#math-and-meta

1 messages ยท Page 486 of 1

signal sky
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and even then, the original building made fuel and sunk the excess resin upstairs

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and it was converted from 15 refineries making fuel, to 24 making bottled water

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So its a very well used building, not built for bottling water

frosty owl
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Lucky me, I already discontinued all my packaging refineries when the update came out :P

signal sky
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I was in the middle, well still am in the middle of diluted packaged fuel to turbofuel, when the update came out

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who knew turning 1500 crude into turbofuel would take so long

frosty owl
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I was waiting just for the update. Didn't want to redo it all...
Though in my case was recyled rubber not turbofuel

abstract copper
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We started new game for 3.6

ornate ridge
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when putting fluid buffers in a chain should I put a pump aiming towards a buffer and a pump going out of a buffer in a chain per buffer?

humble berry
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๐Ÿ’ฅ

frosty owl
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when putting fluid buffers in a chain should I put a pump aiming towards a buffer and a pump going out of a buffer in a chain per buffer?
@ornate ridge Depends on what you want to achieve, but I don't think you'd want/need to do that
Buffers don't block headlift, so there is no need for extra pumps. Keep in mind, though, that the buffers themselves have some height, thus you need some headlift to fill them up properly (the bigger one has about 12.5 meters of height)

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E.g. If your fluid has 5m of headlift left and you try to fill up an industrial buffer, you'll only fill less then half of it. You can still get flow from the output (still with 5m of headlift), but the buffer won't fill up completely

oblique hollow
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bigg buffer is exactly 12m , small one 8m

frosty owl
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What McBigBrain said ๐Ÿ‘†

oblique hollow
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did you give the Flow Rate Interpolator a try yet Ven?

frosty owl
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Haven't played today :/
I'll probably do the day after tomorrow (I don't play much out of the weekends)

oblique hollow
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alrighty then

vestal skiff
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On one side you have 1/3 of half the input on 3 lane and on the other a third of 1/2+1/3 of the input

frosty owl
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What are those things.... Can't even tell if they are all splitters or not

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And no, I don't think that's the way to do it. You need mergers too

dull linden
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yellow is input correct

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or output rather

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no

vestal skiff
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yellow?

dull linden
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there is green and yellow

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the sides

vestal skiff
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I do not understand

dull linden
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some sides have yellow markings and some sides have green

vestal skiff
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hooo ok the first one is a merger

frosty owl
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The diagram the first commenter posted works, @vestal skiff

vestal skiff
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ok I got it

frosty owl
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I think that's way easier to understand ahaha

vestal skiff
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I thought the first one was a splitter

dull linden
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what i normally do is just split it into 6 and put the 6th output back into the input line

frosty owl
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With, if he wanted to show how to split could've at least laid out the belts properly ๐Ÿ˜…

dull linden
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way simpler that whatever the heck this is

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funny story

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thats exactly what he did

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and im real dumb

vestal skiff
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It's eactly this

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It's great but you cannot split at 100% of the fastest lane you have

dull linden
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what

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i do not comprehend

vestal skiff
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The lane between the merger and the splitter need to have a greater capacity than the input

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because of the feedback

dull linden
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i guess

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ive never had a problem with that tho

frosty owl
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Yep. But you can still split in 5 by splitting first the lane in 2, then splitting those in 5 and merging the 2x5 together

dull linden
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say what

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so split the input in 2

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then split both of those by 5

frosty owl
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and im real dumb
@dull linden It's just a really bad picture. Correct, but bad at explaining the deal ahah

dull linden
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are there splitters where you can limit the ratio of splitting?

frosty owl
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Imagine your max belt is 100 (for semplicity)
If you try to split in 5, between the merger and the series of splitters you'd need to move MORE the 100 (100+1/6 of 100)

dull linden
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like if I had 60 in I could set it to 75/25 to get 15 out on one and 45 out on another

frosty owl
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So you split 100 in 2, divide those 2 in 5 and merge the result

dull linden
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ok

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but what if you just divide the 100 in 5

frosty owl
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If your max belt capacity is 100, you would have a bottleneck

vestal skiff
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It's a solution to allow full belt speed

dull linden
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ah

frosty owl
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The result would be having 1/6 out of each output instead of 1/5

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Not so sure if it'd be 1/6 precisely... But surely less then 1/5

dull linden
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anyway do splitters exist where you can change the ratio for each of the outputs?

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so I could split 60 into 15 and 45 but without having to use 3 splitters

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is that a thing?

frosty owl
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No
But you can do simething similar dividing high tier belts into lower tier ones

dull linden
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yea

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would be nice if you could underclock belts

frosty owl
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Like 180 split into 120 and 60

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would be nice if you could underclock belts
@dull linden There has been so many posts about it in the Q&A ahahah
Overall, I don't think it'll be a thing. The current system still allows enough flexibility

dull linden
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yea

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although the ratio splitter thing would be nice

frosty owl
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I'm more concerned by some liquids that can't be sinked nor packaged :/

dull linden
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can they be burned?

frosty owl
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Fuel is the only fluid you can burn, so no :(

dull linden
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ok i have question

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all belts are mk 1

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and the circles are splitters

frosty owl
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It would work only when all first 3 machines and belts fill up with materials

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At first it's 30 to the first mahhine, 15 to the second and so on

dull linden
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so each machine would fill up slower than the last, but if the input in limited to 15 then it will still work

frosty owl
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See "manifold" on the wiki for more ^^

dull linden
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i wanted to do this with coal generators

frosty owl
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Go for it, those fill up pretty quick usually

dull linden
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epic

frosty owl
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Games

dull linden
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I used a reverse of that to get the inputs of a bunch of smelters

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foundation frames are pog

frosty owl
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Balancing the outputs of machines don't really have any use after all, I think

I used a reverse of that to get the inputs of a bunch of smelters

dull linden
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yea, not to balance, more to get it all on one conveyor nicely

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just occurred to me that it might work the other way around too

frosty owl
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You know what "balancing" and "manifold" mean in this context?

dull linden
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somewhat

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not manifold

frosty owl
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How you're planning to feed the generators is manifold. If you were to feed them with 3 splitters (dividing 60 into 15 each) it would be balancing

dull linden
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ah

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so balancing is for even distribution simultaneously while manifolds are like a waterfall

frosty owl
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You should always remember that balancing is superior to manifold. No question asked
(I'm meming, there's a bit of a debate over that)

dull linden
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i mean manifolds look pretty spicy imo

frosty owl
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Erethic. Get out of my sight ๐Ÿ˜ 

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Jokes aside, it has advantages and disadvantages over the balancing

dull linden
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it looks so nice and then theres just that one wacky conveyor

frosty owl
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Advantages: it's compact and simple to set up and expand
Disadvantages: takes time to reach max efficiency (need to fill up belts/storages), is harder to troubleshoot

dull linden
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i mean its not that much harder

frosty owl
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it looks so nice and then theres just that one wacky conveyor
Someone was in a rush ^^

dull linden
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on the wiki no less

frosty owl
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i mean its not that much harder
What is harder then what?

dull linden
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troubleshooting a manifold

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just make sure input = demand, and that your using the right conveyors

frosty owl
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It's easier with balancers as you immediately see which belt gets how much. With manifold you usually need to check all the machines (usually the last ones, but if more then one don't work you need to check more and figure out HOW MUCH you're lacking)

dull linden
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I mean both are pretty straightforward as long as you can do basic division

frosty owl
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just make sure input = demand, and that your using the right conveyors
That's a good rule of thumb for any system, regardless of manifold or balancing ๐Ÿ‘

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I mean both are pretty straightforward as long as you can do basic division
Heh, I'll see if you say that again after getting to tier 7 ๐Ÿ˜‚

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The issue is not quite with balancing ONE line.... It's how you combine all the different lines, which you balance with how many machines, what you do with overflow, if you should merge x instead of Y before balancing etc etc...

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By the way, you can balance pipes too, with valves ^^

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Just to know, what tier are you at in the game @dull linden

dull linden
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dont remember numbers, but I just unlocked oil

frosty owl
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The first headaches... Ahahah
That'll be fun ^^

dull linden
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yea

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my initial plan was to have all raw materials go to one place and just make everything there, but now im gonna do the smarter method and just have multiple factories

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mostly cuz i dont want to bring oil all the way up a mountain

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im in the dune desert

frosty owl
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It IS pretty convenient to have everything in one place, but quite cumbersome to do without trains

dull linden
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yea

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plus I just dont have the experience with managing something that big and complex

frosty owl
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You could set up a temporary oil station and expand it later in base once you get the logistics for it

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Works to have some experience first too

dull linden
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i went from omega spaghetti to trying to be an organizational god, maybe not the best idea

frosty owl
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Hey, we try, we fail, we get better ๐Ÿ˜

naive ingot
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I feel like a SF factory tour could be a valuable part of a job interview for a lot of us.

dull linden
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depends which factory

glacial hemlock
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@dull linden i am sorry about that. The cursed image is by me

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@vestal skiff there is a page called 'balancer' on wiki and that explains the mechanic. And you are right, your attached image on the 1:5 split is horrible.

frosty owl
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Now, this is not about pipes, but...
I actually FOUND an an advantage in balancing the outputs of machines, @hot ginkgo @sand garnet @oblique hollow
Sure, ain't some world-braking news, but it still shows the usual advantages balancing offers
Could you guess what that advantage could be? ^^
(Hint: I noticed in the output of fused quick wire production)

oblique hollow
sand garnet
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lol i dunno, enlighten us

frosty owl
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I'll ping you and all your family if I so wish!!

oblique hollow
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Dont make me Interpolate your family into a liquid state

sand garnet
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I'll have you end up in many folds if you keep up that attitude

oblique hollow
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Ill unbalance your spinal column

frosty owl
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Quick wire makes a lot of items each production cycle as we know...
So whenever your quick wire belt fills up, it takes ages to unload the storage of all the machines. Which makes the belts FEEDING the assemblers stop too
Now imagine you ||actually finally decided to|| balanced your assembler's input and you're troubleshooting said inputs: when the quick wire fills up, the belts clogs up and you need the machines to ALL start running again to check if everything works
With manifold output it takes AGES for all machines to start again as the last in line will struggle outputting its quick wire. Balancing the outputs would make them all start again at the same time as soon as the quick wire is being used again

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Sorry for the text wall xD

sand garnet
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if you really wanted to quickly get rid of your items, you can make a storage container teleporter

signal sky
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given that the machines that make quickwire also hold a whole stack of it in them waiting to be output, if you are really using more than 500+ quickwire in the few seconds it takes machines to spin up, then its probably not balanced to begin with

sand garnet
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yeah kinda seems like this boils back down to a 'consumption < production 'issue

frosty owl
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I don't think I understand, @signal sky ...
However much the machine has in storage, as long as they can ALL output the same amount, they can start working tirelessly again even if their storage would empty very slowly

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Basically the difference is: instead of emptying one machine at the time, you empty them all together (but slower)

signal sky
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you might have to bust out the MSpaint cause I dont really get it

frosty owl
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yeah kinda seems like this boils back down to a 'consumption < production 'issue
It can be useful if you're troubleshooting. Manually emptying the machines work too, obviously xD

sand garnet
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im assuming you're referring to the belt being overloaded by the output per minute of the machines?

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for example, screws having 270 per min output per machine on steel screws?

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in cycles of a lot of them?

frosty owl
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A very good drawing for @signal sky
Manifold case: when you empty storage, machine 1 will start producing right away, machine 4 will have issues emptying its storage and will start producing sporadically until the belt isn't overwhelmed by the other machines unloading their full storages
Blanced case: when you empty the storage, all machines start running (and will KEEP running) as soon as they output more then they produce in 1 production cycle

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im assuming you're referring to the belt being overloaded by the output per minute of the machines?
@sand garnet Yes, but referred to when the machines outputs too much due to having its own storage full

signal sky
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this is just the difference between manifold and balancers, but applied to the output rather than the input

frosty owl
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You got it! ๐Ÿ˜

signal sky
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it takes a bit to get going, but after it does its the same

frosty owl
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I was just surprised there could actually be ANY advantage at all in balancing the outputs

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Not that I would ever do that again snuttstach_smile

signal sky
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still not worth it lmao

frosty owl
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Worth for the meme :D

signal sky
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Altho, I still dont think its an issue

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if the machines get backed up, and machine 4 cant output efficiently to begin with, that's just cause its feeding more than it should cause of the internal buffer

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and that would happen if you used a balancer too

frosty owl
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When I had an mk3 cat. ingots belt feeding all quickwire assemblers and doig troubleshooting, having all the unused quickwire in the machine's storage was a pain to clean up :\

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That's if you consider backing up only because of other machines not using enough, but whenever you're testing any back up needs to be cleared quickly

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E.g.: testing the balancers for 10x8 quickwire assemblers, you don't really want to run around taking 500 stacks of quickwire out of every machine

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Yes, of course, just setting up a sink is a workaround... But not my point xD

signal sky
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dont need to test things if you build everything perfectly to begin with rolljace

frosty owl
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Go tell that to any players making such an array for the first time LMAO

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But you're right, and I'd like to stress test if I can build perfectly by making a whole world in creative and turning it all on at once. Will be such a mess ahahah

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No, I won't try that... I'll test sections individually first. I'm not that much of a masochist

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(Creative=no build costs so no machines running)

signal sky
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Testing my diluted packaged fuel system was fun, 80 packagers doing water, 50 refineries making HOR, 68 making diluted fuel, 68 packagers unpacking fuel, the bottle loop

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still gotta see if the train can actually move 4000 fuel/m to the turbofuel place, but that comes later

frosty owl
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About that... How do you plan on transporting that much, station wise, @signal sky?
Also: that's a lot of damage fuel!

signal sky
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I have a train with 8 cars and a lot of fluid buffers to feed it

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2x3 small buffers with mk2 pipes to rapid load the station, and then a big bank of larger ones to fill those up as the train moves, while the unpackagers feed those

frosty owl
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But isn't that just 500 fuel/min per car? ๐Ÿค”
You could nearly halve your cars if you go for 800ish or even 1000

primal scaffold
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I dont get it

frosty owl
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What don't you? ^^

muted crypt
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Fluid wagons were buffed with U3.

signal sky
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well, the max output of trains is a theoretical of whatever the inputs are
so 2x600 per min

muted crypt
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They're 1600 now.
Still not as good as cargo wagons with packaged fluids, but..

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Definitely much better than 500.

signal sky
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but my things only makes 4000 fuel, divided into 8 cars, so yea, 500/m

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all the pipes are very interconnected, so it wont prioritize filling one station and car over another

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still need to do testing about the lower level buffers, cause idk if theyll give a true 600/m or not

cold snow
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how far are you transporting it?

signal sky
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from the north oil shore to the cliff plateau that is on the west side of the desert

frosty owl
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Mhhh, I'd go for a 5 cars train. Seems like a lot of unnecessary more buffers ๐Ÿค”

signal sky
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eh, 5 cars vs 8, still needs 2 trains to pull it

frosty owl
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Right, I always forget about my bias of not wanting to add more stations
I got too used to the narrow norther forest xD

signal sky
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and its already built so, rip redoing it

frosty owl
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Quite!

old ember
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Quick question on trains. I currently have 2 locomotives pulling 12 cars. I've tested it, and it works just fine, but does the number change once the carriages are full?

hot ginkgo
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Nope.

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Hills impact it though.

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If you have a perfectly flat track, 1 car can pull as many cars as you want.

old ember
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Hills are for people who lack the will to build enormous sky bridges.

hot ginkgo
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I lack the will.

old ember
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By the time I've finished this one, I might too ๐Ÿ˜†

signal sky
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still have to build all the refineries and gens to make and use turbofuel

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and a few more train lines

peak basalt
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@frosty owl did you end up seeing that train switch video the other day

frosty owl
peak basalt
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ah, yep, i did miss it. Tom added it to his post.

frosty owl
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Ohh, thanks for the link!

pine tangle
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For some reason, the behavior described in the report above makes me think about how the Factorio generally handles the railways.
Specifically, segmenting and signals.
Have Developers here ever told how logic behind rails supposed to work?

glacial hemlock
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@frosty owl for the fused quickwire, do you know there is an even better alternative to balancer?

sand garnet
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is it called... a manifold ? jacelul

glacial hemlock
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It is 1:1 dedicated machine. And i do it when the item flow is high and the next machine also demands a high input

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90% is usually close enough.

old ember
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I only realised yesterday that the diluted packaged fuel setup can be done with 1:1 machines. Makes the whole set up much more straight forward.

chilly wyvern
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:dab:

bleak coral
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I realized the same thing when I set up my first diluted loop a couple weeks ago, was a pain and a ton canisters to make work in manifold

dull linden
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how complex is the super poggers turbofuel making thing?

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the one where you can turn 1 node into like 400gw

sand garnet
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thats quite ambitious, 400GW lol

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more like 44, I think

dull linden
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couldn't remember the number

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theres no use for uranium besides nuclear right?

bleak coral
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the most complex part is the loop, which as mentioned right above is easier to do 1:1:1 packer:refinery:unpacker than to manifold

sand garnet
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i need to build it too eventually just to be able to say I did it

bleak coral
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I still haven't done a "full" build, I just did one that does 600upm turbofuel

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good enough though

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I've got 35GW total, which is plenty until I do my 100GW nuclear project

dull linden
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im not sure what my theoretical power limit is right now

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imma go calculate it

bleak coral
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you should be able to just check a pole......

dull linden
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yes but I havent built my full power plant yet

bleak coral
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oh

dull linden
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plus I intent to expand it

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any good spots to build the turbo fuel plant?

bleak coral
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north forest, the sulfur and coal aren't too far from the oil

dull linden
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I was thinking of building it here, it has all the materials fairly close, plus if that open area is reasonably flat that is also great

old ember
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Literally just finished building one there. 166 generators.

It's great, you have water, oil, coal and sulphur all nearby.

Downside, you need to built it tall!

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Or you could use the nice flat area that I wasn't aware of right next door ๐Ÿคฃ

dull linden
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I do like flat areas

old ember
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I enjoy building tall. Small footprints, tall structures.

dull linden
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im really bad at building so I prefer to not be able to see my buildings

old ember
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There are benefits to building like that. If I cock up a conveyor somewhere, fault finding is a massive pain.

south zephyr
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how much power would a field of nuclear reactors the size of 1/4 of the map theoretically generate?

dull linden
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too much

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actually

south zephyr
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plus a whole lot of nuclear waste

dull linden
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it would make 1181.25 GW

south zephyr
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yikes

dull linden
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because thats how many you can sustainably supply

south zephyr
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imagine maxing out all of that power

bleak coral
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klepdar did it

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took like 2-3 months?

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and he worked on it most days at least

hot ginkgo
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For a while he aslo had to take 3 or 4 attempts to load his save.

bleak coral
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had to get some ini settings from a dev to even get his game to load at some point and keep it from crashing cause it got so big

hot ginkgo
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As fas as I know he did the .ini object increase. And some console command.

south zephyr
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speaking of are there any commands that you would think are better than others?

bleak coral
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r.Fog 0

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they need to chill on the fog in some areas lol

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it's not... great.... turning it off but sometimes I need to do it to be able to see anything

peak basalt
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Sometimes you need to be able to see 4 meters in front of you. Sometimes more.

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It gets pretty ridiculous

pine tangle
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Sometimes it appears what no-fog->fog transition is busted. Some areas used to have zero (literally zero) visibility fog levels - did not checked after 3.5 hit.

bleak coral
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they still get that way sometimes, it's not all the time but it lasts long enough I learned the command

pine tangle
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...Some starts make you really despise morning fog...

hot ginkgo
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I just learned of the FPS limit.

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I rather enjoy that one.

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Laptop heats up quick and starts to throttle if I let it roll up to the 90fps it wants at first. But setting it around 60 keeps the turbines from fully spooling.

peak basalt
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ok, so now im home, and i do have a 9 and 10, but let me turn off some mods and see which one it might be

hot ginkgo
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Thats interesting.

peak basalt
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oh, guess that convo was in Q&A. but its the Powersuit mod or module for it.

hot ginkgo
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Really?

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Thats verified?

peak basalt
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i just went through disabling mod until it didnt show up

hot ginkgo
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If you turn it back on, 9 and 10 show up again?

peak basalt
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let me do that rq then lol

hot ginkgo
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Also, should move this to the modding discord.

peak basalt
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its kinda borderline isnt is. trying to figure out if its vanilla or a mod thats makign it show

hot ginkgo
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Eh. I'm pretty sure its a mod. A few other people verified they don't have it in EXP.

sand garnet
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vanilla doesnt

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see my screenshots

frosty owl
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It is 1:1 dedicated machine. And i do it when the item flow is high and the next machine also demands a high input
@glacial hemlock Right, that is a good point!
I personally got into that only quite recently so all my quickquire experience is based on when I still built without considering that possibility :/
I'll probably do so for most systems, going forward ^^

bleak coral
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Looking at my HMF plans I might actually do a 1:2 setup on my steel ingots to steel pipes

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it works out nicely with solid steel to pipes, and I'm only making pipes with the steel

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and I'm moving almost 4000ppm steel ingots, so that'd save a lot of headaches

dull linden
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jeez

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I need to figure out how to get thicc steel production

bleak coral
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pure ingots + solid steel = $$$$

dull linden
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i see

bleak coral
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I'm putting in 1808.09 iron ore and 2487.5 coal and getting 3731.25 steel

dull linden
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jeebus

bleak coral
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sorry that's wrong, that includes my other iron stuff give me a second

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actually that's 1,340.6 iron

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almost a 3:1 iron ore to steel output

muted crypt
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yup

random carbon
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Hi I was just wondering if it would be more cost efficient if I were to make a power plant with coal in a canyon with water and coal and my base out of the canyon with power lines inning up to my base or have the water run up to my base and have the coal generators up next to my base

muted crypt
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more efficient to bring the coal to water than to bring the water to coal

random carbon
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Ok

native leaf
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@amber marlin thx

fierce ruin
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1+1=2

wind spade
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why do people think this is funny and why do they spam this channel with this

peak basalt
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Maybe thats all the education they received?

silent dock
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1+1=2
@fierce ruin theres accutaly a mathamatical equation which proves 0=1 and 1=2 and also wtf dude do real math my guy

glacial hemlock
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Ok 1+2+3+4..... = -1/12

dusky dust
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For some values of =, anyway. :P

fierce ruin
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@glacial hemlock Surely you misremember?
Maybe you mean something like 1/2-3/4+5/6...?
Or am I missing the joke?

fierce ruin
#

Pretty interesting.
Not sure what it means or what use it is.
Personally I think it should use something other than a "="

cold snow
#

well it would be clear if they wouldnt leave out half the functions when writing it (clear as in you would see it isnt a simple = )

ornate ridge
#

is there a more efficient way to sink excess items from storage areas? currently I have item type sorted per bin column, then excess items gets overflowed to the top bin then to a merged bus lane into a sink, or I guess this works ๐Ÿ˜„

hot ginkgo
charred dawn
#

EGG YOLKIO

night jay
#

So yesterday I set up my first oil settup with the update 3.5 stuff in early access, and noticed something a little off. I used valves to help perfectly split a 300 line into two 150s, by making the limit on each of the outgoing lines 150. However, when I checked later after everything had balanced out, 300 oil was going in, but 151 oil was coming out of both sides. I'll take a picture when I get home, but it was very weird.

frosty owl
#

It may go a little more or less the capacity, but should balance out at 150 overall...

night jay
#

That's what I thought, so I left it alone. Built an encased beam factory, came back, and it was still 151 on both sides. Could just be a display error cause according to my eyes the refineries were all at maximum efficiency, with no extra moving into them.

frosty owl
#

Mh. Should be the case. The pipe was MK1?

night jay
#

Yup. And I had the extractor set to 300, or maybe 300.5, but it doesnt matter cause pipe mk1 limit is still 300.

frosty owl
#

Quite. I'd trust it to work ๐Ÿ‘

night jay
#

I mean, it works completely fine, it's just the graphics being a little weird.

oblique hollow
#

they are a little inaccurate

night jay
#

It's the first time I've used the valve to actually control the amount of a fluid going through a specific pipe, so it kinda caught me off-guard.

frosty owl
#

Just think of pipes as being a BIT wonky. They work, but may not look like it, sometimes the opposite ๐Ÿ˜‚

fierce ruin
cold snow
#

you got foundations, you are atleast slightly organized

earnest shoal
#

I see 4 constructors in a line..thats a good start ๐Ÿคฃ

sand garnet
#

embrace the manifold

ornate ridge
#

the ramps look most satisfactory LizardDoggoAnim

#

get yourself some double ramps from the shop soon xD

#

they are amazing hotdoggo

haughty swan
bleak coral
#

using compacted coal for steel is like saving on copper costs for wiring by using gold instead

#

I could make an argument for every one of them except that recipe: vanilla recipe is simplest with no extra machines, petro coke is fastest if you want that, and solid steel is most resource efficient

#

the only use case is if you've literally run out of all oil and coal

glacial hemlock
#

You are referring to all alts of steel, got it

bleak coral
#

yeah

glacial hemlock
#

If sulfur get buffed in the future then compacted steel is potentially the best recipe.

bleak coral
#

like if there was just a bunch more of it?

glacial hemlock
#

Yes. Though it could be even better if it takes iron ingot instead of the ore.

bleak coral
#

yeah it's the combination of pure iron ingot + solid steel that really pushes it from a good balance of saving both coal & iron to an A++++ recipe

oblique hollow
fierce ruin
#

What's that free head lift?

cedar mica
oblique hollow
#

yep, ever since i messed with the valves

#

its not nice though. It messes up all my Head lift sensitive builds, like overflow valves and such

fierce ruin
#

So, what, you find a place where you can run a pipe down to z=0 and then you can just run it all the way up to z=2000 with no pumps?

oblique hollow
#

nope, i can run from z = (negative whatever) to z= 0 with no pumps

bleak coral
#

you can setup the exploit from an z level right?

oblique hollow
#

ive currently checked and this specific valve bug only happens below z = 0

bleak coral
#

huh weird

oblique hollow
#

It ruins them down there

#

they try to move invisible liquids

#

the pipe is freaking empty, there is no connection before the valve, yet it shows a flow rate of around 70 mยณ/min

#

Its ghost fluids, i tell you

cedar mica
#

Yet another thing in the line of "we didnt plan for this"

bleak coral
#

haunting your factory with ghost fluids, just asking for trouble if you ask me haha

oblique hollow
#

I haven't been trained to deal with spooky fluids

earnest shoal
#

those damn ghosts.. I heard they make good pottery

oblique hollow
#

And i dont even have a vacuum to deal with the liquid pipe ghosts

bleak coral
#

like they're not delivering enough coal?

#

oh thought they were a constant draw, don't really use them though

#

I just don't like how unreliable they are, I know they're fine if you're off in the distance but the chance that the pathing gets weird is too high for me

#

and I don't find laying a belt any harder than pathing out a truck

#

I'd use 'em for the aesthetic if the pathing was more reliable though

#

haha that's very bold of you

ivory leaf
#

i need some adviceso i do some math math and that what i get full potential of map is around (using all recepie mod so it will give you more power shards) : 21 450 Polymer resine 9900 petro coke 52860 limestone 70380 irone ore 25260 copper ore 11040 caterium ore 30900 coal 6840 sulfur 7800 bauxite 10500 crystals 1800 uranium and the question is what i should do firts ? i whant to use bauxite and sulfour most effective but i see a little problem with copper and catterium for wires i whant to do as much point as it possible ( i know turbomotors give most points but what else i should go just do mass heat sink ? )

cedar mica
#

Start with power, then go map wide

#

Plus nuclear sinks for good points

bleak coral
#

also why did you separate oil into petro coke and polymer resin?

ivory leaf
#

i will base on nuclear energy 1800 uranium nag get around 18 nuclear fuel rod

#

and used not too much

cedar mica
#

225GW, might not be enough for map wide

ivory leaf
#

you get more of it that way than going for crude oil into plastic or rubber

bleak coral
#

best way to get a lot of rubber and plastic is diluted packaged fuel and recycled recipes

#

you need to get alts and use them for a map-wide, full resource factory

cedar mica
#

With alts, so do you get 31.5 Nuclear Fuel rods, from 1 uranium miner. Thats 393.75GW

bleak coral
#

18 fuel rods gets reduced from 1800 uranium to 342.86 uranium with alts

#

and best steel is solids steel ingots + pure iron ingots, cause you need the sulfur for nuclear

ivory leaf
#

recycled recipes you need fuel for it and still make a plastic and rubber i didnt calcualte it yet but polymer is more ez to transport

bleak coral
#

heavy oil residue > diluted packaged fuel > recycled is a closed loop, no byproducts

#

you use the resin from the first to feed the recycled loop

ivory leaf
#

ooo

#

i need to use your calculator xD i looks simple and nice

#

and thx for help i will need to spend some more time on this

bleak coral
#

that's greeny's, and yeah it's slick

ivory leaf
#

but one day i will farm all of them in one time

bleak coral
#

two quirks to note:

  1. maximize solves for most items per minute not most resource efficient, so take the max number and switch it back to items/minute with that number to get the most resource efficient solution
  2. multiple maximize items solves for max items, same ppm; you can move the slider around to change the ratio of the ppm but I find it easier to just maximize one item at a time
#

it also doesn't do power yet, but he's working on it

glacial hemlock
#

@ivory leaf 156 turbomotor ftw. And 94.5 nuclear rod is more than enough.

unreal echo
#

okay, i think i screwed up somewhere in mathing out my turbo fuel prooduction.

#

2x pure in the cave (600 each w/ shards).
1x impure 1x normal on the beach (60 and 300 w/ shards).
1x pure and 1x normal in the tide pool, 600 and 300 w/ shards.
so that's 600+600+300+300 = 1800 + 60-150 extra.

1 refinery w/ heavy oil residue + polymer resin.
30 crude oil/minute = 40 heavy oil res and 20 polymer resin /minute.

20 refineries eats 600 crude oil/minute; based on my oil reserves, i need 60 refineries.

15 refineries fills a single mk2 pipeline (600/40=15); so that's 4 groups of 15 refineries = 60 which makes 4 mk2 pipes worth of heavy oil residue

2400 heavy oil/minute.

1 water extractor makes 120/miniute, 5 water extractors fills 1 mk2 pipeline.

1 full mk2 pipeline feeds 10 packagers. Each packager also needs 60 canisters/minute; each packager puts out 60 units/minute, so ten packagers makes 600.

a refinery eats 30 oil and 60 packaged water/minute to make 60 diluted packaged fuel (just fuel really).

to eat the 2400 heavy oil/minute, i would need 80 more refineries... and 4800 packaged water/minute?! That can't be right. If it is, I would need 80 packagers too!

hot ginkgo
#

213 refineries making turbo fuel. No thanks. On the plus side, you'll be able to sustain 133GW.

#

Thats based off your 1800 dedicated oil supply. You can obviously change to whatever you need. Or however ambitious you're feeling.

unreal echo
#

i think the website is borked, since it's telling me 'maximized' and asking for 3200 coal/sulfur

#

ahh, ihad to go in adn cap the coal/sulfur myself

#

since the point of doing all that math above was to find the bottlenecks

hot ginkgo
#

What bottleneck are you looking for?

#

If you want to convert 1800 oil into turbofuel. Youll need that much coal/sulfur for it.

unreal echo
#

sulfer/coal for starters... checking the map.

hot ginkgo
#

The numbers that where set kn the calculator where the maxed numbers available on the map.

#

Besides oil which i limited for this.

#

Trust me. Greeny knows what he's doing with that calculator. Its all correct.

unreal echo
#

yeah i noticed that, am adjusting... 6x normal coals, 1x normal sulfur, 1x pure sulfur, so assuming i shard everything to the limit of my mk4 belts, that'd be something like 760 coal and something like 660 sulfur, so no need to go much higher...

#

it's also not showing me what i'd need for the packaged diluted fuel

hot ginkgo
#

Speaking of greeny.

wind spade
#

I wouldn't say I know what I'm doing, but yeah, the math should be correct

unreal echo
#

ahh okay it's an issue of PEBKAC

wind spade
#

Yeah the tool is correct, just need to tell it what you want

hot ginkgo
unreal echo
#

well on my end i had to add in more stuff

wind spade
#

What did you had to add ?

hot ginkgo
#

I'm not sure why. I included everything.

unreal echo
#

it just keept looking wrong

#

but like i said, problem exists between keyboard and chair

wind spade
#

It was correct based on your initial query. So if you want something else than maxing turbofuel from 1800 oil, then you indeed have to nodify the query

unreal echo
#

yeahi had to play with it a bit, turning it around i targeted output turbo fuel of 400/m and got:
320 sulfur/coal
480 water
just 180 crude oil, which outputs 240 heavy oil and 120 polymer resin,

#

which cycles into 480 containers, out of 8 packagers, and a total of around 34 refineries total for that target of turbofuel. whew.

#

thank you all

hot ginkgo
#

That is more reasonable.

#

But only 13GW

#

The old standard off 300 oil got you 666 turbofuel and 22GW.

#

13GW wouldn't personally get me into nuclear. YMMV

unreal echo
#

to be fair i'm trying to get from 3000mw coal to fuel generators

fierce ruin
#

wow good luck

glacial hemlock
#

https://satisfactory.gamepedia.com/Hyper_Tube#Hyper_Tube_cannon
@oblique hollow I have added your discovery in the wiki page.

Satisfactory Wiki

The Hyper Tube is a pipe-like transport system used to quickly transport engineers over long distances. A Hyper Tube Entrance is required for entry, but not for an exit. Hyper Tubes are non-directional and can be entered from both ends if an Entrance is placed on each ends.
Engineers can change the travel direction or nearly stop during mid-flig...

mortal viper
#

So I have 6 impure iron nodes I am currently having MK2 miners on that gives me 60 Iron per minute (360 total).
Is it worth using two Power Shards on each of the miners to bump production up 200% to 120 per minute (720 total)?
Have someone done the math on these kind of things? Or is it better to use the Power Shards on normal and rich nodes?

wind spade
#

so, talking just about power consumption (ignoring stuff like distance and cost), if you need more resources, it's best in this order:

  • get a new node (pure > normal > impure)
  • upgrade a miner (pure > normal > impure)
  • overclock a miner (pure > normal > impure)

so if you have more nodes nearby/can upgrade miner, it's better to do that before overclocking. However if it's far away or you have plenty of power, nothing stops you from overclocking the existing miners. You shouldn't overclock anything else tho, as it's less power efficient

mortal viper
#

So the increase in power consumption vs resources gains when overclocking is a losing battle so to speak.
Thanks, I will keep this in mind

wind spade
#

yeah, overclocking anything has drawback

#

miners and production buildings use more power than if you'd just build more
generators have no drawback other than losing % (overclocking to 250% makes it produce 202% power while using 202% resources)

#

so for generators it's just saving space

mortal viper
#

I will keep this in mind ๐Ÿ˜„

patent bough
#

One thing i briefly experimented with recently was using the smart splitter overflow feature as part of a manifold - aka setting the middle splitter feed to "overflow" so that it doesnt feed the remaining machines until the ones it's connected to are full. I don't think this increases actual efficiency over time, but it does make the state of the assembly line more easily observable -- you can see without checking every machine how close to saturated your machines are, and if it fails to continue to light up more machines you know you've miscalculated something.

#

amusingly the very line of concrete constructors i tested this on alerted me to an insufficient supply, which turned out to be a single supply belt i'd accidentally left at a lower tier than required. which would've probably taken a lot longer to spot with a normal manifold.

glacial hemlock
#

That's great. Oh btw, you can also rely on online calculators

frosty owl
oblique hollow
patent bough
#

ok who added replies to discord

oblique hollow
#

Some absolute madlad genius

patent bough
#

anyhow i mean i use online calculators or i calculate myself (for simple production lines as opposed to complex undertakings) and my math was all correct but i had missed a belt when upgrading. simple human error.

#

if there's one thing i've learned working as a programmer it's that accounting and correcting for human error is important.

#

incidentally this is part of the argument against unnecessarily complicated load balancers.

exotic ledge
#

so question: I did all the math and setup for a factory to make Rotors at 100% (4/min) as well as Stators 100% (5/min) but both if this not enough to set up a Motor assembler at 100% because it wants 10/min each.

What is more valuable:

  1. Underclock Motors so it expects 5/Min Stators, though this still seems like it would underperform because it's still not getting enough Rotors.
  2. Underclock Motors so it expects 4/Min Rotors, and underclock Stators so they deliver 4/min Stators, equalizing the Motor output.
  3. Underclock Motors so it expects 4/Min Rotors, and store excess Stators in a container.
  4. Same Underclocking as (3) above, except I think I should store some Rotors too, as they're used for some buildings. If I do split the Rotor line into some storage, should I repeat step (3) for Underclocking Motors so it equalizes?

๐Ÿ˜… I can suspect some of this comes down to personal preference, but since I haven't built the whole thing yet, I'm curious to learn what the pros and cons of each option is.

frosty owl
#

@exotic ledge I'd suggest you to either build one more rotors assemblers (as those are needed even in buildings, unlike stators) or to go for 4 (for the same reason) ^^

frosty owl
exotic ledge
#

๐Ÿ˜… Yea I don't think I have the room or power available to duplicate the rotor setup.

frosty owl
#

Then number 4 it is!

exotic ledge
#

Thanks for your feedback!

frosty owl
#

You're always welcome :)

oblique hollow
#

@frosty owl ๐Ÿ™‚ i built something new

#

Guess what it is

frosty owl
#

The pump isn't powered on purpose, @oblique hollow?

oblique hollow
#

yep

#

another hint: the valve to the right is set to 0mยณ/min

frosty owl
#

More then a hint, that's a required information xD

oblique hollow
#

heh

frosty owl
#

Mhh, can't tell... If the valve on the right is closed...

#

A "syphoning" system where you constantly take a certain amount away from a pipe?

oblique hollow
#

well, what happens to the output when the buffer is full?

#

and what happens when the buffer is empty?

ruby belfry
#

Okay. I'm curious. What is it?

oblique hollow
#

one moment, im timing something rn

frosty owl
#

Argh, my connection is making me so mad

#

Ohhh

#

So you can lower the flow of a pipe for a certain period of time...? ๐Ÿค”

#

Shouldn't increase over its "original" value once the buffer is full, though

oblique hollow
#

if you take the left valve away and replace the middle section with a mk 2 pipe, the whole system is a bistable oscillator

#

if its all mk 1, its simply a comperator

frosty owl
#

"comperator" being...?
Please excuse my ignorance ๐Ÿ˜…

oblique hollow
#

In electronics, a comparator is a device that compares two voltages or currents and outputs a digital signal indicating which is larger. It has two analog input terminals

      V
      
        +
      
    
    
  

{\displaystyle V_{+}\,}

and

      V

...

#

in this case: if buffer is full: output = input
if buffer not full: output = 0

frosty owl
#

Output is on the right, correct?

oblique hollow
#

and the oscillator thing basically sets the output to 0 periodically.
Actually, the output is 0 for about 78 seconds (with input being 300 mยณ/min)

#

yes, on the right

frosty owl
#

Is there something I don't know about the effects of a closed valve?
I don't see that working ๐Ÿค”

oblique hollow
#

closed valves still transmit head lift

frosty owl
#

Quite, unlike the unpowered pump

oblique hollow
#

so if the buffer is full, the vertical pipe receives 8 m of head lift

#

however, for some reason, mk 2 pipes ignore this?

#

so the buffer can fully empty until the flow stops if it has mk 2 pipes
if its all mk 1, the output stops as soon as the buffer is just 1 mยณ below its limit

#

which is weird

frosty owl
#

But if the buffer isn't full, fluid can't go to output, then?

#

Damn, I really need to get on some testing to keep up, I'm lagging behind ๐Ÿ˜‚

oblique hollow
#

in both cases, fluid only starts flowing over the output once the buffer is full

frosty owl
#

But then the buffer has no way of emptying, does it?

oblique hollow
#

well, in this exact one, no

#

ill send a new screenshot

frosty owl
#

I'm very intrigued by the idea...
If we can compare systems to electronics we'd have a whole new attack angle on pipe issues ๐Ÿคฃ

oblique hollow
#

this is the Comparator that Oscillates

#

aka "Comparator with Hysteresis"..... i guess

frosty owl
#

Why does it oscillate?
Also, please turn the valves facing upward for the screenshot xD
The valve on the right is closed?

oblique hollow
#

It oscillates with mk 2 pipes because for some reason, the buffer empties itself through the input pipe

frosty owl
#

Right, forgot ๐Ÿคฆโ€โ™‚๏ธ

#

So how do you "read" the normal one

#

Is 660*2/min too much for a single solid freight platform?

#

I'm worried about whether or not I would have enough wiggle room in the timing of the trains. Should it reach 10/15 seconds of wiggle room like that...?

oblique hollow
#

1320 items per minute inside a single freight platform?

#

well, why dont you time how long your train takes to get to that station

glacial hemlock
#

@exotic ledge build more of them so you can produce 90 motor/min

cedar mica
#

The limit is 1560/m into 1 freight platform, but thats only useful when dealing with Wire and Quickwire, as they stack in 500 and fill every 10 min. With 100 stack items, you fill in 2 min and 1 min for those that stack in 50

exotic ledge
frosty owl
cedar mica
#

Just watch the train station a few times and check how much is left behind/arrive

fresh elm
#

Actually the limit is less than that

#

During load / unload train stations take no input.

#

And give no output

#

The second I/O ports are mostly useful for making sure you can keep a single line consistent

#

So that the station itself can load/unload faster than the belt speed

#

I personally wouldn't ever try to push more than 780/min over a single train car, in fact depending on the run length I might still split that into multiple cars

dusty crow
#

which one do I take

worthy copper
#

prooooobably still casted screw, but if stitched pops up again i'd take it over bolted still

dusty crow
#

so casted?

worthy copper
#

its close enough you could go by personal preference but i think casted is goign to save you more machine space until lategame

dusty crow
#

aight

worthy copper
#

esp if you dont plan spamming hard drives around the refinery time to hit heavy encased frame early

sand garnet
#

super early game I'd take casted screw

#

if you've already unlocked manufacturers, I'd take stitched iron plate

wispy cradle
#

Stitched improves production, casted makes building easier, you don't need improve production so early.

magic sparrow
#

Casted is so much nicer

full sorrel
#

I don't have casted screw or steel screw or any alternates to avoid screws. I am in pain. I guess its time to go out on a hunt for a load of drives?

cosmic compass
#

i got casted screws on my first hard drive

near sorrel
#

oh casted screws so you can just skip the steel rod bit... nice

peak basalt
#

its easier to get if you go hard drive hunt and unlock them early game. fewer options for it to give you.

misty pendant
#

greeny's site loves coated iron canister, is it really that good of a recipe

dusky dust
#

Seems nice to me, anyway. Iron's super plentiful, copper's not too bad. Presumably the math works out well enough that it's favored over the steel variant.

#

And both of those remove the need for oil, so it's a bonus either way

#

(Though to be fair, it's not often that you're going to have any significant container production in a line in your factory, so it sort of doesn't matter too much what you're using)

misty pendant
#

the issue is the stuff you're going to be packaging is likely to be in oil production, so that means you'd have to bring copper sheets and iron plates in to your oil place

#

so it makes logistics more annoying

#

couple that with the fact that greeny's also optimizes for coated iron plates which requires plastic means you have a double logistics complications

dusty crow
#

picking bolted

misty pendant
#

fused quickwire

dusty crow
#

already got a good quickwire set up

fresh elm
#

fused quickwire ftw out of that set

worthy copper
#

Yeah fused quackwire for sure. Granted itโ€™s not going to be really needed until lategame.

fierce ruin
#

so, I've never set up nuclear power before, and am getting ready to start, with the aid of all the alternate recipes. Doing the math on a 480/min uranium ore line, I'm getting that I'll need 9.6(10) refineries processing uranium pellets (480/min pellets), then 24 manufacturers processing pellets into infused uranium cells (420 cells/min), then 42 manufacturers processing cells into nuclear fuel units (25.2 units per minute).

does that look right? seriously 42 nuclear fuel unit manufacturers?

worthy copper
#

Yep

#

Fuel units are slow to craft

fresh elm
#

but they also don't burn very quickly

#

you know it's goign to be a long week when you are building a new train line past an old train station, only to notice the building is completely unfinished and you just abandoned it once it worked...

oblique hollow
#

@frosty owl while you're still behind on testing the current new pipe circuits.....
Any ideas on a possible pipe system mechanic you wish there was? Like, not just priority input or something. I'm currently gathering ideas on new circuit designs

frosty owl
#

Well, some sort of on/off system to cycle extractors between on/off would be cool
Example: I have 3 buffers before the input for machines using fluid. I want the fluid producers to start running (at 100%) once the fluid buffers are empty or only full up to a certain point and keep going until they fill up the buffers again then stop.

oblique hollow
#

sounds like the comparator from yesterday

#

just in reverse or something

frosty owl
#

Otherwise, something that would start sending fluid in certain pipes only if enough flow is aviable.
Example: each pipe should start pumping when receiving 50. Main pipe gets 150: 3 pipes get filled. Main pipe brings 100: 2 pipes gets filled. Main pipe brings 120: still 2 pipes, but a buffer fills up. Buffer full: all pipes get 50 until buffer is empty

frosty owl
oblique hollow
#

im just nicknaming it that rn

frosty owl
#

Works

oblique hollow
#

Actually..... I can do that

#

I can do that right now

#

Using one of my less useful circuits: The Variable Overflow Junction!

#

give me 2 minutes and ill give you a theoretical design

frosty owl
#

Eh, I'll probably be in game, smashing my head against my own pipes...
So I can't say I'll answer quickly for certain ๐Ÿ˜…
Ping?

oblique hollow
#

pong

oblique hollow
#

yeah, i think this should work

oblique hollow
#

Now that i think about is..... this is waaaay more useful than simply a variable overflow

#

though i cant imagine i would ever have a system where this kind of flow fluctuation occurs......
@frosty owl do you actually have a case where you would need the Flow Divider? (Sorry for the double ping, oops)

sacred forum
#

is there anywhere i can find plans for minifactories built vertically for space opmization?

queen rivet
#

Maybe not so much set plans, but there's a thing on YouTube with 5x5 foundation challenge builds that can give you ideas for small vertical builds "Satisfactory 5x5" in a YT search should get a good variety.

left seal
#

He does a lot of optimized vertical builds and does good blueprints for them

glacial hemlock
#

No alts? Meh...

#

But good in general. Seems fall under 5x5 category

buoyant arch
#

hoe many pipes connect to oen generator?

#

my biomass always crash ๐Ÿ˜ฆ

glacial hemlock
#

@buoyant arch 1 pipe to 1 coal generator.

#

You mean power trip? Yeah, biomass burners are meant to trip often.

wind spade
oblique hollow
#

Greeny never complains about inaccuracies in my diagrams or math so i guess im in the clear ๐Ÿ‘€

wind spade
#

maybe that's because I never saw your diagrams

twin jacinth
#

Hey. If there is a miner for example which mines 480/min ore, is it possible to make it produce exactly for example 479/min? Because if I try to change the clock speed, then I cant set exactly 479.Neither with the slider, nor with entering percentages. I can also type in the preferred parts per minute value, and the game allows 479 but after closing and reopening the panel it rather sets the closest percentage value that is not a fraction.

bleak coral
#

clockspeeds can only be integers so there is a limit to how precise you can make the parts per minute

wind spade
#

no, you can only clock buildings for integer percetnages

#

also, I don't know what's your reasoning behind 479, there's really no drawback of overproduction

twin jacinth
#

479 was just an example

wind spade
#

even then, you can always just use the nearest larger percentage and it'll work

bleak coral
#

personally I'd want something like that to reduce power spikiness by reducing machine downtime, but nearest number that is >= my desired parts per minute allowable by integer clockspeeds is good enough for that

wind spade
#

yeah, that's a spike every 30 or so minutes

#

well, based on the recipe and stuff, but usually it's pretty long until you get the spike

bleak coral
#

which is fine, as long as it's fairly close to actual average power usage so you you're not wasting capacity on handling spikes and you can estimate how close you are to needing more power that's all you need

fierce ruin
#

If you've unlocked smart splitters you can send the overflow to a sink. That should keep the miner from filling up and shutting down.

frosty owl
oblique hollow
#

glad to see that it works.
Now i can design pipe circuits without even testing them..

arctic basin
#

Hey fellas! I hope this is the right place to ask. I started playing the game 20 hours ago and i'm still in it! Is there any tutorial on coal plantations? I'm having weird issue where if the threshold of the usage exceeds half of the capacity it starts to drop and then the coals crash

dusky dust
#

The usual problem there is water supply

#

So long as it's piped properly, the "best" ratio tends to be 3 water extractors going into 8 generators

arctic basin
#

Oh that explains it. I've got 3 overclocked extractors into 24 gens

dusky dust
#

At 100% usage, each coal gen will consume 45/min of water, and 15/min of coal. They only use as much as they need, which is why they work for awhile and then stop

arctic basin
#

so I should delete the plant and start over then

dusky dust
#

The 3:8 ratio is based on not overclocking the water extractors; if you do fully OC them you could get by with 4 extactors for those 24 gens

#

Nah, it's presumably fixable.

#

3 water extractors (generating 900/min of water in total) should be able to supply 24 coal gens; you'd just need to make sure that the piping is done properly

#

Keep in mind that an individual pipe can't flow more than 300/min

#

(later on, there's mk2 pipes which can do 600, but I assume you're not there yet)

arctic basin
#

not even tier5-6 yet unlocked

cedar mica
#

Pipes are not 100% accurate when doing manafold method. Something to do with how they want to keep the pipes full. So I would add a small buffer, like a few m3 extra, to make sure you can run above 90% usage without issue

abstract copper
dusky dust
#

That piping method looks otherwise mostly okay, though as I say, three extractors can produce a total of 900/min max, so you've definitely got four more coal gens than you can support

#

So you'd want to either add another extractor or unhook four of 'em

arctic basin
#

That's a good idea, Odd. Will try the buffers when I can the plant is so far away from the base I figured it's better to drag cable across the map than coal and water

#

yeah apocalyptech I only built so much because it was really far away and I didn't want to travel there anytime soon but oh well

#

as of now the coals are divided each water pump is feeding 8 coals everything is overclocked including the coal miners, not mk2 yet

dusky dust
#

Yeah, each water pump (300/min) can only supply 6โ…” gens

cedar mica
#

I tend to run 300m3 for every 6. Gives 30m3 buffer, to avoid any issues when getting close to 100% usage

arctic basin
#

I guess I should just rebuild it with math in mind this time. They are too close together for iterations anyway i wanted it to be tidy, didn't we all in the beginning ๐Ÿ˜„

cedar mica
#

You dont need to do math, it just makes it easier to keep things efficent

arctic basin
#

Alright thank you guys. Will go work on it hope nothing kills me on the way there ๐Ÿ˜„

wispy cradle
#

@arctic basin try keep things simple. 3->8. Just notice that the pipe limit is 300 and 3 water extractor produce 360

#

no buffer, no valve,

cedar mica
#

You can make it more compact then that, if you use height. Costs you an extra pump per pipe, but allows you to put the extactors under the refinery's. Cuts down the space between rows to 1-2 foundations, instead of the shown 6-7

arctic basin
#

that's a good idea!

#

But the belt paths...oh man what a mess

wispy cradle
arctic basin
#

Now on another hand, I just got tier 5 and 6 and i'm seeing this Fuel generator. Should I go and fix the coals or pursue the fuel gen?

cedar mica
#

Fix coal, as you need power to get fuel gens running

wispy cradle
#

if you want o delete it, use map editor to do it.

arctic basin
#

you could do that? ๐Ÿ˜ฎ

#

I've deleted so much stuff that i spent hours building and turned out to be a disaster ๐Ÿ˜„

wispy cradle
#

When rebuilding, I prefer delete

naive ingot
#

Ideally, shouldn't train stations have a short uphill climb before the station so that gravity will assist the braking coming into the station, and if so, has anyone done a look into how much incline you can have before it's wasted?

oblique hollow
#

you dont need braking assistance with autotrains. they will stop at any speed as soon as they are at the station

fresh elm
#

Yeah, even rolling downhill they will stop super fast

hot ginkgo
#

Infact autopilot can actuslly be faster if you have a hill before the station because they just instant stop.

naive ingot
#

... this sounds... Unintuitive.

signal sky
#

basically, you always want trains going as fast as they can all the time, cause they can stop instantly

fierce ruin
#

guys i made my turbo heavy fuel setup and i produce 120 cubic meters of turbo fuel so how many fuel gens it can feed

#

sorry for interrupting btw

signal sky
#

120/4.5 at peak

fierce ruin
#

so it cost about 25 cubic meters per minute for each fuel gen ?

signal sky
#

no, turbofuel is used at a rate of 4.5 m^3 a minute

fierce ruin
#

oh im an idiot ๐Ÿ˜„

#

thank you so much

wooden cliff
#

does anyone have a good spreadsheet they can link me/ or some diagrams for factories?

hot ginkgo
#

What exactly are you trying to make?@wooden cliff

wooden cliff
#

just trying to get a better sense of math + layout

hot ginkgo
#

The pins in this channel include some very good calculators that will lay everything out for you math wise.

wooden cliff
#

ooh ill check the pins! Thanks

hot ginkgo
#

No lay out tools currently exists. Best we have is draw.io.

oblique hollow
#

Draw io is godlike

wooden cliff
#

drawio is legit, easy to read but harder to use than pen/paper

oblique hollow
#

i love it

dire dagger
#

im a dum dum

#

noooo

sacred forum
#

do you guys make mini factories for every single items?

hot ginkgo
#

I make smaller factories for a group of items with common base resources.

#

Like iron.

#

Or steel and concrete.

#

Oil, copper, quickwire.

wind spade
#

I always wondered how would people imagine a tool for planning layouts

#

I mean it's a 3D game, so such a tool would have to be 3D as well

sand garnet
#

layered 2d building

hot ginkgo
#

Maybe just by floors I guess.

Do something like draw.io combined with your calculator.

sacred forum
#

will you make your factories where all the ressources needed are or you'll make it at a random point and bring everything there

hot ginkgo
#

I ususly try to build it nearby the common stuff.

#

Well, the stuff needed for that factory.

sacred forum
#

do you have a massive storage location or you go all around when you need something?

hot ginkgo
#

Hell yeah. I love central storage.

#

A few trains pick up all the finished goods onto mixed cars, then smart splitters sort it out at the warehouse.

#

If the bin is full, it gets sunk.

wind spade
#

mixed cars ๐Ÿคข

hot ginkgo
#

Hey, its great for shipping 8 different items in low volumes.

wind spade
#

whatever floats your boat I guess, but I personally rather assign each item a different car

hot ginkgo
#

Id have 50 different cars going to storage.

wind spade
#

it's like with bathrooms, you can have mixed, but everybody feels better if they are separated

hot ginkgo
#

And the belt work for that. No thank you.

sacred forum
#

wait carsร‰ like the truckร‰

hot ginkgo
#

Trains.

abstract copper
#

Only cause of the cracks in the stall doors

sacred forum
#

at what point would you start building the storage area?

hot ginkgo
#

ASAP.

wind spade
#

at the start of the game

abstract copper
#

When you get tired of running everywhere

hot ginkgo
#

Find caterium and unlock smart splitters in the MAM. Makes storage much easier. And you csn do it in tier 2.

sacred forum
#

i guess the storage area should be in the middle of the map

hot ginkgo
#

Meh. I just picked somewhere random for mine.

#

But I keep my stuff spread out to calm down the turbines in my laptop.

#

I'm currently rebuilding it on a cliff face in the southeast corner of the dunes.

#

So I can look up at the water fall.

spring ether
#

ok people. i dont know if this belongs here, but have yall got any numbers on the refined power mods boilers and turbines and stuff? (like input and output, item consumption, etc.)

bleak coral
#

this is vanilla only math, we don't talk about mod math here

#

try the modding server, link is in #welcome if you haven't joined

spring ether
#

ok, thats why i said i dont know if this belongs here.

#

thanks, though

muted crypt
sand garnet
#

brings out MSPaint

muted crypt
#

I used to use paint

#

then I realized draw.io would just be so much better

#

then again I also occasionally make rudimentary scripts for things I need that the online calculators don't have

sand garnet
#

heresy

muted crypt
#

you're just jealous I have a relatively simple power calculator

sand garnet
#

implying i have a power calculator at all ๐Ÿ˜„

#

my calculator is "grid not crashed? doing great!"

hot ginkgo
#

Tom definitely strikes me as the "this is fine" dog in fire.

sand garnet
#

100% accurate lol

frosty owl
fresh elm
#

lol

fresh elm
#

my entire world is on a single foundation grid

#

it doesn't have these right angles for nothing

frosty owl
#

As I was saying, @fresh elm
From the (little) I saw so far I thought you had pretty flatty surfaces overall

#

Even outposts?

fresh elm
#

this is entirely, 100% connected together. miners are not on foundations, nor are the beltage from miners into infrastructure

frosty owl
#

Dear lord, the sheer size of that powerplant...

fresh elm
#

but I sort of have these "natural" rivers of belts outside

frosty owl
#

Just your average spaghett in the woods xD

fresh elm
#

no, they're all purposefully hand aligned like that

#

I wanted it to look more like rivers and tributaries of minerals flowing in

#

if you look at the map it is more obvious

frosty owl
#

Oh no, they are very tasteful spaghett. Clean and proper spaghett

frosty owl
fresh elm
frosty owl
#

Yeah, from the map it shows properly
Should be gorgeous going over it in jet or hypertube

fresh elm
#

I've got a lot of vista locations I built into basically everywhere.

#

much of my world was built to look good as a background or a screenshot. TBH I smoke a joint and pick places in my factory sometimes to just watch

#

the benefits of being retired ๐Ÿ˜„

frosty owl
#

Did total-xclipse do a tour of your base too? ๐Ÿค”

fresh elm
#

I don't know, I've actually never talked to him before

frosty owl
#

I asked because when I thought about it it occured to me: how would he even run it?

fresh elm
#

I've put my save on kibz server but I don't see him talk there ever so he's prob not there. and I put a more recent one in experimental channel the other day

#

though I've fixed a few things since then

frosty owl
#

What do you think the minimum requirements are to run the save as you've made it now?

fresh elm
#

ummm, prob 32g of ram?

#

you might want a decentish video card but that's not where my game is gonna die

#

the engine just sort of struggles right now in my world

#

I have been thinking about purging prob 40-50k foundations from my world might help

#

and I have some ideas on what I can do for that where I wouldn't really notice.

frosty owl
#

Yeah, that item count increase is really forcing the engine to the brim xD

fresh elm
#

everything is fine except the garbage collector when you're moving around sometimes will just shoot your game in the head for 5-10 seconds

#

that's the worst

frosty owl
fresh elm
#

most of the items moving around poof magically into nothing when you get far away

#

so I'm not worried about that really

frosty owl
#

So it's all about the stuff on screen?

fresh elm
#

no, a lot of what I think causes the most problem is the sheer quantity of objects UE is tracking

frosty owl
#

I thought the issue lied with the sheer number of items in the game overall too

fresh elm
#

there's no way for the game to load different regions of my stuff at diff times

frosty owl
#

Rightly so

fresh elm
#

so that combines with the diff objects in regions of the world

#

which do load / unload

#

I mean, I can legit see everything about all my bases from across the map in high detail

frosty owl
#

So couldn't you reduce both by "fixing" some conveyors?
Eg: making a conveyor 20% shorter is 20% less items to track/show in the world

fresh elm
#

if I am not close to that conveyor rendering stuff it doesn't render any objects afaik

fresh elm
#

and some objects def don't render from far away

#

yeah the problem is that amount of detail from across the map is hosing everything

frosty owl
#

But the game still tracks them, right?

fresh elm
#

not indivdually I would hope

frosty owl
#

Still, if it had to track a 20% shorter conveyor, that would be quite load off, wouldn't it?

fresh elm
#

I doubt it.

frosty owl
#

Especially on full belts. 600/min and over

fresh elm
#

but... it's not rendering any of that.

#

or hopefully doing anything but high level calculations every so often on it

#

making a segment shorter should have exactly 0 effect on that

#

having less segments would make some slight improvements, but you'd have to make some rather drastic reductions in segments

#

but from far away a 20 meter belt and a 2 meter belt should perform the same I would think

#

regardless of the speed

#

(in terms of game performance)

frosty owl
#

Mhh, yeah, that makes sense

#

To hell with all my ideas about making belts shorter for efficiency

fresh elm
#

and frankly I just assume experienced game designers are way better at that sort of thing than I am ๐Ÿ˜„

frosty owl
#

Well, it still takes less for stuff to travel around, at least....

#

I finally finished my storage
But while satisfied, I can't help wanting it to be full already ahahah

fresh elm
#

I look forward to evicting ore from mine.

#

I only have 18 slots left in my storage room

#

(and haven't made packaged liquid biofuel even yet)

frosty owl
#

Ahahahah
I have a separate portion for ore and ingots ;)
Have 60ish for all building materials/equipment, sorted by importance (more important closest to the entrance). Sinks show the overflow constantly at the end of each row

#

Well... would show...

fresh elm
#

I don't take ingots in here, but I do have ore. mostly because early on there were some research things that needed ore so why not

#

I also don't make space elevator parts, which I will at some point

frosty owl
fresh elm
#

I have 18 left

frosty owl
#

...oh

fresh elm
frosty owl
#

What are the tubes for?

cold snow
#

i couldnt be bothered to get all the things together in one place ๐Ÿ˜„

fresh elm
#

decoration

#

I will put sulfuric acid in there at some point

frosty owl
#

Very industrial looking ๐Ÿ‘Œ

cold snow
#

manually filled containers or automatically refilled?

fresh elm
#

which, frankly, I'm sad I don't need to make batteries

#

manually? who do you think I am lol

#

even for my manual crafting I have manufacturing facilities to do that

cold snow
#

so you got a real maze behind all those containers

fresh elm
#

just scroll up and look at my world for a sec

#

til you see the map

#

oh wait, wrong channel lol

#

or no my full world map is up there

frosty owl
cold snow
#

looks like you really like water and "natural" lines ๐Ÿ˜„

fresh elm
#

keep going.

#

I built a little

#

I still have to rebuild my superocomputer facility, which I'm doing now. then back to rebuild my permanent bauxite processing facility again

frosty owl
#

Do you always use alts?

fresh elm
#

they're usually better

#

sometimes no.

#

anything to increase iron consumption and reduce literally anything else

frosty owl
#

That makes sense xD

cold snow
#

what does your world produce turbomotor/supercomputer/other interesting stuff wise?

fresh elm
#

except water, I guess. cuz I'm doing pure recipes for no good reason for iron

#

it produces 1.2 TW of power.

#

also 35 SC, 40 computers, 50 turbomotors, 780 aluminum sheets, and a partridge in a pear tree

#

oh and 96 HMF

#

which, incidentally, is my favorite project of the bunch

#

and those aren't bus speeds, that's shredder speeds

#

but then again that's why there's like 1400 tickets sitting in this bin because I have nothing to spend them on

frosty owl
#

Can you ever run out of statues...?

fresh elm
#

If they're detailed I'm slightly afraid to place them without knowing the LoD will work

cold snow
#

damn thats a lot. did you run out of a ressource already? (except uranium)

frosty owl
#

Fair :\

fresh elm
#

um, I ran out of uranium.

#

that's why I told you the 1.2 tw power plant, and led with that.

frosty owl
#

Pffft, not even CLOSE on iron

fresh elm
#

because that is the biggest and hardest thing I have ever done in thsi game

cold snow
#

thats why I already excluded it ๐Ÿ˜›

frosty owl
#

Quite xD

fresh elm
#

I'm not out of anything, but close on sulfur and caterium

fierce ruin
#

so uh, Klepdar, how much of that 1.2 tw are you using, and what % of your map is occupied by nuclear waste?

frosty owl
#

Makes sense

cold snow
#

at first i thought i might want to do it too, but then i cancelled the plan because it is way too much work for me

fresh elm
#

nuclear waste isn't so bad, it's that platform on the top edge of hte map. it won't ever reach the shore.

#

let's go take a visit (I have done so little productive besides bring doggo 82 home today)

fierce ruin
#

Rad suit gives radiation immunity regardless of radioactivity quantity, correct?

fresh elm
#

yup.

#

Also, a lot of that radiation will go away as soon as there's not massive freaking uranium stockpiling everywhere now that the plant is actually turned on

#

you can see the trains on the map and the train stations where the uranium is

frosty owl
fresh elm
#

up to a point

#

I can have 1 ISC of stuff or 10,000, consumes same rate

#

it could be 4 mostly full belts but they don't really produce THAT much waste

#

(Obv I belted enough to handle all of it)

#

I had big plans but by the time I was here actually building it I just wanted to be freaking done

frosty owl
#

Alkatraz should stay bare

fresh elm
#

I have no idea how many ISC this is tbh

#

after 3 months of building my brain was 200% fried by this point

frosty owl
#

Massive and intimidating. No need for decor ahahah

#

No wonder...
Did you use to draw things out too?

fresh elm
#

well, it has one serious problem. when I come out to inspect the waste I tend to accidentally fall

#

I had no idea this project would take 3 months.

#

I figured 3 weeks

fierce ruin
fresh elm
#

um, I'd say 10?

#

maybe 6 days a week?

#

I've not played that much since I finished it. it has only made 22 ISC of waste so far

#

and see how you can't really see any waste on any of the belts way off in the distance and then not even the belts?

#

it would surprise me if it did any calc for back there

#

that's gotta be basically free

#

they definitely turn into poopy yellow hats back there

#

and then into nothing

frosty owl
#

Surely having more storages bring more checks/frame for items on belts and in storages, though, right?

fresh elm
#

how?

#

nothing moving means nothing calculating

frosty owl
#

As long as it hasn't reached the end, the waste is passing through all the storages

fresh elm
#

sure, but what is it really doing?

frosty owl
#

All the time, those storages are updating their inventories for that, I believe ๐Ÿค”

fresh elm
#

it's moving through more segments, which sure adds some calculation

#

but statistically that is fairly small I'd think

frosty owl
#

Quite, especially with this little items

fresh elm
#

especially since I'd think that it's not traversing the entire object tree to find them

#

it's that btree that hurts

frosty owl
#

Even in the best scenario it still has to update each belt segmet's inventory and the same for each storage
Ideally, a 20m conveyor is less expensive (in performace) then 20 1m ones, right?

fresh elm
#

Yes.

frosty owl
abstract copper
#

Is uranium/waste radioactive while it's on the belt itself? Or only once it reaches the container?

dusky dust
#

Yes, it's always radioactive

#

A single item's radioactivity hardly goes far at all, though -- you can be practically right next to it and not really feel anything

#

It only starts spreding out more in places that it accumulates

abstract copper
#

Ah, so an infinite belt loop won't get around it XD

dusky dust
#

Well, okay, I suppose a single uranium might require a bit more distance; that red zone's definitely in the "practically right next to it zone" -- that's my aerial uranium delivery belt going over some foundations there

#

But even then, you're looking at just a foundation's worth or so

#

heh. I do still want to see someone create a nuclear waste "containment" system which is just an effectively-neverending loop of conveyors spiralling up right up against the damage/death barriers

#

I just want that person to not be me. :)

abstract copper
#

lol it'd be a nice extra way to ensure you don't accidentally cross it

dusky dust
#

For reference, some individual waste barrels on their way to storage: (waste is less radioactive on a per-item basis than the raw uranium, I think -- it just ends up being slightly more of a problem since it piles up in your storage areas)

exotic ledge
#

I have two Assemblers producing the same item

Is there a difference between:

โ€ข Running one of them at 80% and the other at 100%
โ€ข Or running them both at 90%?

(no other option exists, don't suggest it, I'm just asking the pros and cons between these two options)

bleak coral
#

They'd produce and consume the same amount, and the second option would actually be more power efficient

obsidian sluice
#

I've got this dumb idea to build waste storage in the void? where you have a stack of ISCs going from the bottom death barrier to the top death barrier, and conveyor lifts connecting them vertically

#

the wiki tells me this'll let me stack 280 ISCs, which gives me 13,440 stacks of nuclear waste goodness per column

silent mortar
#

Its not dumb. Its a good place for it. ๐Ÿ˜› Some people keep going east until the water stops behaving like water, and place it on the sea bed.

obsidian sluice
#

well, it's dumb because I plan to do it without area actions

#

I have area actions and utility mods, but I never quite figured out how to use them efficiently

#

it's way more fun to press shift-W and left click furiously

#

I haven't actually been playing much or hopping online as much because I'm in the middle of finals right now ๐Ÿ˜›

#

so all I've been doing is Satisfactory-related math instead of Satisfactory

bleak coral
#

columns without flying or area actions sounds like a pain

#

if you do rows at least you can stand still and click click click

obsidian sluice
#

I'll post the math if anybody's interested, but I think signal beacon might consume less power per beacon than the base beacon recipe, partially because it uses a lot less iron and copper

#

(assuming we use pure alts and insulated crystal oscillators to get more mileage out of our quartz)

#

the best you can do for base beacons is fused wire, steel coated plate, and insulated cable, for a total of 1060 MJ/beacon, but signal beacon takes 679 MJ/beacon

fierce ruin
#

does anyone ever do mass 50% speed factories? since 50% means 33% power usage or 1.5 items produced for the same power

bleak coral
#

the main issue with signal beacon is its added complexity compared to the vanilla recipe

#

and there's two places that's it's automated, for nuclear and for bullets

#

you don't need to automate that many for bullets, and if you're making nuclear you're gonna have plenty of power

obsidian sluice
obsidian sluice
bleak coral
#

that fused wire with the original is a clever trick

obsidian sluice
#

I use fused wire and fused quickwire whenever I can! it's a pretty good way to save power and get more out of your copper and caterium ingots

frosty owl
frosty owl
fresh elm
#

Iron and coal are very abundant and quartz is not

#

Coal is the third most abundant resource on the map, iron is the first

silent dock
#

c2 + the second beta^ to the third of b2 = 15051738

obsidian sluice
#

I'm currently using most of my copper for copper sheets and quickwire, so it makes more sense for me to use quartz as a substitute

#

and like Lund mentioned, signal beacons make sense for nuclear, because crystal oscillators are also used to construct nuclear fuel units

carmine aspen
#

what is it best to utilize oil islands for?

#

generally just all oil products or?

#

fuel

old ember
#

I used the nodes in the middle of the map, in the mountain lakes, for fuel. Coal and sulphur both nearby for turbo fuel.

dusky dust
#

Most folks recommend processing oil on-site

#

So really just whatever oil products you feel like producing, stick those near the oil deposits

#

(I still don't regret piping 'em all back to a main base, personally, but the general recommendation is to process onsite)

old ember
#

But my current build is along the coast by those islands, the plan for me is to turn them into plastic and rubber.

carmine aspen
#

mountains?

#

the pink trees area?

carmine aspen
#

ooh

#

1 pure 1 normal node

#

right?

old ember
#

2 normal I think.

#

and 1 pure

carmine aspen
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oh?

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seems good

old ember
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At the moment I;m just using one of them, plus a coal and a sulphur. Gives me more than enough power for my next stage of factory.

carmine aspen
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how much powah?

old ember
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25GW, plus another 13 from previous power facilities.

carmine aspen
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12 gw from just turbofuell??

old ember
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25GW just from Turbofuel ๐Ÿ˜

carmine aspen
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๐Ÿ˜ฎ

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how many power makers

old ember
carmine aspen
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just from 1

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pure node??

old ember
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(for those doing the maths, no that's not a very efficient use of the oil, but I have more oil than I need at the moment, and the limit was the sulphur and coal, so it's built for 600/m of those, and 350m3/m crude from a slightly overclocked pure node)

carmine aspen
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not effiecient?

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confused

old ember
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A normal will give you 300m3/m max, and a pure will give you 600. I'm only using 350 of the pure, which means I could in theory get more out of it. I just don't have anything useful to do with it at the moment.

carmine aspen
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oh

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oh you havent OC'ed the oil node taker fully

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oil digger

old ember
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Precisely.

And I like Oil Digger. Gonna steal that.

carmine aspen
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damn usa be a oil daggir

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fukcin ey im great at speling

oblique hollow
fresh elm
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I abused head lift for overflow a bunch

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how does your and gate work?

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How would I use this to trigger an unrelated machine to turn on?

oblique hollow
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You need to imagine the pipe at the back being 2 seperate ones

fresh elm
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and I'm guessing the pump is there to keep it from backflowing

oblique hollow
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the pumps kill the head lift

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maybe i should turn this into a draw io diagram

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for clarity

fresh elm
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I see what you're doing, but it doesn't allow you to actually do what an and gate is useful for

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that's why I'm asking

oblique hollow
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it does do and

fresh elm
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I can't trigger anythign that is unrelated to the oil.

oblique hollow
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...yes

sand garnet
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why the unpowered pump? isnt a valve identical in how it affects flow

fresh elm
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there's no transistor

oblique hollow
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unfortunately

oblique hollow