnet
#

so yeah, junctions allow for 1200 as long as it's 2x600

#

@hot ginkgo ^

bleak coral
#

that's with one pipe into the buffer?

sand garnet
#

the bottom one is, yes

#

I had 2 connected, then removed one

#

for a moment it dipped to like 550 per min

#

and then it slowly crawled up to 602

#

mk2 pipe

hot ginkgo
#

In regards to the 602 with on pioe.

#

I've seen that before with the mk1s before the update.

bleak coral
#

weird, wonder if it's display error, the pipes have an about 600upm limit rather than absolute limit

hot ginkgo
#

301 going into a buffer.

sand garnet
#

yeah the 301

bleak coral
#

due to math errors

sand garnet
#

yeah exactly, probably

hot ginkgo
#

Most definitely im guessing.

sand garnet
#

doesnt affect anything really

bleak coral
#

first thought is rounding errors from floats, but the numbers seem a little small for that

hot ginkgo
#

Also, something interesting. Demanding 300 liquids in a mk1 pipe will starve the end machines in a manifold.

#

But switching to a mk2 pipes will fix it.

sand garnet
#

how so

hot ginkgo
#

I dont know. But as I was setting up my turbofuel plant woth the new machines I was filling and emptying tanks to fill the packaging loop. Some of the HOR become starved. Even though I was feeding 300 oil down the pipe.

signal sky
#

I have several and it doesn't starve the ends?

hot ginkgo
#

I had that issue previous to the update as well.

#

I had to split the pipe at the start of the manifold and run it down to the end.

#

Currently with the mk2 pipes 9 frequently see the flow rate jump up to 350.

#

And fall back down to aroune280.

sand garnet
#

sounds like you dont know how to play the game bando jace_smile

hot ginkgo
#

๐Ÿ˜ซ

sand garnet
#

lol jk

#

is it just flowrate though, or net flowrate

hot ginkgo
#

Not net, but the fluctuations i think caused the issue. I've run lots of manifolds at less then 300 and never had trouble.

#

Even the oil extractor was going idle at times.

#

None of it made any sense to me.

sand garnet
#

yeah I've seen WILD fluctuations

cedar mica
#

Might be that pipes dont react to manafold, the same way belts do. As in you need extra to make sure pipes are always flowing correct

sand garnet
#

it has some vids in it

hot ginkgo
#

Thats what I'm assuming, CrazyOdd, needs to allow fluctuations.

#

Because as soon as I switched to the mk2 pipes this time. I started seeing some huge fluctions in flow.

sand garnet
#

in my vid it drops all the way down to like 55/60

#

its insane

#

I think it's related to how fluid stuff has cycles like pipes too

#

so flowrate fluctuates heavily when it gets a new load of fluid

cedar mica
#

I think it has to do with how pipes behave, when they are half filled vs filled

hot ginkgo
#

I'm guessing in order to maintain a 300 demand. You need greater then 300 flow to maintain fluid levels.

#

I'll try to get a video of it tonight and post it somewhere.

sand garnet
#

what if you looped the end back to the beginning of the manifold

hot ginkgo
#

Thats what I had done before mk2 pipes. Didn't completely fix it. The pipes from the extractor still limited me. But I no longer had machines barely running.

#

I noticed it while stress testing my very first power plant. I was seeing gens shutting down. Kept tracing it fsrther and farther back.

#

Stress testing as in using all 22GW.

bleak coral
#

does it make a difference if all the pipes are full? like if you let the manifold fill before turning on the machines

hot ginkgo
#

It didn't unfortunately.

unique rampart
#

yes

#

sometimes you need to jump start it

sand garnet
#

different conversation lol

unique rampart
#

pipelines ?

#

or pipe ?

sand garnet
#

this is about how a full pipe doesnt seem to want to fill a manifold with exactly enough machines in Bando's game

unique rampart
#

ah

regal mantle
#

is there a consensus as to what is the best recipe for canisters? Specifically having in mind a packaged turbofuel production line

wind spade
#

considering that you only make a limited amount of them, it's one-time cost and that means they are basically free (since we have infinite resources) and therefore it doesn't matter how you make them

#

or do you sink them for some reason?

sand garnet
#

out of curiousity, why do you want to package turbofuel

wind spade
#

oh you want packaged turbofuel?

hot ginkgo
#

I package turbo fuel. Does that make we weird?

wind spade
#

packaging turbofuel is fine. The question is what you do with it if not unpackage and burn in fuel gens

hot ginkgo
#

Make a convulted system to feed any vehicles you have with turbofuel.

wind spade
#

batteries

hot ginkgo
#

I fully plan on automating those at some point.

#

Just for my personal driving.

#

@regal mantle In all seriousness I just use the resin, and siphon off a small amount of water and both fuels with overflow pipe set ups. Its usually only for personal use. So production rates don't really matter.

regal mantle
#

Yeah, thinking about automated vehicles

#

But you're right, I should go for batteries

#

and/or trains LoL

#

(actually I have another use case that involved having modded the game to have higher item stacks and belt speed, but having a hardcoded throughput limit on pipes, packaging becomes the best transportation throughputwise. I'd rather set up a packaging manufactoru than having to lay down dozens of pipes at once).

bleak coral
#

If it's going into some non-looping system, coated-iron canisters is technically the most resource efficient

#

Plus they get made at the same rate as pacakagers work

#

Oh and while you can technically transport more liquid in less space while packaging it, it will use way more power even considering pumps

glacial hemlock
#

Just like rl bottled water, the cost of packaging is what the consumers pay for.

worthy copper
#

packaged turbofuel is cheap compared to batteries imo, possibly more cost effective and its at a point where its so slot-efficient anyway?

wind spade
#

@worthy copper hardly. Same stack size, but 3 times lower energy value for packaged turbofuel (not to mention the fact that you have to also somehow make the canisters)

#

batteries are the best non-nuclear fuel source for vehicles

hot ginkgo
#

Well, that's barely anything.

wind spade
worthy copper
#

batteries are definitely the most slot efficient fuel source (aside from fuel rods but thats shenanigans) but im thinking at the values you get from a stack of turbofuel you can basically go around the map on one stack anyway

#

as far as production goes, canisters can be made off of the resin derived from the hor step, use some recycled plastic if you really need to. If you already are doing turbofuel power and don't plan on using large amounts of vehicles for automation, forking some turbofuel off for packaging is very simple comparatively

wind spade
#

well my answer was mostly for the "slot-efficiency" point

#

batteries are just best in terms of slot-efficiency

worthy copper
#

yeah what i was saying was that going from 2000MJ/item to 6000MJ/item really doesn't make a difference unless youre doing something like big hard drive treks

wind spade
#

and since you don't want vehicles in lategame anyway except for personal transport, I'd argue they are the best choice

worthy copper
#

cause ive done trips with an explorer fueled with turbofuel and i dont think i ever needed more than 2 stacks

hot ginkgo
#

@wind spade your old radiation tool is still valid correct?

wind spade
#

yeah they haven't changed any mechanics regarding that

bleak coral
#

if all you want is batteries for personal use, you barely need 1ppm batteries

#

cause let's say you use the explorer to get around, it takes 1hr 51m ish to burn through them all

#

so even if you were slamming on the peddle the whole time, you'd still need only about 0.89 ppm batteries to fuel back up when you're done

#

you probably don't even need a dedicated factory, just have one or two manufacturers in your central storage making batteries from storage and you'll have a couple stacks by the time you swing back around

ornate ridge
#

if I split a pipe from an oil extractor into say 10 separate pipes, can I expect all 10 pipes to receive 30m3 equally? or will I need to do some sort of injected manifold with pipe/pumps?

sand garnet
#

yes you can as long as they're on the same height

ornate ridge
#

oh so no need to use pumps/more pipes just 1 split into 10 all good?

#

hmm

sand garnet
#

just manifold it

ornate ridge
#

ye that was the plan

#

have one pipe with 10 splits going out of it

sand garnet
#

it shouldโ„ข๏ธ work

glacial hemlock
#

I see tm there

sand garnet
#

yeah Bando made a manifold like that but his last machine struggled

hot ginkgo
#

I never got a chance to play. But im going to recreate the circumstances and get it recorded sometime soon.

frosty pawn
#

@ornate ridge put some foundations down and then snap junctions to them, then connect the pipes. put machines on the same foundations. that will ensure everything is level and none of the pipes are starved. (if you are using packagers to package the oil, you will need to put them on lowered foundations to keep the pipes level)

ornate ridge
#

is oil extractor headlift 2 walls or 3 walls? icr

sand garnet
#

2.5

#

every machine has 10m headlift

#

but I guess that since the connector is off the ground, that counts as higher

#

so 3 walls

frosty pawn
#

some buildings have headlift proportional to how full they are (light blue lines in this picture)

#

oil extractor = 3 walls up from the center of the pipe

#

if you are working with very precise requirements, i recommend putting the oil extractor on foundations

#

remember if the center of the horizontal section of the pipe is exactly 3 walls up at the top from the bottom, the pipe can only fill half way

sand garnet
#

im not sure we would even need to add the buffers in there

#

as they dont give any headlift themselves, they're just... large pipes

frosty pawn
#

yeah, but it's nice to know with confirmation that they don't work like other fluid buildings

worthy copper
#

it also does imply something that is incorrect about them, and it's that they'd 'reset' headlift

frosty pawn
#

oh, yeah, that's an important distinction

worthy copper
#

cause if you put a buffer at the bottom of a dip in the pipe such that the actual headlift is over the buffer, it wont affect the headlift at all

frosty pawn
#

but it will slow down the time it takes for fluid to reach its destination when the fluid source is first enabled if the pipe system was empty

sand garnet
#

buffers dont affect headlift in general, there is no 'conditional headlift'

#

the only conditional part about them is how far they can fill up

frosty pawn
#

if the buffer is level with the pipes and a building is waiting for fluid at the top of the buffer, it will have to wait for the buffer to fill

sand garnet
#

thats how I understood @oblique hollow 's info graphs

#

this is confusing me lol

signal sky
#

I guess you could say that buffers preserve headlift
Cause some people might assume at first that since it isnt a /pipe/ it resets it like a building would

frosty pawn
#

yeah... but all it takes is to say "buffers work like pipes, except hey have a much higher capacity so they will take longer to fill and empty"

#

you can just add an extra pipe sticking out somewhere to provide the benefit of a buffer without the slowness

trail maple
#

might not be the place to ask, but after planning out a "one of everything" megafactory these are the ceiling/maximum number of all the buildings I'll need. this is excluding all trains, belts, foundations etc. but I'm concerned I'll run into the object limit right now. what is that limit/would I be close to hitting it?

night jay
#

First off, how much of everything are you producing per minute? Are you trying to maximize or just reach that 1 per minute benchmark?

trail maple
#

"one of everything" in the sense of making anything I'd need to make anything else. e.g. dont need uranium pellets to make anything so dont need to make it

night jay
#

And to actually answer you're question, you can have roughly 2.16 million separate entities in the game with it's current engine, but you can finnick with the code to increase it, but be careful.

#

A machine uses several entities

#

People have met the limit in regular vanilla games

trail maple
#

ah got it. I've seen others mess with the code but I'll try to stay away from that right now

night jay
#

I strongly recommend not messing with thee code, good choice. Could seriously mess up game files or even lose them completely.

trail maple
#

yup, thanks

night jay
#

I think I've made the most efficient factory for the base recipe for nobelisks. It uses the compacted coal method, as well as solid steel ingots. I don't think I can minimize consumption anymore, and 12 is almost the perfect ratio to keep the resources required at nice numbers

frosty pawn
#

@trail maple this is the list of items i will use (in the distant future) for making my big storage room. arranged into a somewhat sensible layout. all the items used for buildings in the first section, equipment in the last section, a place to dump my inventory and have it automatically sorted, and a container for any items that don't belong in these containers

hot ginkgo
#

The settings to change max entities are only needed when you get massive

#

The settings I believe are in the wiki as well.

#

.ini file.

trail maple
#

@frosty pawn I like that a lot! there's some things that I forgot to add to the production like the inhaler, but some things like the spiked rebar seem redundant if ya got the rifle already

glacial hemlock
#

@frosty pawn screws, turbomotor and crystal oscillators are missing. Also, where are the nuts

frosty pawn
#

@trail maple yeah, that's true. This is just a theoretical "one of everything, except the useless things" layout

trail maple
#

nice

frosty pawn
#

Screws are not used for any buildings except the MAM and awesome shop i think, and i can always just carry 1 stack of screws that i found at crash sites. Nut and other food obvs won't fill a container, so will go in the Misc. bin

glacial hemlock
#

Nobelisk too

frosty pawn
#

oh crap nobelisk! i definitely need a container for that

trail maple
#

for some reason I thought screws were needed in power poles lmao

glacial hemlock
#

Irl, yes

night jay
#

It's kind of weird how you really dont need t hold screws on you for regular builds, and how they are almost only used for automated crafting

signal sky
#

would really just overcomplicate buildings imo

night jay
#

trrue

obsidian sluice
#

lol I just realized this odd balance of ratios

#

2x 780 bauxite can be converted to 2971.42 aluminum scrap and 445.71 silica using EAS

#

which feeds into 15.33 smelters and 3.18 foundries

#

15 smelters and 3 foundries produce exactly 780 ingots/min, which fits a Mk 5 belt perfectly

#

so the remaining 20ish ingots can be overflowed onto a separate belt

night jay
#

damn

obsidian sluice
#

it's utterly pointless math, but it pleases the dopamine-starved gremlin that lives in my brain ๐Ÿ˜›

night jay
#

lmao same, but those extra 20ish ingots angers it more lmao

obsidian sluice
#

yeah I'm renovating my aluminum refinery currently, and I have my foundries and smelters arranged next to each other, so I can't take advantage of this

#

but this means that it would be more pleasing to have them vertically arranged, so that I can collect 780 ingots onto a single belt, and leave the underclocked smelter and foundry at the end of each row, so that their output can be collected by a single belt

night jay
#

@obsidian sluice send pictures if you ever build it thinking_helmet

oblique hollow
#

to clarify @sand garnet , yes, buffers dont cancel head lift. Though until the buffer is full, it wont fully transmit the applied head lift

#

Its just a simple condition:
Is the buffer full? The applied head lift will be transmitted through it
Is it only partially full? Then it applies a head lift proportional to: (current liquid volume / maximum capacity) * Buffer height

#

If the buffer is less than 10 % full, then it transmits less than 1 m of head lift. (only applies the the small one, big one applies 1.2 m at 10 %)

muted crypt
#

People have met the limit in regular vanilla games
@night jay mainly Klepdar, lol

cold snow
#

whats roughly the max amount of steel ingots one could need? 6500/min?

sand garnet
#

anywhere from 1 to max

muted crypt
#

it's a number, I know that much

bleak coral
#

there's no good answer to that question cause it depends on what and how much you're making

cold snow
#

well nothing so far with it, planning on upgrading my 3 pure iron/coal node location to mk3 miners and mk5 belts

wind spade
#

plan based on your goals

#

don't just make random amount of steel and then hope it'll be enough

chilly stream
#

10-15 turbo motors/min is a good goal.

minor cradle
#

the way i see it is you can always make more machines and are therefore limited by node purity and mk.5 belts i personally try to simply maximize nodes if making steel for example 780 divides to 17.33 foundries which is not bad for early game however my fav is using solid steel ingot alternate though you have to smelt the iron into ingots and i like to opt into the pure ingot alternate and here a 780 line of iron will require 22.28 refineries and will produce 1,448.2 ingots/min as such coal will be the limit requiring 2 nodes for every 36.2 foundries producing 2,172 steel ingots/min if my math is off plz lmk rolljace

fierce ruin
#

hey so whats the longest distance you would use a belt before a train would be the better choice of transportation

wind spade
#

that's a weird question

#

train is better choice pretty much anytime but not because of distance, but because of throughput

#

(if you have the extra power available)

fierce ruin
#

I just dont wanna switch to trains but it looks like im gonna have to

wind spade
#

well you can always build belts

#

nothing is forcing you to do trains

fierce ruin
#

Yeah just got this 2.5k belt going

#

and apparently at a certain distance all that belt lag shit starts to kick in

wind spade
#

and there's really no drawback in using belts compared to trains, only the lag is

#

but if you're asking about that, it varies from pc to pc

fierce ruin
#

got an alright pc (Ryzen 3600 & RX 5700 XT) someone told me though that at really long distances the actual amount of resources getting transported per min gets all fucky like and isn't consistent

#

been trying to figure out if thats true or not

wind spade
#

well that also depends on your fps

#

and belts are acting weird pretty much anytime when the throughput is around their max

#

again, different people have different experience

fierce ruin
#

hmm alright guess I'll just have to see for myself

#

man this 13.5k wire setup is killing me I swear

ornate ridge
#

If I was going to plan out centralised storage for every single item in the game (maybe bar radioactive stuff) how many tiles base should I start with to start the mega storage facility?

#

Im thinking desert would be best but not sure

#

Plan would be to use trains to transport I think, altho maybe belts too? Hmm

hot ginkgo
#

Its maybe 20x20ish?

ornate ridge
#

Hmm awesome looks great

remote crater
#

is that normal that my overclocked fuel generator only generates 303.5 MW power instead of the target 375MW?

icy warren
#

@remote crater Remember the generators scale to produce only what you need. Is your capacity 375MW greater than what is was before you placed it, because if so then it has the ability to produce 375 MW when you need it.

hot ginkgo
#

The UI on overclocked gens is sorta bugged.

#

Overclocking is not linear with power. So a 250% overclock only gets about 200% power.

#

Which means the 303.5 you see is correct. And that's what it'll make.

icy warren
#

Hence why I overclock the oil extractors rather than the fuel generators.

remote crater
#

oke thanks

night jay
#

@remote crater Try to avoid overclocking anything other than miners and extractors. Just build more of the producing buildings to account for more raw resources coming in.

pure locust
#

that is such a good idea why didnt I think of that (Im not being sarcastic)

hot ginkgo
#

Production buildings also have non linear power increase. 250% overclock uses ~300% power.

sand garnet
#

its far worse than 300% lol

hot ginkgo
#

So like 440% more power.

sand garnet
#

yeah pretty rough

#

TL;DR dont OC machines lmao

wooden pond
#

don't even dare doing it to power plants

#

your ficsit approved badge to work on the planet will be taken away if you do so

pure locust
#

don't even dare doing it to power plants
@wooden pond but what if I dont have enough materials to make another power plant?

oblique hollow
#

get more material lol

#

Resources aren't finite

pure locust
#

well yeah but its so much work

oblique hollow
#

so is everything

wooden pond
#

it isn't?

#

if you have it automated your fine forever

pure locust
#

oh yeah

#

I have all the things

oblique hollow
#

You got two choice in this game, most of the time:

  1. Build half-assed things that might break later
  2. Plan your things and invest some effort
pure locust
#

...

#

I think ill do option 1

oblique hollow
#

good choice

pure locust
#

good

ornate ridge
#

nono mash crafting bench for easy items, handy tip: bind spacebar to craft (management warns excessive crafting may cause craft bench to melt into molten slag) lizard_dog

#

though it is easier to automate things ๐Ÿ‘€

night jay
#

i have a heavy portable battery that I can place on my spacebar to handcraft somethings and then I can go get some food, come back and its done crafting

#

eezy

ornate ridge
#

you can also do the semi lazy way, of having storage containers that feed into assembers/manufacturers and just slap items into them lol

#

not a bad idea early game xD

glacial hemlock
#

@ornate ridge spacebar is used for craft by default (both LMB or spacebar are accepted)

ornate ridge
#

oops meant mash xD

sand garnet
#

just put your phone on spacebar if you insist on manual crafting

gentle cloud
#

I use my utility knife on my lmb lol

ornate ridge
#

wish I could automate crafting of beacons lol

#

I need more tractors xD

#

or can I ๐Ÿ‘€

hidden frigate
#

not only can you, but you will have to at some point!

hot ginkgo
#

Gotta wait for manufacturers though.

gentle cloud
#

Well waiting wonโ€™t get you far you must unlock them lol

night jay
#

i use my portable battery so that I can use my phone lmao

frosty owl
#

wish I could automate crafting of beacons lol
@ornate ridge Be patient ๐Ÿ˜‰
||You probably need to get to a higher tier||

humble wren
#

1

#

1

wooden pond
#

=

#

6

humble wren
#

si

bleak coral
#

@sand garnet if I'm understanding buffers correctly they block headlift up to it's current fill height and then once full no headlift is blocked

#

is that right?

sand garnet
#

this explains it best

#

courtesy of McGalleon

bleak coral
#

thanks, that's clears it up nicely

worthy copper
#

So '20 meter' headlift pumps still get full output up to 22m right? (full yellow region of the indicator)
so would the mk2 pumps be good all the way up to 55m?

bleak coral
#

mcgalleon did some tests and found that, yes, it goes safely up to 55m

#

I'm not sure how those test are done and if they're measuring with the pump indicator or with walls

#

cause after some of my own tests I no longer trust the pump headlift measurement

#

I got them to change by placing stuff in different orders but putting the pumps in the same spot

worthy copper
#

yoo they fixed the head lift exploit

#

either that or the setup i did doesnt properly engage it

bleak coral
#

oooooh the day of reckoning has come

peak basalt
#

If your gonna manually craft a bunch of the same item, I would craft one by hand, then hold enter and alt+tab

You can tab back in, just don't move your mouse over your inventory or it'll stop crafting.

cedar mica
#

As long as you have power, its better to put a machine to work

peak basalt
#

Ya, but it sounded like they don't have manufacturers yet to automate beacons.

frosty owl
#

Does 111.2 sound like a plausible number for the maximum amount of turbomotors/minute one can make?
The calculator takes forever to compile the required production, so I don't have anything to compare the result to right now

cedar mica
#

156/m by last count, as that was the limit with Bauxite. Might be a little less, depending on decimals

wispy cradle
cedar mica
#

The one I have setup shows 7800.03/m Bauxite needed, while you can only mine 7800. Hence why 155-156, depending on decimals

frosty owl
#

Can't tell where exactly I did wrong, but I made a mistake calculating. Thanks

cedar mica
#

Probably missed an alt

frosty owl
#

Not really, I'm pretty sure it's a "*" I made into a "/" somewhere. It was correct when I just redid it

hot ginkgo
#

@frosty owl what calculator are you using thay takes forever to show the results?

frosty owl
hot ginkgo
#

Nope. Thats just that website it has trouble.

#

Check the pins in this channel and use greenys site.

cedar mica
#

Oh yeah, the SCIM takes a while to generate the result. Not sure its 100% working atm

hot ginkgo
#

Its a known issue because it shows each and every machine.

#

Versus most others just give you a 23.5x for the number if machines needed.

cedar mica
#

Yeah, but SCIM is also the only one that calculate power usage

frosty owl
#

Yeah, but SCIM is also the only one that calculate power usage
@cedar mica I like the graphics better xD
Thanks. Though a bit less fancy-looking, the other one works fine

wind spade
#

power is coming soon to my tool

#

The one I have setup shows 7800.03/m Bauxite needed, while you can only mine 7800. Hence why 155-156, depending on decimals
@cedar mica I believe it's 156 exactly and the 0.03 extra bauxite is just rounding somewhere

cedar mica
#

Be it a rounding error or not, it still not guarantied you hit 156, as that requires a 100% efficient production line. Best I have managed on that scale is 99%

wind spade
#

you can just overbuild every step and you have 100%

fierce ruin
#

easy, just slap a portable miner down and create a bot that moves it into the line via container

silent mortar
#

So, use a bot scripting tool to..... automate your FISCIT employee?

oblique hollow
#

@bleak coral since you were wondering how i test: i use both methods. I have a Pump before the vertical segment and then i have a buffer at the top of a bunch of walls. Since buffers gradually apply a head lfit proportional to their fill height, i can compare the calculated value of the head lift vs the one that the pump shows. Most of the time, they are the same.
Of course, a pump cant show more than 22 / 55 m

#

but for anything below their limit, it is pretty much identical.

hearty maple
#

The machines have taken over. and my favorite craft by hand reciepe is the alien organs to bio mass.

So clearly meant for when you are running out of gas in you vehicle and need to get where you are going

wispy cradle
#

I think that in early game you should just build with no foundation, until you start an actual factory

#

just a thinking.

night jay
#

That's sorta how it works already. you have to unlock foundations, and until you do that and have a stable income of concrete, you can't really start building factories @wispy cradle

muted crypt
#

@hearty maple i personally quite like the carapace to biomass recipe for that purpose.... I save the organs for inhalers

hearty maple
#

ahhhh nice!

river night
#

i have a small biofuel plant that I just feed with stuff occasionally, the silly thing that I noticed if you optimize for space used in your vehicle, solid biofuel is better then packaged liquid biofuel, since liquid only stacks to 100

hot ginkgo
#

Most people never even make liquid bio. Because you have to manually feed it. And by the time you can make it. You have much better automated options.

river night
#

well i had this entire thing setup and a cargo container full of solid bio fuel, so i thought it would be cool to make it liquid, but then it turned out to be worse ๐Ÿ˜„

hot ginkgo
#

You could always torture challenge your self and do a biofuel only run. Using biocoal then liquid biofuel into fuel gens.

#

14 carapces a minute will fully feed 6GW.

river night
#

i dont think the map has enough hogs for that ๐Ÿ˜„

signal sky
#

14 carapces a min is a lot of hog bashing

hot ginkgo
#

Otherwise it was like 2 or 3 thousand leaves a minute. I figured the carapce was a little easier then getting that many leaves.

hearty maple
#

It's a good sink for leaves and wood as you clear cut trees and wood to make way for the factory.

hot ginkgo
#

All things considered im sure its doable if you're out collecting whenever you can.

#

Or with multiple people

signal sky
#

Having multiple people def made the early game power management a lot easier

worthy copper
#

biocoal is still more efficient than liquid biofuel btw

hot ginkgo
#

But you can't feed coal into a fuel gen.

signal sky
#

Isn't just using charcoal better than biocoal

worthy copper
#

biocoal can be fed with things that isnt wood

#

but yeah charcoal is even more efficient

hot ginkgo
#

I'm only rambling about using a fuel gen.

worthy copper
#

fuel gens are only good for turbofuel ๐Ÿ™‚

#

or more correctly, turbofuel is the only fuel worthy of a generator

signal sky
#

dissembling wood into its subatomic particles and reassembling in hydrogen for fission when

#

coffeestain please

devout flax
#

What is the liquid fuel minimum for fuel gens?

sand garnet
#

as much as your factory needs

devout flax
#

What is the minimum a fuel gen needs to run?

sand garnet
#

as much as your factory needs
@sand garnet

#

it scales along with the powerdraw of your factory

hot ginkgo
#

15 per minute is what it needs using regular fuel. If you where at 100%.

#

So there isn't a minimum.

muted crypt
#

Technically it's 0

#

With no power draw..

broken jungle
#

The real way to run bio-only is to underclock machines.

#

As a redditor pointed out, the exponential power draw works in reverse as well, using exponentially less power when underclocked.

dusky dust
#

I wonder how little power you could draw and still be producing, say, 10 Turbomotors/min

#

Clock every production machine down to like 1%

#

And how much room that would take

#

Could save on resource extraction a bit if you're willing to belt in materials from all over the place, too

#

This sounds like the worst challenge ever

signal sky
#

at 1% clock speed, just take would it would take normally and multiply by 0.00063

#

except ig for miners and shit

dusky dust
#

Heh, so satisfactory-calculator.com says 7,802MW for 10 turbomotor/min, using all alts and mk3 miners on pure; if 0.00063's the right scale there, you'd be looking at under 5MW. :D

#

Though the mining/extracting would add to that quite a bit, comparatively.

#

Still, I'd be highly amused to see 10 turbomotor/min coming out of like just a few biomass burners

#

I wonder if rounding errors would start being problematic on those scales

#

The only real question is: who's insane enough to put down literally 100x the machines just to see it in action?

#

I nominate Klepdar

#

A good fit for their power-starved map

signal sky
#

tho idk if a machine can use less than .1 MW

dusky dust
#

Oh, good point

bleak coral
#

klepdar overclocked their water extractors for the nuclear power plants, not sure placing 100x more machines than they have to is their thing

dusky dust
#

heh, yeah, I know, I just liked the juxtaposition of Effectively Infinite Power Supply with Frugality To The Point Of Absurdity

bleak coral
#

seeing like 1GW / 1200GW would be pretty funny haha

cold snow
#

did anyone here do single aluminium plant that uses all the bauxite on the map?

#

thinking about doing one on the eastern part of the map. single train per node in the mid/west part and the eastern nodes via belts

hearty maple
#

I over clock the water extractors too. Too much of a pain otherwise. Plus it useful for when you have limited water space, like a pond.

night jay
#

How much bauxite would that be @cold snow

cold snow
#

7800

#

~2228 alclad sheets/min

night jay
#

Damn

#

Dunno if I need that much tbh lmao

cold snow
#

i probably don't either, it's just for fun

night jay
#

True lmao

#

But Iโ€™m just tryna think about everything else Iโ€™d have to get along with it to make use of all that bauxite

cold snow
#

well afterwards you could replace all trains with mk5 belts ๐Ÿ˜„

bleak coral
#

you can do that with waaay less alclad sheets than 2476.19 ppm

night jay
#

How much storage do industrial bins have?

cunning horizon
#

48 stacks

muted crypt
#

48 slots

#

damn, I got ninja'd

night jay
#

Alclad sheets stack by 100 right?

muted crypt
#

yes

cunning horizon
#

Weird question iโ€™ve been thinking about for a while, tbh not even sure itโ€™s all that useful for building at scale but itโ€™s interesting

night jay
#

2300 alclad sheets a minute is roughly 38 a second

#

I donโ€™t need 38 alclad sheets a second lmao

bleak coral
#

@cold snow where'd you get ~2228 alclad sheets/min as max? I got more than that

cunning horizon
#

If you have n conveyor belts producing items at variable rates, how could you split/merge them so that the items are evenly distributed amongst n outputs?

night jay
#

@cunning horizon depends on the number coming in. Itโ€™s a different splitter/merger set up for any number of items coming in to any number of outputs going out

bleak coral
#

I've seen a balancer image thrown around before, but honestly balancers aren't really needed because you can avoid variable rates and manifolds

#

might be needed on a train station double output, but that's the only thing I can think of

cold snow
#

@cold snow where'd you get ~2228 alclad sheets/min as max? I got more than that
@bleak coral oh right, seems like i forgot one alt recipe, 2476/min would be the max

cunning horizon
#

Yeah trains are what Im designing around rn, if I import all my raw materials from various stations around the map itโ€™s easier logistically to funnel them all through one train station and sort the items.

night jay
#

Ah yes, 41 alclad sheets a second

cunning horizon
#

Problem with the sorter is now you have a bunch of unevenly distributed belts, which can hurt efficiency for consumers of each resource

signal sky
#

@cunning horizon what i have done, and I stole from Kibitz, is hook the inputs up to Industrial storage containers, hook all those together in a chain, so that you have a loop of belts from the top slots, and the bottom slots are the outputs

#

Like, I have 10 belts of water coming into a factory, and I need that to go to 8 lines of 240, and 1 line of 80. That will feed into 10 Industrial Storages, with 9 of those having lines outputting into the factory

#

but with all of them connected to each other

#

acts as a buffer and distributer of items as needed, if you just allow everything to back up like you would with a manifold

sand garnet
#

Water belts?

#

You monster

signal sky
#

requires a lot of start up time, cause you have to fill how every many storages

#

Diluted packaged fuel tho

#

And I'm going to build another two like that to balance sulfur and coal for compacted coal, since I just have 8 lines there, and so many different inputs that I dont wanna even think about trying to balance

#

It's easy to set up, much faster than the whole like ratio load balancing stuff

cold snow
#

@bleak coral what are you doing with all those alclad sheets?

bleak coral
#

oh I'm not, I'm only making ~100ppm for personal use, I just ran the numbers in a calculator real quick

#

the only other thing to do with bauxite though besides just using the sheets is turbo motor production

#

and that's bottlenecked by bauxite, so you just put some aside for building mk5 belts, and then send the rest to turbo motor production

#

there's nothing else to do with it

cold snow
#

too bad greeny's calculator doesn't give you the total power consumption

muted crypt
#

he's working on that in the next few days

bleak coral
#

oh that soon! cool guess he got some free time to do it

muted crypt
#

he mentioned to me in DMs when I was discussing something else that it'd be in the next few days

cold snow
#

uhhh nice

#

something tells me i need to go nuclear soonish

muted crypt
#

depends entirely on power grid needs

cold snow
#

well i'm still having my starting factory + turbofuel plant. currently i'm building a railway to connect things and then i'm going to do some copper, iron, steel, oil processing spaced out

muted crypt
#

in my largest save I've done to date I'm running everything on like maybe 8 GW of power

#

and my turbofuel was only 225 crude/min so it was able to handle double that

bleak coral
#

man what am I doing, I'm already running like 10 GW and planning on adding another 8-9GW

rustic stream
#

hey all, quick dumb questions, if I connect one input to an industrial storage container, and connect two outputs, does it essentially act as splitter?

hot ginkgo
#

Nope.

#

It randomly selexts an output on gsme load.

peak basalt
#

I dont think its random

#

I think its whichever was hooked up first.

#

If you have 60 going in, and two 30 belts going out, then ya, it would act as a splitter. But if you have 60 going in and two 60 belts coming out, then 1 belt gets nearly all of it.

bleak coral
#

it's whichever was hooked up first, and then it can switch on reload but with no discernable pattern

muted crypt
#

okay, so, hear me out on this: a factory designed entirely for maximizing concrete production

bleak coral
#

I'd still run out ๐Ÿคฃ

muted crypt
#

(just under 61 mk5 belts if anyone is curious on the math)

#

60.992, to be exact

hot ginkgo
#

@peak basalt nah, its random. Been that way for a while.

#

Saving and loading changes it randomly as well.

peak basalt
#

I dont think its ever been random for me.

bleak coral
#

it's a moot point cause it randomly switches on load, but my testing does show it favors the output you built a belt on first until you reload the save

hot ginkgo
#

^^

#

I've experienced the exact same thing.

cunning horizon
bleak coral
#

yes, mk3 miners and all nodes

muted crypt
#

if not for belt limitations we could go further, but alas

bleak coral
#

we got mk2 pipes, someday the dream of mk6 belts will come true

muted crypt
#

unfortunately we cannot invest all of the limestone into this

#

nor can we invest all of the crude oil

#

because you'd probably have to use nuclear power just to handle the whole system

bleak coral
#

you don't need to, switch from maximize

#

maximize doesn't solve for least resources

muted crypt
#

less than a third of the world's oil ๐Ÿ˜„

#

so the rest can be dedicated to turbofuel

#

just under 58.5 mk5 belts of concrete per minute

#

which is the point equivalent of like 1.15 turbomotors per minute ๐Ÿ˜„

bleak coral
#

man diluted loop and recycled recipes are neat, but sure do make the chart messy

#

I don't even know what you'd do to not make it messy looking

muted crypt
#

my bad, I can't math

#

roughly 0.85 turbomotors/min

bleak coral
#

there's some fun rounding errors happening though, look at the amount of limestone it's using

muted crypt
#

I think ๐Ÿค”

bleak coral
#

that's not enough concrete

#

lol

#

like the numbers don't match

muted crypt
#

then we just need something like clusterio (server plugin for factorio) for satisfactory

#

and I just send you all of this concrete ๐Ÿ˜„

bleak coral
#

I feel like setting this up on someone's save without telling them is an act of war

muted crypt
#

oh no, this would be on my save

#

and I'd be able to connect my save to yours via the internet

#

so you'd be shipped 45.6k concrete/min

bleak coral
#

I just look up and there's a literal moon of concrete coming at me ๐Ÿ˜†

muted crypt
#

"OH NO HE'S DONE"

bleak coral
#

"Finally enough concrete!"

muted crypt
#

the only way you could ever possibly run out would be like

#

using area actions over the entire buildable reach of the map

bleak coral
#

I mean it takes 60,000 concrete to cover a 100x100 area, so with area action and some fast clicking it is actually feasable to use more than 45.6k concrete / min

#

which is very silly

lament saddle
#

Are turbo motors the most valuable part?

#

What are they even used for?

sand garnet
#

Yes they are

lament saddle
#

Are they only used for miner mk3?

cedar mica
#

Atm. Tier 8 will probably change that

lament saddle
#

Iโ€™m รœber excited for update

bleak coral
#

I could see something needing turbomotors and supercomputers in tier 8

#

no idea what the machine would do though

#

manufacturer but two of the inputs are for liquids?

lament saddle
#

You know for how lowkey expensive the fuel invested in a nuclear reactor, the reactor itself is really cheap

#

A centrifuge?

#

That seems really cool

#

Oooooo maybe fusion power

bleak coral
#

solids machine with solid byproducts?

#

though I guess that's a bit weak cause sink goes brrrr

lament saddle
#

It needs a really common resource, probably coal because itโ€™s pure carbon but could make infinite power

#

And maybe it would be able to create more items

cedar mica
#

I can see a manufacturer that needs 6 belts, to make the Superposition Oscillator (1 drop pods wants it)

bleak coral
#

it'd would be cool if it was something besides a machine with different number and/or kinds of inputs/outputs, but I'm not sure what that would be

fierce ruin
#

I believe there are 4 pods that need things currently not in the game.

muted crypt
#

Yes

stoic blade
#

how many ingots do i need to turn into screws for 50 rotors

wind spade
#

depends which recipes you will be using

hot ginkgo
#

No alts.

flat fern
#

just starting out with nuclear power any tips on a layout or how to go about it?

#

i.e. how many of each bulding to prep for, most efficient layout, etc

stray garden
#

There is really no layout, you decide how many plants you want and do math or calculator site and build. Atleast I didn't find any. I'm in progress of building my factory for nuclear rods. 4.2 per minute, it will take me few more days to finish

tawdry copper
hot ginkgo
#

Check the pins in this channel for others.

tawdry copper
#

will do! thanks!

flat fern
#

thanks man!

twin jacinth
#

Hey. On paper I created a nuclear setup which is using 5 nuclear plants, each running at 250% clock. Everything is supernice, perfect math, no weird numbers. On wiki there is this strange statement about nuclear powerplants: "When overclocked, Nuclear Power Plants scale differently compared to any other generator buildings; their power exponent is 1/1.321928 instead of 1/1.3. Therefore, at 250% clock speed, they operate 2.00000009951 times as fast, for resource input, waste output and power production.". So t rounded that 2.00000009951 to 2 in my calculations. Will this rounding cause problems? Can I treat 2.00000009951 as 2?

oblique hollow
#

If you dont run at 100% power capacity, that shouldnt be an issue

twin jacinth
#

why didnt I think about this. It makes perfect sense. I tend to forget this weird thing that data always considers 100% utilization, but that practically never happens

#

thanks.. again ๐Ÿ™‚

twin jacinth
#

Before starting to build this I wanted to post here, maybe somebody discovers big silly mistakes

#

I drew only the "interesting" part.

deft lichen
#

that refinery setup is bizzare

#

the ratio is 3:1 (fresh:recycled)

#

so have 6 refineries run on fresh acid and 2 on recycled acid, including that produced by themselves

twin jacinth
#

whats wrong with mine? I could be superwrog as well, but so far I dont see any problems

deft lichen
#

total consumed acid 640
fresh acid 480
recycled acid 160
480+160=640

twin jacinth
#

yes I saw the picture on wiki

deft lichen
#

the 1:3 setup prevents possible deadlocks

twin jacinth
#

but I also have this 3:1 setup...? 1 is fed by recycled acid, 3 is by fresh acid

deft lichen
#

wait.

#

ahhh

twin jacinth
#

I want to make my own setup, so not copying others setups, so as I said, there is chance for errors

deft lichen
#

I misinterpreted the image

weak plinth
#

cant see a problem with Gabor's setup, except that one acid refinery needs to be on 40%

deft lichen
twin jacinth
#

on 40%? why? ๐Ÿ˜ฆ

weak plinth
#

well 100% is 100 acid per min

twin jacinth
#

ahhhhhhh, ok, I think I know where the issue is I wrote wrong number on my paper, 1 sec

#

yeh, the bottom refineries are producing 100 acid on 100% not 60

#

Thats why Ondar said 2,4 refineries

#

good point. According to my paper its correct, but my paper was wrong. (I planned it first on paper in oldschool mode)

#

that mistake is correctable, I mean its possible to generate 240 acid with 3 refineries with nice underclocking, like 100%-100%-40% or with 2 refineries with nice overclocking: 120%-120% so this doesnt ruin the whole plan luckily

#

or 4 refineries with 60% clock ๐Ÿ™‚

#

or 240 with 1% lol

twin jacinth
deft lichen
#

avoid overclocking factory buildings @twin jacinth

#

2,4 is best split as 3 refineries at 80%

twin jacinth
#

whats the problem with it?

hot ginkgo
#

@twin jacinth its not linear on power draw. 250% overclock uses around 430% power.

#

Works in the reverse as well. Underclock is substantially less power.

twin jacinth
#

yeah, I know this

hot ginkgo
#

Thats why he said to avoid overclocking production.

twin jacinth
#

oki, I thought, there is also something else to consider

glacial hemlock
#

yeah, power shard is a limited resources too. And if you overclock everything, you won't have enough power for all your factories, if you somehow managed to max out the resources

slate chasm
#

Trying to understand the numbers. My Plastic, Rubber and Fuel factory is based on this, https://www.satisfactorytools.com/production?share=P7rGS42tfIscdggTGldj.

1st question: When it says "1.67x Refinery", so is 1 Refinery running at 100% while the other runs at 67%?

2nd question: I built 4 Fuel Generators and have both refineries making Fuel flowing into these. When I look at the efficency of each generator, it is working at around 30-35%. What I'm confused about is, shouldn't they be at 100% or close to it? When I added another generator, the efficency actually when down slightly.

bleak coral
#

1: yes that's exactly it, you could also split that percentage amount between any number for example 3 at ~56%
2: generators scale to actual consumption, so you're only consuming between 30-35% so that's what it works at

wispy cradle
#
  1. yes. 2 the generators work following your eletricity consumption
slate chasm
#

Oh, perfect that makes even more sense now.
Oh my gosh, I was reviewing all that I could from the wiki and looking over each piece of production equipment to see if I setup something wrong, my expectation was it was going to be like coal. Assuming that was my mistake ๐Ÿ˜Š . Thank you!

bleak coral
#

coal works that way too

#

all power generators do

slate chasm
#

Oh, thanks again. I'm getting a bit number coo-coo, I don't normally work with them very well and am probably causing myself a bit more than usual ๐Ÿ˜ต

stoic blade
#

for some reason my 4 200% coal generators are fully fed with water and coal, and yet they only make 458.5 MW

#

i feel like something's wrong

hot ginkgo
#

Power overlocking is not linear.

#

Part of the display is lying to you.

#

Somewhere on the interface shows the actual production.

#

For instance at 250% overclock you're only making around 200% power. Essentially wasting a shard.

signal sky
#

I wonder if they'll ever change it

hot ginkgo
#

I hope so. The target MW has been wrong for a while.

signal sky
#

yea, would be nice if you could get 187.5MW from one coal plant, or 375 from a fuel gen, just to save space for late game stuff when you have endless shards

bleak coral
#

giving up 3 shards to save space is enough of a cost to me, making it non-linear just makes it confusing

#

especially when part of the display lies to you

reef ermine
#

What is the most efficient way to produce computers?

sand garnet
#

caterium computer recipe

reef ermine
#

We can't use that one, Caterium is too far away

#

and we only have Conveyor Mark 3's so far

sand garnet
#

caterium is never too far away lol

#

its always worth the haul

reef ermine
#

we can't use long range transport

#

we've got a copper node right next to it

#

Does anyone have a network graph program?

maiden dew
#

satisfactory-calculator.com

play around with the satisfactory calculator site to find which setups/alt recipes/target parts per min suit your project the best and the calculator will visualize everything you'll need. there are very few objective best ways to set up your factory as every player has a different goal in mind.

reef ermine
#

I tried that, and it did some weird stuff

granite pike
#

Is it worth using the stone Circuit boards? The idea of using silica is amazing for me, but Iโ€™m not sure if itโ€™s worth it for the copper sheets๏ฟผ๏ฟผ.

bleak coral
#

I don't think it is resource efficient, but I like it to make circuit boards without oil, like for high-speed connectors

granite pike
#

Makes complete sense ^^

river night
#

silicone circuit boards are ok as an alternative since oil is often in odd spots and silica can be decently mass produced, i've used it in my computer factory before

granite pike
#

Makes sense, itโ€™s well, I am looking to do about 50 supper computers a minute, no oil as I am using every drop on my map for power, till nuclear it seems to be the way

bleak coral
#

every drop of oil? how much power are you using?

#

turbofuel is bottlenecked by sulfur, and uses barely more than 1/3rd of the oil of the map when maximised

granite pike
#

Ah, well, itโ€™s mainly just a challenge ^^ I am just using the rest for normal fuel

bleak coral
#

are you using diluted fuel at least?

#

with the heavy oil residue alt

granite pike
#

Yes, of course, itโ€™s maximum oil power ^^

cedar mica
#

What range would uranium radiation have, when dealing with train wagons?

wind spade
#

use my old tool to estimate the radiation size ๐Ÿ™‚

hot ginkgo
cedar mica
#

So with 4 wagons, I would just feel a tickle, if its 5-10 foundations away

#

Meaning 10 foundation clearance to any factorys, not dealing with nuclear stuff, is okay for a highway

glacial hemlock
#

300meters to be safe. Elevate your trains

reef ermine
#

What is the most efficient way to divide 1 conveyor into 5

glacial hemlock
#

Manifold. Or balancer if you wish the opposite. Search these words on satisfactory wiki

reef ermine
#

I looked it up and it's 3 spliters and a merger

#

thanks though

wind spade
#

I looked it up and it's 3 spliters and a merger
@reef ermine that doesn't work when the belt you want to split is full

#

I recommend manifolds, they are easier to build and expand, but if you really want a balancer, you have to be careful with full belts

reef ermine
#

I don't understand how it being full makes it not work?

wind spade
#

because the first is a merger, which merges full belt + one other belt

glacial hemlock
#

Reduced throughput due to feedback

#

In the wiki page there is a diagram shows how to construct non-limited balancer

reef ermine
#

I think I get why it doesn't work, but I'm still not 100% sure, but I'll go with the balancer idea I think

#

Manifold*

#

So the design I use says it's "Bottlenecked" and I'm not sure why that is, but I see a second design that isn't. Which do I use?

hot ginkgo
#

For a manifold?

reef ermine
#

It says Load Balancer

#

the design I used was a load balancer, which was bottlenecked, the other design for it is not bottlenecked though.

#

Oh I get why that doesn't work now

#

Thanks y'all

bleak coral
#

You can also avoid all this hullabaloo by using clockspeeds. Instead of splitting into 5, divide the clockspeeds between 6 machines. So say if you need 100% output from 5 machines, do 6 machines at 84% and do a simple 6 split

glacial hemlock
#

That's a big brain move.

wind spade
#

or just use manifold

#

that's even bigger brain move

reef ermine
#

What in the world is a manifold

bleak coral
#

should probably be in the pins

wind spade
#

manifold:

--S--S--S--S--S
  |  |  |  |  |
  X  X  X  X  X
hazy dune
#

How did you do that little diagram?

bleak coral
#

you can use
```
```
to create code blocks that will use a monospaced font

#

you can even specify a programming language for more syntax highlighting

int main(void)
{
  std::cout << "hello world" << std::endl;

  return 0;
}
ornate ridge
#

When using overflow option on smart splitter say a line requires 720 items p/m and I supply 780 items p/m the overflow output would be 60 items p/m correct?

sand garnet
#

yes

ornate ridge
#

Neat

cedar mica
night narwhal
#

@cedar mica - how attached to using a perfect balance set up are you?

Cause I'd just say to use a manifold rather than a large splitter.

cedar mica
#

Nuclear storage, 15 row of bins. So easier with a balancer then manafold

night narwhal
#

So you want to fill bottom up rather then left to right essentially?

cedar mica
#

yeah

night narwhal
#

Hmm ok, splitting to an odd number is always a pain cause you have that feedback loop.

I only ever use these sets ups to balance two or more belts.

So, are you doing 2:5, 1:5 or 3:5?

cedar mica
night narwhal
#

So 3 to 5 then.

cedar mica
#

So doggo waste is 1:5, other station is 2:5

night narwhal
#

What I'd do then (since the 1 from your doggo farm will be rarely used) is split and merge it with the other two. Which it looks you've done already and then just do a 2:5.

cedar mica
night narwhal
#

Yeah that's right

#

It won't be a perfect 2:5 straight away, but in the grand scheme of things it pretty much is.

cedar mica
#

As long as it fills somewhat even, it should not be an issue

native scroll
#

How feasible is 60 items per minute for every item?

bleak coral
#

it's possible, early items it's an easy number but later stuff like turbo motors and heavy modular frames it's a big project

#

for example turbo motors maxes out with best resource efficiency at 156ppm, so you'd be doing more than 1/3rd the max for the map

wind spade
#

also you probably don't want every item, since a lot of them are pretty useless

native scroll
#

I like the Idea of 60ppm for everything

wind spade
#

like ingots and ores - you don't really want to produce them as you won't use them

native scroll
#

oh yeah, not those