#math-and-meta

1 messages Β· Page 492 of 1

frosty owl
#

It's all about having convenient numbers to work with. Of course, everyone have their own needs and preferences....
I hope this may be of help to you ^^

lyric bloom
#

it sounds like just having your calculations of the ratio is really what i needed. much appreciated.

#

i'll scribble out the details of conveyors and such before i get into it.

#

(don't tell anyone...i like working with conveyors)

frosty owl
#

Most welcome. I'm always up for skme mathing and/or nerding πŸ‘

frosty owl
lyric bloom
#

it's not apparent when you're early-mid game, but conveyor throughput - specifically, the speed at which machines are loaded by conveyor to get the next part's stuff - is a HUGE bottleneck for some processes where a lot of parts are involved, like screws

#

i think i've doubled or tripled production just by upgrading old conveyors.

#

and not even mk1 conveyors

frosty owl
#

That's the reason why I prefer having those sort of machines (screws constructors, quickwire assemblers or allu scraps refineries) close or even right behind the one using those parts. Avoid having massive amounts of conveyors just to shuttle the items around

#

All items that stack in 500 are prone to throughput issues xD

lyric bloom
#

no doubt. any super-high part-count stuff needs at least mk4 conveyors asap. would have been helpful knowledge.

#

frustrating part now will be doing the aluminum stuff twice - once with mk4 conveyors and mk2 miners, and then redoing it with aluminum mk5/mk3 stuff later once i've got some aluminum available in quantity.

frosty owl
frosty owl
topaz hedge
#

@frosty owl I learned this the hard way when I had to make 40 high speed connectors a miunte

#

freaking 3200 quickwire a miunte and I built a factory on the other side of the building from where the mfg's were that needed it.. never again

frosty owl
#

Those moments when you realize and are like "why TF did I not think of that sooner?!"

lyric bloom
#

any idea what your power consumption is? or, maybe just what you've got built would answer that

topaz hedge
#

dealing with 6000+ quickwire a minute overall was just a nightmare overall ngl. but like it was a learning experience overall.

frosty owl
topaz hedge
#

That's a very clean, very nice al setup by the way

lyric bloom
#

well, i'm specifically talking aluminum production, because while i will need turbomotors, i don't see anything requiring truckloads of them

frosty owl
frosty owl
lyric bloom
#

also, i find the whole cycle of aluminum production in the game odd, given the largely electrolytic nature of actual aluminum production irl. but, game.

#

hey, that's not bad. i might even have to ramp up.

frosty owl
#

So about 538 MW total or bit less

topaz hedge
#

I think you forgot to replace M with G sir.

frosty owl
lyric bloom
#

did someone say hydropower? 😁

frosty owl
topaz hedge
#

Oh

frosty owl
topaz hedge
#

my mistake, I thought you ment your whole turbomotor setup was going to use 538GW XD

lyric bloom
#

solar would be interesting, too. batteries or flywheels for storage to expend during nighttime. though this is less of a concern in-game due to lopsided day/night ratio.

frosty owl
# topaz hedge Oh

You need nearly 20 such arrays to consume all the bauxite, so it ends up in GW in the end

#

And that's not including the radio control units and the turbomotors manufacturers

#

Right, I included the heat sink assemblers in the equation @lyric bloom. It's probably less then 500 MW if you take them out

frosty owl
topaz hedge
#

lol that they do

lyric bloom
#

allllrighty:

  • fix train stations (not able to stop, eek)
  • get bauxite mining operational
  • collect bauxite and quartz via train
  • dump bauxite and quartz at central hub
  • set up one 5:3:4:4:3 aluminum production pod to start
    wish me luck!
frosty owl
#

And, most importantly... Have fun!

lyric bloom
#

wouldnt be here if i wasn't, LOL

torpid bane
#

what is the5:3:4:4:3?

#

machine ratios?

fierce ruin
#

Anyone knows how many fuel generators you can pump w/ two max clocked refiners?

exotic ledge
#

While it depends on your recipes, since Oil -> Rubber/Plastic -> Residue -> Fuel or Oil -> Fuel -> Resin

Assuming Oil -> Fuel with two refineries, then you'll make 200 Fuel per minute, and since each generator consumes 15 fuel per minute, the math says 200/15=13.33, so 13 should be fine.

But keep in mind that you'll have Polymer Resin byproduct, and would require 300 crude oil input per minute

#

Recognize that each fuel gen provides 150 MW and a refinery at 250% consumes 130 MW so it's a net worth of only 11 ish fuel gens.

fierce ruin
#

Nice, and I use the byproduct to make plastic, though it is powered by an external source

peak basalt
#

If the fuel backs up, then your byproduct will stop being produced too. And if your byproduct backs up, then you stop producing fuel.

naive ingot
#

If I want some kind of useful sink for biomass items, which is better, biomass to biofuel to liquid biofuel to fuel plant or biomass to biocoal to coal plant?

exotic ledge
dusky dust
#

Personally I wouldn't sink biomass stuff at all, doesn't seem worth the hassle

#

You've already done the work to stop having to collect biomass, why regress?

naive ingot
#

I just prefer not to waste... Y'know, in the Ficsit spirit and all that.

silent mortar
#

biomass into filters and iodine filters.

naive ingot
#

Ohh, I like that better.

#

I like that a lot better, actually.

peak basalt
#

If you want to use biomass after progressing to coal, then power your hypertubes with it.

#

Biomass burner(s) next to hypertube entrances

silent mortar
#

Just don't power your landing pad with it. :p

peak basalt
#

Lol

naive ingot
#

Yeah, I power my really remote Hypertube cannon "airports" with biomass burners.

#

I just aim for lakes or use a jetpack.

#

Lately, I've experimented with making "nets" out of ladders placed side-by-side.

bleak coral
naive ingot
#

I had a feeling that might be the case.

bleak coral
#

why'd you think that was the case, my first instinct was liquid biofuel resulted in more energy because it uses later tech

naive ingot
#

But it uses a lot more biomass per unit of liquid biofuel than per unit of biocoal.

bleak coral
#

ah I hadn't really looked at it before I ran the numbers

topaz hedge
#

i liked the idea of liquid biofuel, because you could in theory, completely automate the generation of power from biomass after hand loading a container.

#

and packaged liquid biofuel would be alright too, but the stack size is too small and the run time is too short to compare with solid biofuel for radar towers

exotic ledge
#

Oh unless I'm misunderstanding you, as you liked the idea of it, prior to learning it's actual implementation...

rustic talon
#

The numbers are inaccurate... JUST A MAJOR FYI!

upbeat tide
frosty owl
frosty owl
rustic talon
#

No, those numbers are very wrong in my opinion

#

It is the Satisfactory Tools website

frosty owl
#

Yeah, it should be 30 each in that example... well, as long as you know what actually needs to be done xD

topaz hedge
#

@exotic ledge I mean, it's automated after the point of collecting and loading biomass into the container. I experimented with it a little just for kicks a long time ago, for a small base, this is about the time I learned that fuel gens burned fuel even if they're not powering anything, they don't use much, but they use some.

wind spade
#

https://www.satisfactorytools.com/ <- this is SFTools website πŸ˜‰

bleak coral
# topaz hedge and packaged liquid biofuel would be alright too, but the stack size is too smal...

Yes liquid biofuel is in this horrible place where everything it wants to do, something else does it better

Fuel generators and truck stops: you have to hand feed them
Packaged: can't be used for chainsaw nor jetpack, and stack size means it's worse than solid biofuel for personal transport and portable biomass burners.
Biomass power: you get more energy out of charcoal and biocoal

It's literally not good for anything

upbeat tide
#

Batteries and liq bio really hope they rework. Because as of now they are not useful

#

By the time you automate batteries, your most likely not using trucks. Like in my world is either belts or trains.

bleak coral
#

Batteries do their one job really really well, but it's very niche: personal transport without radiation issues

upbeat tide
#

Yea the vehicle transport options need to be better

#

I never liked tractors, and getting trucks timed right isnt fun

bleak coral
#

Trains are good but need some work, truck stops need an overhaul and trucks (as funny as it is) need to be less bouncy

upbeat tide
#

Yea the bouncy bit is why my distance transport is only trains

#

I had a truck launch itself into low orbit, and another decide to take a trip into the void

bleak coral
#

Which I'm laughing at that right now hahaha, but this isn't goat simulator so it can't stay that way

#

I had one gently touch a small rock and then do a somersault into the lake I was driving by

frosty owl
oblique hollow
#

( @frail finch shared the save with the issue with me. Managed to replicate it)

oblique hollow
#

2 mk 2 pipes, connected at the bottom with junctions. They run along ramps, so no true vertical pipes. Just apply a flow rate and the fluid slowly climbs to the top. right now, i am about 60+ meters up

glacial hemlock
#

Are they self-sustainable? That means, after the flow drops to 0 for whatever reason (either pipe being full or empty) it can still auto startup afterwards?

frail finch
#

yes it can

#

had the pipes connected to my coal generators, with no power lines hooked up, and the pipes were completely full before i got around to hooking them up

#

continued to provide water after i hooked them up and started consuming

oblique hollow
#

if you flush it all, it simply goes back up

sand garnet
#

I wonder if it takes horizontal distance into account

oblique hollow
#

It seems to be more of the intensity of gravitational pressure

sand garnet
#

shouldnt that be equal everywhere?

frosty owl
#

How many of these issues have been brought to the attention of CS so far?
Also, good job spotting and testing this Zergslayer and McGalleon da_best

sand garnet
#

Im assuming the QA site has them

pine tangle
#

Huh. I could have sworn Batteries given speed boost to Vehicles O_o
Apparently, this is not the case.

frosty owl
pine tangle
#

Looks like all this time I confused it with Factorio, there better fuel give better performance in vehicles.
With that, no reason to use Batteries at all, looks like.

sinful vale
#

if you are part of the blade runner gang, it's better to carry batteries than fuel

pine tangle
#

Except really long routes - but this is big maybe and Trains are The Thing.

dusky dust
#

I use nothing but batteries in vehicles

#

At the rate they go through 'em, the dent in the production line is hardly noticeable

vast jungle
#

Has someone a good hint what kind of Steel Beams/Pipes is a good ratio to produce? I am not sure how much Steel Pipes I will need (Steel Beams are MK3 belts, so I NEEEEEEED them ^^)

hot ginkgo
#

Personally, I only produce things if I have a direct need for them. Plan a build that will encompass all the items you might need using steel, and knock it out in one go. Encased beams, heavy frames, pipes, beams.

#

If you dont have some of those things unlocked, just built what you need for now, and re make stuff later.

wind spade
#

yeah, you can always add more later, so only build what you actually need

vast jungle
#

I have unlocked Tier3/4 for a while, but only has an "adhoc" factory for beams/pipes and encased beams... not that I got to the point where I cleaned up (and increased) the rest of the factory, I am thinking about how to do the steel floor proper... which will be limited by my remaining iron input at the moment (240/min)

#

so I am thinking about how much I should used for the encased beams and how to distribute the remainder for bars/pipes

glacial hemlock
#

@vast jungle at the beginning you need more pipes than beams, after that switch them over, at the end swap again...

vast jungle
#

hmm...

wind spade
#

well that's not entirely true

#

it all depends on which recipes are you using

vast jungle
#

only basic recipes... the two alts that I got were trash

wind spade
#

there's way more than just two alts

#

and some of them are less trashy πŸ™‚

sand garnet
#

over 70 alts lmao

vast jungle
#

yeah... but going on a long alt-grabbing-tour is quite a headache...

wind spade
#

you can always go hunt for alts while you're waiting for resources to produce

#

(and you should)

vast jungle
#

at the moment I have a full industrial storage (in my warehouse) full of everything I produce πŸ˜‰

#

spent a lot of time and belts to get a good auto-filling warehouse

wind spade
#

there's always waiting when new item is producing / you're doing next elevator stage or schematic

#

(and you should get alts in early game as well)

vast jungle
#

great... got to the closest alt box... poison plant AND 5 attacking animals... had to reload πŸ˜‰

frosty owl
#

I usually di the big alts hunts once I have either hypertubes and parachutes or the jetpack πŸ˜…

wind spade
#

early ingame you can just hunt the easier drives

frosty owl
#

Too much walking for my likings. I prefer getting them in batches of 10/20 once I can collecr them all in 1 go, rather then having to go far away for a single pod I couldn't open when I cleared the area before

wind spade
#

well I prefer to go for pods when I unlock new stuff to get the alts for that stuff πŸ˜›

vast jungle
#

second pod, second death... I think I skip alt recipes for now.

#

maybe I just suck at combat in this game ^^

drifting lake
#

get a big stick and inhalers

vast jungle
#

no... the trick is to cheat... had to die 10 times to learn it

wind spade
#

trick is to just evade combat, rush the pod, grab drive and get back πŸ˜„

vast jungle
#

I am not looking for pods anymore... I was looking for a bit more coal...

#

but the cheat could work for pods too

minor cradle
#

i use ye old foundation method

#

early is better to collect hard drives unless you want to be in teir 8 and get tier 1-2 alternates

#

especially annoying when late game and trying to get certain recipes

hexed forum
#

on the flip side, it helps not to clog the mam up with HD's in the oven while in early game and the mam upgrades are quick and immediately beneficial

#

it's a good idea to have them on hand so you can throw one in before embarking on a production line or similar

fierce ruin
#

I just place a MAM next to the pod and let it research while I'm exploring or on my way home.

pine tangle
#

MAMs are single entity. Plonk one down, load HD, dismantle.

fierce ruin
#

What do you mean by "single entity", I know it will continue the research even if I dismantle it but I usually don't bother, it helps to have stuff around so I can tell I've already opened that pod next time I see it. And also to stop the mobs from respawning.

#

I also leave all my ramps and forts and stuff, making my mark on the world by littering it up with buildings.

marsh gate
#

Hey, question. I'm trying to learn how to maximize my basic Steel production (using the alt recipes of Steel and Encased Industrial Beams).
Now, I have access to Mk2 miners, and Mk3 belts. I have one Pure coal node, one Normal iron node, and one Normal limestone node.

How do I maximize my production of Steel Beams/Pipes/Encased Beams (using the SCT Website)?
If I try using 'maximize' for all three, it seems to be assuming I'm going to throw in every single coal, iron, and limestone node in the world (instead of pushing the three Mk2 miners to their limits (and the limit of an Mk3 belt) with 1-2 shards each).

bleak coral
#
  1. you need to change the resources it'll use in the items, resources menu
  2. when you maximize multiple items it sets them all to the same ppm, so you need to play with the slider or do separate tabs and decided how much of each resource goes to each item yourself to actually make maximum use
marsh gate
#

I don't know the limits per ore node quality.

#

The wiki shows the maximum of all nodes in the world, not per node.

bleak coral
#

and of course you can't go higher than 270 because of your belt

marsh gate
#

Yes, but... is there an easy way to do this, then say "I want X number of Pipes/Beams/whatever", because I don't know how many I need (only that my friends say I should max it out, and there seems to be a very delicate balancing act)?

bleak coral
#

it's all arbitrary, you can decide on an items/minute you want or decide how much steel goes to each item

#

and you can mix and match items/minute and maximize for different items

marsh gate
#

So there is no easy way.

bleak coral
#

there is no "ideal" number for an item, it's just what you want to do

#

anyone chasing that kind of thing is tilting at windmills

dusky dust
#

(That windmill did look at me funny.)

pine tangle
#

You need Solid Steel recipe - with Mk3 it will allow you to run 5.75 Foundries per belt.

marsh gate
#

I am using that alt recipe yes.

pine tangle
#

This will produce 345 steel per incoming Mk. 3 line of Coal+Iron.

#

Wait, let me check the math...

#

Right, Mk. 3 is 270 PPM, with Steel Ingots multiplying it by 1,5 this will give 405 steel or 101,25 Steel Beams.

#

This is very easy to setup if you have power shard to spare for overclocked Smelters.

marsh gate
#

That's 2 shards for a Normal node, and no shards for a Pure node.

pine tangle
#

Yep. And 7 for smelters, if you are lazy.

#

The ends result with Solid Steel and Encased Pipe should be around 38-39 Encased Beams per minute.

marsh gate
#

Ok, and what what about Pipes/Beams being thrown in there?

pine tangle
#

Wait. Normal node is 60/120/240 per tier of Miner. Pure is 120/240/480. So to fill up Mk. 3, Mk. 2 Miner need 3 Shards.

#

And I forgot to mention Concrete for Encased Beams.

marsh gate
#

'Normal' [Equivlant to Mk1 on 'Pure']
No Shards (100% speed): 120/min (!Mk2 MAX belt capacity!)
One Shard (150% speed): 180/min
Two Shards (200% speed): 240/min (!Mk3 @ 270/min is MAX belt capacity!)
Three Shards (250% speed): 300/min

'Pure'
No Shards (100% speed): 240/min (!Mk3 @ 270/min is MAX belt capacity!)
One Shard (150% speed): 360/min
Two Shards (200% speed): 480/min (!Mk4 MAX belt capacity!)
Three Shards (250% speed): 600/min

pine tangle
#

Warning: I am not in the best shape for this right now, so there can be some mistake :)

marsh gate
#

Understandable.

pine tangle
#

But your biggest bottleneck for Encased Beams is Concrete. With 405 Steel you can have up to 38,5 Encased Beams per minute. But this will need around 200 Concrete per minute.

marsh gate
#

Hmm. I'm not sure how that would be. Mk2 on Normal (with 2 shards) can do 240/min.

pine tangle
#

240 Coal/Iron will make 360 Steel, with Solid Steel Ingot.

marsh gate
#

Well we're talking Concrete aren't we?

pine tangle
#

Which is 240 Pipes. Which are still 34,3 Encased.

#

So yep. Single Limestone node is hard cap here.

marsh gate
#

Even with the alt recipe of Encased (to use less Steel and Pipes instead of Beams)?

pine tangle
#

Yes. You are capped at 18 Encased per minute because of Limestone.

marsh gate
#

Alright, that seems fair.

pine tangle
#

You can setup from maximum Coal/Iron input and produce 18 Encased Beams plus 160 (with a bit extra) surplus steel, which you can turn in to Steel Pipes and/or Steel Beams.

pine tangle
marsh gate
#

4 (maximum).

#

To the point I gotta do the Space Elevator to progress.

#

But I wanna take care of Steel first.

pine tangle
#

Oh, than it is easy. Make a two or three Assemblers for Encased Beams and send the rest for Beams and Pipes. You will need these more anyways.

#

Last Session I build 360 Steel PPM on site, whole output for Beams and than an Smart Splitter for overflow Beams to go to Encased Beams production line.
But this needed several switches between Beams/Pipes (you need a lot of Pipes for some stuff, but Beams are still in greater demand).

marsh gate
#

Alright.

pine tangle
#

Basically, before Tiers 5 and 6, dedicated Encased Beams production line is a bit of overkill, in my experience.

marsh gate
#

Noted.

vast jungle
#

Mk2 miner and hypertube entries is the only thing I remember for encased industrial beans in Tier 3/4

carmine lantern
#

so i got 3 lines of 240 coming in, and i need to split and merge them to 16 lines of 45, cant figure it out myself so could anyone here please help me? sorry if this isnt the right channel

marsh gate
#

The only way I can see this working (but would overproduce by 2/min is having 5 lines instead of 16.
240^16=15/min
But 240^5=48/min.

pine tangle
#

60, Belt Mk. 1, is easy to split down to 15/45.

#

But whole array for 3x240? This will take a lot of space...

carmine lantern
#

the thing is that i have a total input of 720, each existing of 3 belts with 240/minute going over them, i need to split them to 16 foundries(working on my new steel factory)

pine tangle
#

Why not simply Manifold it, honestly?

carmine lantern
#

manifold?

pine tangle
#
Satisfactory Wiki

Manifold, a.k.a. in-line splitting / merging refers to a type building style where splitters or mergers are aligned in a straight line, usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
It is the opposite fill method to the balancer.

carmine lantern
#

oh i think i have an idea now, thanks guys πŸ™‚

pine tangle
#

Extremely precise measurements on belts are not always reliable and consistent, and it is easier to just manifold with a bit of redundancy on top.

carmine lantern
#

yeah i see, at first i wasnt sure if it could work with overflowing, but forgot that mergers were a thing lmao

balmy spindle
#

^^ + Once Manifolds are fully operational they become just as efficient as load balancers (perfect splitting)

marsh gate
#

I don't see how that would work. The first machine would get the most, and the last machine would get the least.
The only way to spread that out evenly would be an injected manifold.

pine tangle
#

You should probably check Smart Splitter from Catherium MAM tree.

balmy spindle
#

@marsh gate when one splitter becomes saturated (full) it will start to overflow into the 2nd etc

pine tangle
#

Or you can just fill up the machines manually before starting whole chain.

balmy spindle
#

yeah

marsh gate
#

My friend tried a manifold attempt with my 8 coal gens, but he felt the coal wasn't spread out evenly with the 8.

pine tangle
#

I run Manifolds exclusively since Free Weekend Acess back in the day and never had notable problems.

balmy spindle
#

with coal gens its a bit different

#

because when running at max will use 15 coal/min

pine tangle
#

Generators are variable demand - this is indeed different.

balmy spindle
#

however that only happens if ur using all the power you produce

#

so usually you can just use a manifold to feed it in as long as you can supply enough coal/min

#

so 8*15 coal/min for 8 gens

marsh gate
#

So a manifold would eventually get itself up to speed.

balmy spindle
#

Yes

#

essentially

vast jungle
#

Hmm... Split each 240 belt by 4... Then join three of them together each and divide each of them by four again

balmy spindle
wind spade
#

no matter how you connect your machines (assuming your belts can keep up), it'll eventually work at 100% speed. Manifold is just easiest to do (simple, expandable, small)

lusty musk
#

Manifolds aren't balanced at the beginning it takes time to even out... I forget where, but there's a manifold calculator out there somewhere... but indeed as you scale up, manifolds become the way to go

balmy spindle
#

both when at 100% speed will be 100% efficient

wind spade
balmy spindle
#

Which is why I love using manifolds over load balancers since you use up less space

pine tangle
#

If you are really concerned about last machines starving, just fill them up with whole stacks [shrugs]

wind spade
#

(click on the "I know what I am doing" button, but keep in mind the website is outdated, with the exception of manifold and radiation tools)

lusty musk
#

You gonna put those in the new site greeny?

pine tangle
#

Honestly, right now Satisfactory not in the best shape for ultra precise belt work. Splitters/Mergers are major hard cap even with advanced versions from Catherium.
Takes wa~ay too much space.

balmy spindle
#

Yeah

#
  • imo Manifolds are visually more pleasing to look at
#

so thats a bonus on my end

marsh gate
#

Plus they are easier to setup.. πŸ€”

wind spade
balmy spindle
wind spade
#

and since they work on the old site, they don't have too high priority in my todo list

lusty musk
#

That fair greeny... And for what it's worth, thanks for all the effort you put in, in my opinion it's the best tool out there

torpid robin
#

You are gonna have to do some work on your calc greeny when the new patch comes out lol

pine tangle
wind spade
torpid robin
#

Oh so it’s actually pretty simple to do ?

wind spade
#

it's automated πŸ€·β€β™‚οΈ

torpid robin
#

Might come back to play once the patch is out and you have worked your magic

wind spade
#

wasn't simple to write the scripts, but with them it's pretty easy to do stuff

wind spade
pine tangle
lusty musk
#

I think that's subjective, I much prefer how it is now vs legorins calculator... Especially with complex production flows

wind spade
pine tangle
pine tangle
#

Right now your's does that, but the grouping and arrows going everywhere make it a bit hard on eyes.
But this is my personal opinion, so... :)

wind spade
#

@pine tangle you can move the boxes around, I'm trying my best to organise it decently when I show it, but it's not easy and I think it's decent for now

#

the issue with legorin's calculator is that it doesn't handle loops and cycles

#

which are pretty hard/impossible to do with that kind of display

pine tangle
#

Oh, I completely missed end scheme being interactive! That helps a lot.
And yes, Legorin's have some issues, but GUI well compensates it for me.

wind spade
#

one of the future features I'm working on is that when you move the graph around, the position of the boxes will save and will be the same when you refresh the page

#

I was thinking about doing that kind of display, but unless I figure out how to make it look nice with all the loops and stuff that's ingame, I can't implement it

pine tangle
#

Fair is fair.

wind spade
#

if you have any idea how to do that, I'm all ears πŸ™‚

dusky dust
#

Heh, yeah, trying to find "reasonable" layouts computationally for graphs is bad enough when they're acyclic. That's always work which I am thrilled to outsource to a third party app/library. :P

#

I tend to just let graphviz deal with it when I'm doing things for my own purposes. I do not envy the programmer trying to figure it out themselves

wind spade
#

yeah I have it "outsourced"

river night
#

Honestly I find that Legorin display not particularly useful for actually building a factory after, its more what I would call a "management overview" πŸ˜„

#

but being able to move the nodes a round in greenys calculator is definitely very useful for organizing it for yourself

lusty musk
#

Agreed, I much prefer they way it is now... Legorins it's fine in the early game with simple recipes, but I find it awful for late game complex items and production flows

wind spade
#

Not to mention that it doesn't support recipes with multiple outputs

glacial hemlock
#

It is useful if you want to see the overall flow of the resources

sand garnet
#

yeah but afaik it doesnt care about map limits etc

#

so you can get impossible results

#

1000 turbomotors? also possible on that calculator

#

so unless you already know the game fairly well, you may get impossible results and spend time building stuff that can never finish

upbeat tide
#

The tools I would recommend are Greeny’s and Daniel’s

lost eagle
#

What's the website for this?

fierce ruin
#

any source about the maximum ressources available on the map? like with OC'ed miners mk3 everywhere etc

fierce ruin
#

sadly it's not a exhaustive list

#

just some limit on the calculator

wind spade
#

well the limit is calculated from nodes and max belts

#

what kind of exhaustive list do you want?

upbeat tide
fierce ruin
#

I want the exact values, not if what I plan to do will fit or not

sand garnet
#

the map limits are on the input tab

#

and you can adjust the values as well

fierce ruin
#

ah I guess I'm blind then
or dumb
or both

upbeat tide
#

I like daniel’s, but it wont tell you map limits.

#

I just like the diagram UI

wind spade
#

damn my internet is slow today

sand garnet
#

πŸ˜›

fierce ruin
#

ah, thanks, exactly what I was looking for πŸ‘
my bad

oblique hollow
#

Internet isnt slow, discord is kinda suffering today

fierce ruin
#

damn that's a lot of water XD is that actually computed or just the max value of an unsigned 64b integer?

wind spade
#

google servers are fucked now

oblique hollow
#

I guess that's part of the issue

wind spade
#

water is just max int because I was lazy to implement infinity xD

oblique hollow
#

Greeny using "xD" frightens me

sinful vale
#

water is effectively infinite, that is just and absurd number of what i guess is the max amount of extractors you can have

fierce ruin
#

you could go the hard way by computing the best arrangement of water extractors on all the deep water surfaces available on the map

#

but it's probably more than what you would ever need anyway

wind spade
bleak coral
vast jungle
#

do you think 400 m^3 of water are enough to restart a coal-powerplant when things run dry?

sand garnet
#

entirely depends on the size of your setup

vast jungle
#

at the moment 8 coal power plants... I made a mistake in wiring and my miners stopped working... but power continued until the power plants ran dry.

sand garnet
#

you need 3 water extractors then

vast jungle
#

so I am placing a storage container and a fluid buffer near the power plants so I can restart mining system when it happens the next time

#

(Fluid Buffer for emergency restart, not Water Extractor)

sand garnet
#

if you think it will happen next time, you shouldnt try to put a bandaid on it

#

just fix it into a proper setup

vast jungle
sand garnet
#

just put a biomass burner to the existing water extractors

bleak coral
#

So you want some spare coal and water disconnected from the system you can connect in an emergency if the power cuts out?

vast jungle
#

the idea is the disconnect the powerplant from the grid, then connect both buffers, activate the plant and reconnect the grid

#

easier than bootstrapping everything with biomass

bleak coral
#

yeah that seems fine, you just need to start 2 coal generators to start up the water extractors, so you could even cutoff the pipes to the other six to make sure the first two get filled and startup the water extractors/miners, then reconnect the rest

#

seems a bit overkill for just 8 generators personally, but definitely a good system to practice for larger power plants

sand garnet
#

biomass burners straight to the water extractors would;ve solved this problem

vast jungle
sand garnet
#

biomass burner to that too then

#

plus, power outage doesnt mean there's no coal in inventory

#

if a belt has coal, it will feed it into the machine

vast jungle
sand garnet
#

500MW out of 8 gens?

vast jungle
#

525 MW... could be 7 gens, I left place for an eight one (not sure I built the 8 one yet)

sand garnet
#

yeah 7 then, 8 is 600

#

uses 120 coal so you can get 2400mw with that coal if you want

vast jungle
sand garnet
#

you'd be surprised at how quickly 1.2GW runs out lol

sinful vale
#

i don't think that 1.2gw will last up until you get a decent oil set up running

sand garnet
#

yeah nowhere near it

sinful vale
#

did i read that correctly?

wind spade
#

240 coal = 1200 MW

sinful vale
#

or there was someone with a number of 4+gw out of 240 coal?

vast jungle
#

wiki is a bit confusing with MJ and MW...

#

coal generator takes 15 coal/minute, right? (at 100%)

sinful vale
wind spade
dusky dust
#

Hah, sheesh, had been wondering if I'd been misremembering the amount of effort that goes into a nuclear plant, but no - 10x Nuclear Plants takes a hell of a lot fewer resources to build up all the machines than the 149-fuel-gen diluted turbofuel setups

#

The turbofuel plants: ```
Total Resource Stacks: 255 (6 ISCs, or 8 Freight Cars)
AWESOME Sink value of required resources: 40,432,478

#

And for 10x Nuke plants (which'll give you more power than the 149 turbofuel gens), first being rather conservative with alts used: Total Resource Stacks: 58 (2 ISCs, or 2 Freight Cars) AWESOME Sink value of required resources: 7,662,406 - or, using all alts recommended by greeny's comp: ```
Total Resource Stacks: 70 (2 ISCs, or 3 Freight Cars)
AWESOME Sink value of required resources: 8,372,466

#

More power, cheaper to build, more interesting to build

#

We'll see what happens in Update 4, of course. :P

#

(I suppose you can chop ~5mil AWESOME sink points off the turbofuel loop by using mk2 miners for the coal/sulfur extraction, but it's still >4x what you need for a modest nuclear setup)

marsh gate
#

Question: is it better to use the alt recipe for automating the Nobelisk (the explosive part), or the regular one?
Like, what would give the better deal (ratio-wise)?

dusky dust
#

IMO, at the rate you're likely to go through nobelisks, even if you're explosion-mad, it doesn't really matter much

#

Your bins are likely to fill up long before you're back from your expeditions regardless of what you use

#

Oh, hah, I'd forgotten that the nobelisk alt requires oscillators, to boot

#

Nah, stick with the original one.

marsh gate
#

Alright. The reason why I ask is I don't have access to Tier 5 (as I'm too lazy but that's another thing), and I was wondering if it would be better to wait 'till I unlock Tier 5/6 to get a better ratio.
You've answered that question. πŸ™‚

dusky dust
#

πŸ‘

#

But yeah, for ammo in general, I've never felt the need to have more than one machine set up, running the vanilla recipe for 'em

#

(so: nobelisks, rebar, rifle ammo)

#

That's always way more than sufficient for my needs, anyway

marsh gate
#

Yeah, I can see that, going by the calculator. If I did anymore, I'd surpass the Mk3 belt limit (of what I already have, of 59/min pipes, 34/min beams, 11/min Encased Beams, and 20.5/min Black Powder).

fierce ruin
wind spade
#

no, you don't need to overclock anything

#

for most things it's better not to overclock

swift robin
#

underclocking is great if you have the patience and space needed to build an extra 50% more machines because the power savings are significant

bleak coral
#

underclock everything to 1% and build 100x the amount of machines rolljace

marsh gate
#

Hmm.. looking at the wiki, I'm not really understanding how one Assembler would be able to fill up with Nobelisks, when it's 3/min (1 every 20 seconds) with the standard recipe.

#

Isn't that quite slow?

wind spade
#

how many nobelisks/minute you use?

swift robin
#

this game has a way of making hours disappear and unless you spend those hours throwing nobelisk then one assembler should be fine

marsh gate
#

Hmm. Alright.

swift robin
#

just ignore it for one project and boom you will have tons saved up and never use it all

wind spade
#

if you find yourself running out of nobelisks all the time, there's nothing stopping you from doubling or tripling the factory

marsh gate
#

Belt capacity stops me sadly.

bleak coral
#

injection manifolds and/or multiple factories

wind spade
#

yeah just copy the whole setup and connect it to mines

#

it's easier to build that way anyway

marsh gate
#

I don't see how that'll work when the calculator says "you're gonna need 280 coal/min" and I only have one pure coal node, with Mk3 belts powering my entire Steel factory.

#

And the limit is 270/min.

wind spade
#

well then find more coal πŸ™‚

#

or use alt recipes

#

also, 3 nobelisks/min only need 60 coal/min with standard recipes

marsh gate
wind spade
#

but... why do you produce extra black powder with nobelisks?

marsh gate
#

57 Pipes/min.

#

From 59.

#

I'm not sure if I even need that many pipes, but I guess I wanna prep for unlocking Tier 5 and beyond.

#

I don't really see myself building a mega factory, so.. I dunno what I should do. Should I keep these numbers? Go lower? ..This doesn't even include automating Motors which are gonna be a thing when I get to Tier 5.

wind spade
#

I always say - build only what you need right now, you can expand later, there's no need to overproduce anything

marsh gate
#

That's the kicker, I dunno how many I need. My friend told me the opposite-- to always plan ahead.

exotic ledge
#

"Plan Ahead" and "Build Excess" are two separate things.

wind spade
#

there's just two real usages of any item: research and building. If you unlock new item, check how much you need for research, how much for building, build a factory that provides that amount and repeat πŸ™‚

marsh gate
#

Hmmm... πŸ€”

#

Never thought of it that way. Thank you for the advice.

lean horizon
#

i would build the minimum until you finish out T6, because you're gonna want mk4 conveyers, mk2 miners, and access to most recipes

marsh gate
#

I most definitely want Mk4 conveyers.

wind spade
#

get more coal πŸ™‚

bleak coral
#

30 ppm is plenty for both pipes and beams

marsh gate
#

Nice, and right on the mark too.

#

I can go with this.

bleak coral
#

I just played with the numbers till I saw 270 lol

#

you're welcome πŸ™‚

#

and 10ppm encased should mean you have plenty in reserve for mk4 belts when you get them, I lived off 5ppm for a while with a reserve of 2 ISC

marsh gate
#

That's what I've been doing, and it's always been like '269.37' or '254.13' for the coal belt.

#

The black powder was throwing those numbers into a tailspin, with its 7.5/min.

#

Again, huge thank you. I'll reconfigure my factory for this.

marsh gate
#

How do I split off 30/min for general storage, then have the rest for the Encased Beams?

bleak coral
#

have you done anything with the caterium tree yet?

#

in the MAM

marsh gate
#

If you're asking if I have Smart Splitters, the answer would be yes.

bleak coral
#

sweet, then this is easy: overflow splitter after the assemblers

marsh gate
#

Sorry, I'm not following. So throw all 5 remaining constructors (that are doing pipes) into the 3 Assemblers?

bleak coral
#

yeah so you do the manifold, but on the last one you use a smart splitter that has *any* on the side going into the last assembler and *Overflow* going to your storage

#

overflow means that side will only get used when an item has no where else to go, like if all the assemblers are full

marsh gate
#

This is my Assembler setup (from the last build).

peak basalt
#

you could also use a splitter, have a side belt be a mk1 belt. then have a splitter on that, 50/50. one of those goes to storage, the other merges back into the first line.

bleak coral
#

you could also stick an extra smart splitter behind that splitter going to all 3 and set one side to overflow

#

would do the same thing

marsh gate
#

I think I understand now.

#

Will inform if it works.

bleak coral
marsh gate
#

Putting the Smart Splitter at the end, it only has one input. That's a.. problem (when I got two inputs I gotta deal with. The manifold and the constructor's output itself).

bleak coral
#

when I said end of the manifold, I meant the one for the assembler's input I was presuming you had

#

for this setup, just put it between the mergers and the splitter for the assemblers, and set the side for the assemblers to 'any' and the side going to storage to 'overflow'

marsh gate
#

That should give you a better clue to what's going on.

bleak coral
#

yes, 1 more merger, then the smart splitter

marsh gate
#

Ok.

#

Guess I'm gonna have to back the assemblers up, yes?

#

Actually I got it. Center is Overflow, left is Any.

bleak coral
peak basalt
vast jungle
#

Oh dear... another bullshit choice of Alts (I think)... "Pure Caterium Ingot", "Alternative Signal Beacon" and "Iron Wire"... I am thinking about taking the first one, the second one seems to be pure crap and the third one... I have too much copper anyways. Anything hidden I miss in this three in terms of tier 4+ production chains?

stark bronze
#

Iron wire is a natural match for stitched plate, and the nemesis of steel rotors

#

You won't be needing that much caterium in t4

vast jungle
stark bronze
#

You can still use stitched plate i_cart_even

sand garnet
#

@vast jungle iron wire and pure caterium ingot are both great choices. Not understanding their value does not make them bad choices

vast jungle
sand garnet
#

Iron wire.

river night
#

i use iron wire with stitched plates, its the best "simple" reinforced plate line afaik (ie. without oil)

#

and thats all tier 2 πŸ™‚

hot ember
#

do yall properly plan out stuff or just make it and hope it works?

peak basalt
#

Early and mid game, I just make it work.
But once I have the the important alts for most things, i dismantle it all to plan it out and rebuild

hot ember
#

i kind of plan as i build then realise nothing has power

old ember
#

I love iron wire. Early on it it's great with stitched plates, later when you start needing more and more copper for electronics, it's a great way to save copper for use in other things.. Plus you can then use the copper for fused quick wire and make the caterium go even further. Overall I think it's one of the most consistently useful alts.

vast jungle
#

So the overall idea is "get more alts to make alts more useful" πŸ˜‰

sand garnet
#

alts also make regular recipes easier but yeah, if you want the most optimal stuff, alts combind with other alts is the way to go

night jay
#

hold up, i just had an amazing idea s I woke up. what if they added like, a bucket, into the game that you could carry fluids in? Like you can add a spiggot and a funnel onto pipes to take liquids out and put into a bucket you can carry around, and then put them back in with a funnel. this definitely servers zero purpose in the game, but just imagine

vast jungle
#

I somehow feel worried... I will get "smart splitters" in a few minutes... this means redesigning ALL the belts around the warehouse πŸ˜‰

sand garnet
#

dunno, I feel its kinda weird having to carry around a bucket for fluids when we have a literal pocket dimension at our disposal

#

seems kinda.. backwards

stark bronze
#

Maybe things are free-floating in the pocket dimension and unpackaged fluid will just spread everywhere and become impossible to extract

vast jungle
#

Or there is no gravity in the pocket dimension, which makes retrieving liquids nearly impossible.

night jay
#

this was a very joke suggestion, I just thought it'd be funny if we could have a bucket to carry around fluids

vast jungle
#

Imagine filling up a Industrial Fluid Container with a bucket πŸ˜‰

upper jasper
#

@night jay we have β€œempty canister” already. The mod would be to allow a canister(stack?) to be equipped and filled manually.

wind spade
#

why would you want that tho?

upper jasper
#

Not sure it’s incredibly useful, but could refuel a jet pack or chainsaw. assuming the canister can be emptied as well, a player could short-term refill a coal/fuel plant to overcome a power-on spike

old ember
# vast jungle So the overall idea is "get more alts to make alts more useful" πŸ˜‰

Lol, pretty much. Some of the alts are pretty great by themselves, but the really good stuff is combinations. The petrochemical alts are like that. By themselves they're nothing particularly special, but some combos of 3 or 4 together; like turbo fuel, heavy oil residue & diluted packaged fuel; or the recycled plastic, recycled rubber, heavy oil & diluted packaged fuel for example - just insane.

vast jungle
#

has any built "smart storage" warehouse with multiple input belts?

dull sable
#

Ive got a small one. It takes a while with mk4 belts and the 500 stack items

bleak coral
vast jungle
#

I tried to retrofit a normal warehouse to deal with the overflow, but never got a design that didn't increase the size a lot...

bleak coral
#

the biggest increase in size is the extra sinks if you want to take full advantage of belts' throughput

vast jungle
#

then I tried to design a smart-sorter warehouse, but dealing with the overflow became a headache... I feel I have been brainstorming/running-in-circles for the last hours πŸ˜‰

wind spade
#

I'm not sure why would you want to have mixed belt input into your warehouse

bleak coral
#

so you can have a row of storage and just one belt feeding them all instead of a bunch of them

#

I use the same smart splitters that sort for the overflow, left and right are to storage and center is overflow, sink at the end

#

is that what you're trying to do?

#

and I just merge the end-product lines where it's convenient/space-saving/makes sense

wind spade
#

each fuel gen eats 15/min

#

so 5.3333

bleak coral
#

the last one needs to be at 1/3rd% usage not clockspeed though, clockspeed doesn't match usage rate for generators

wind spade
#

seems like 24% indeed

torpid robin
wind spade
#

yeah and I'm still not sure why would you want it

vast jungle
#

I am trying at the moment... I think I have found a patter than is 2 foundations wide (and two high) that can handle 8 containers (sideways). I use 2*2 walls, each with 2 belt holes.

torpid robin
#

What I plan for my storage is send a seperate belt from each production to storage . Then split it off to merge into a sink line . Up to a point of course . May need multiple . Then my line is always moving and it looks cool lol

old ember
#

If your plan is to merge it all into a single sink line you may as well merge it into a single input line of the same speed.

#

At least that's what I do. Most of the production from a specific area goes into the next chain in the production, and the rest overflows and merges with my single storage input line.

#

The exception is things like concrete and iron plates which I need I large quantity when building, they get a separate warehouse and belt though

hot ginkgo
#

Sinks are visible at the bottom. Auto sorts into each bin. Center if the splitter is over flow. Left and right sort.

#

Infeed belt is a mixed line coming from a train.

fierce ruin
#

Henning my setup is one belt feeding 3 rows of industerial storages which feeds item depensors 1 floor above, with programmable splitters and smart splitters set with overflow

#

those 3 overflows merge to go to the sink

viscid shadow
#

I am having an odd math problem and I'm wondering if I'm missing something

#

2 miners (300x2 = 600) on 780 belts going to 7 refineries (87.5 x 7 = 612.5) so my 600 ore going into 612.5 production. It shouldn't be backing up, but it is

#

the production out is not backing up either

sinful vale
#

are the refineries full?

viscid shadow
#

going in, yes. Going out no

sinful vale
#

if the outputs aren't full, i don't see any reason why they wouldn't be able to process even more than the input

#

are you sure that all the refineries are working at 100%?

viscid shadow
#

250%

#

i have an exact same set up next to it and it's not backing up

#

I just checked each one and they are running correctly

#

maybe it's just having a traffic jam effect

sinful vale
#

i meant efficiency

viscid shadow
#

yes 100%

sinful vale
#

if they are running at 100%, they should not only consume the input, but be consuming the clog too

viscid shadow
#

because its only consuming 12.5 ore/min faster, it may still need to work out the back up from production

sinful vale
#

did you just turn the refineries on?

viscid shadow
#

i'll give it a min to see if it self fixes

#

yes ... they are running, the issue is the ore is backing up when it shouldnt be

sinful vale
#

are you sure that the refineries are set to consume 612.5 and that all are running at 100%?

viscid shadow
#

yes, i believe that it's just trying to work out the 200 ore back up and that takes 16 mins

sinful vale
#

still, i find it odd

#

once that it consumes enough to continue extracting, it should be working even if it still has to clear the full inventory

viscid shadow
#

yes but i just did the math and it takes 16 mins to clear 200 ore

#

so expecting it to clear up faster may be the issue. In a few mins it should be running correctly

#

or I could pull out some ore and give it some room

sinful vale
#

check the miners if they are running at 100% and if they are emptying

#

if so the system is working correctly

viscid shadow
#

I mean, I already answered the question. And it's been 20 mins. So yes it's working now

vast jungle
#

I think I am now happy with my "compact" Smart-Overflow Merger" design... for 4 belts, it needs only one foundation depth, two foundations high and no extra space left/right beyond the space occupied by the four elevators down to the Industrial Storage Containers... each of the four belts go into a separate container, overflow of all four is merged. πŸ™‚

glacial hemlock
#

Photo blocked by zapper and the walls. So yeah... nice walls!... and zapper.

#

@viscid shadow check if all factory indicator lights are green, else it may be due to rounding errors

vast jungle
viscid shadow
#

kw, i already answered my own question

glacial hemlock
#

@vast jungle I am referring to the photo in your preview πŸ˜‚

#

and you have a lot of your storage photos, there is no clear shot about your assembly lines.

vast jungle
#

I also added a comment to the four pictures for the overflow and merge belts

hot ginkgo
#

Thats really complicated for overflow.

vast jungle
#

now I have a 16 box warehouse that overflows into four belts

#

and I think its just 6x5 foundations large and 5 foundations high

hot ginkgo
#

Do you use the overflow for production or just sink it?

vast jungle
#

they will go into sinks

#

at the moment most of my factory floors create everything they need from scratch

hot ginkgo
#

My system is significantly smaller as far as overflow goes. I manifold most of my splitters, overflow right down the center and into the sinks.

#

I think I have 60 containers in mine.

#

Split into 3 sections.

#

Check your mentions. I tagged you in the picture 12ish hours ago.

vast jungle
#

I saw the picture... I have only MK3 belts at the moment, so some factory outputs saturate a belt... so I wanted a single input belt for each container and then combine the overflow afterwards... and got carried a bit away in my quest for "compact" πŸ˜‰

hot ginkgo
#

All. That explains it. I use common input belts. Because I use one 6 car train to transport everything to storage. I didn't want to ass around with individual belts.

#

But I also use mk5 belts. And have 2 infeeds to make use of both ISC inputs. Allowing for up 1560 PPM of throughput.

vast jungle
#

ok... thank you for the explanation

#

next time I come online I will hook up the Sinks to the warehouse...

#

and debug belt problems πŸ˜‰

carmine jacinth
#

wut da fart

vast jungle
marble drift
#

Any advice for making my storage room ?

dusky dust
#

I rceommend you use storage containers for it. They work a treat!

sand garnet
#

for the room part, you can... use walls and foundations

bleak coral
#

you sort the stuff with smart splitters and the center output is set to overflow and it goes to a sink

vast jungle
#

not only you want to hide the delivery to the store room "upstairs" (or downstairs), you will also need MORE space there as soon as you get Smart Splitters (so that the overflow can go to an Awesome Sink)

#

If you "rush" the Caterium tree, you can get Smart Splitters... which would allow you to join multiple (low rate production) items of your factory onto a single belt and sort them out later into different bins. That will make your life much easier.

#

I am thinking about redesigning my "standard" warehouse like this... but its always a headache to redesign a connected and working warehouse πŸ˜‰

torpid robin
#

Idunno . My thoughts are to never merge stuff . For mine . I’m gonna have things made . Then drop directly down a floor . Fill up a warehouse . Then have a split and send it to my hub which has a bin for every item pretty much . But they will all be on seperate lines . But I have also built my base to allow for all the belt work

cunning horizon
#

I really want to design my base in a way that has a central bus. If you do central bus -> storage -> load balancing -> production -> central bus, it would scale to industrial levels really well without worrying about precise amounts of material. You’d just need to worry about the percentage of material going to the next part of its chain

wind spade
#

I'd disagree, having separated productions near nodes is way more manageable in lategame

cunning horizon
#

My idea for load balancing is that you’d be balancing the ratio of each material going to each recipe.

wind spade
#

I wouldn't mess with load balancing, I'd just use a manifold πŸ˜‰

#

but it's your save

cunning horizon
#

Right, the machines themselves would be managed by manifolds. But the material coming out of storage would be load balanced

wind spade
#

you can put manifolds there as well

cunning horizon
#

Maybe the better word is distribution. I want a central building where I say β€œsend 50% of all iron plates to reinforced plate factory”

#

If all my iron plate production comes back to the storage facility, then I can manage that allocation in one location without any hiccups. But with separated factories I need to map that out individually everywhere

wind spade
#

you don't because all production would be local

cunning horizon
#

Each local production factory would have an allocation chart like that, it would just be more precise about the numbers. You would know that station has X parts incoming and they are split into specific stations

#

But with the way I’m suggesting, you don’t need to worry about the actual amount you are taking in or producing. You just need to worry about where it’s going

wind spade
#

what I'm suggesting is that each factory makes final products from raw ingredients

#

so there's no transporting stuff between factories

#

only transporting final products to storage/overflow to sink

cunning horizon
#

You eventually need to ship parts somewhere. Like, you can make some easy localizations, like putting electronics next to your plastic production. But something needs to get shipped somewhere

sand garnet
#

fill 1 large container with a part, send everything else to sink

wind spade
#

you don't understand. If a factory needs item X, it makes the item, it doesn't import it

#

every factory has raw ore input and final product output

#

no intermediate product transportation

sand garnet
#

lets say you're making heavy modular frames.
everything gets made on that location

cunning horizon
#

Say you’re making computers. You have one factory making plastic, screws, and cables? Then you need to ship in iron ore, copper, coal, and oil

sand garnet
#

the ore, the plates, the frames, the steel, all of it in 1 spot

wind spade
#

yeah

#

or rather, depends on alt recipes

#

and you just build it somewhere near iron, copper, coal and oil

sand garnet
#

usually, iron, coal, copper etc is nearby

#

the only outlier is often oil stuff

cunning horizon
#

Lets say default recipe for simplicity

#

Right, oil usually feels best to build around since it’s highly localized

wind spade
#

and oil may be exception, I'd make a global processing of all oil to fuel and then transport fuel to the factories for plastic/rubber production

#

but even without it, it's still easier than having a main bus and messing with balancing

#

(and again, this is not me forcing you to do it, I'm just trying to tell you how I would do it)

sand garnet
#

bus is just a pain to manage

cunning horizon
#

So, the advantage of my design that I really like is that you can just add resource nodes to your network without changing the structure of any part of your base. Since all resources go to central storage, and that storage gets distributed on a ratio basis (with excess being sunk or stored), you can just build all that once and expand however often you want

sand garnet
#

its really hard to keep track of item counts etc

cunning horizon
#

The only maintenance is adding a new floor every so often to scale

cunning horizon
sand garnet
#

structurally, nothing changes between your setup or a local full production chain

wind spade
#

and if you add new buildings that e.g. eat plastic to produce computers, how do you know that you have enough plastic? you have to count if you have enough

cunning horizon
#

You don’t, but you also don’t need to add new infrastructure to increase that amount. You just harvest any new nodes

wind spade
#

meanwhile with my design I know how much ore do I have available (all the untapped miners), so I don't have to keep track of anything

cunning horizon
#

If there are no new nodes, then you need to adjust ratios in load balancing to satisfy that load

wind spade
#

and if I want to increase production of X, I just copy-paste the factory that makes X and voila, doubled production

#

yeah, I wouldn't like to mess with load balancing every so often, especially since everything balances itself naturally anyway

cunning horizon
#

But you still need to find new nodes to power that copy pasted factory. Here you still can copy paste that factory but it’s being fed from the same location, your central storage

wind spade
#

yeah, but in your case you don't know if you have enough resources in your central storage to feed the new factory

cunning horizon
#

Right, but if you only build out the manifold on the next level to where that next level can support, then you don’t suffer anything

#

And you can do that progressively. If you notice any material being sunk from a line, then it means you can safely expand

#

(though, maybe don’t always expand, you want some of your throughput being sent to storage so you don’t run out)

wind spade
#

but you don't know how much you can expand

#

it's all guessing game

cunning horizon
#

Its definitely a bit of a guessing game, but you can eyeball it from how much is coming down the sink line. Close to a full belt, then you can power a full floor

wind spade
#

yeah, not a big fan of "guessing game" and "eyeballing stuff", especially since we're in #math-and-meta πŸ˜›

cunning horizon
#

haha

wind spade
#

I'd rather do some 100% safe and self-contained setups, rather than giant box where you randomly add factories until it stops working

cunning horizon
#

i wouldn’t characterize it that way - you just have exact guarantees on those setups since you have exact numbers, whereas this method is easily scalable while also being location agnostic

#

as a software engineer, i like my black boxes :p

wind spade
#

well location doesn't really matter. In your case you bring everything to one place, in my case I bring stuff to nearby factories, in the end it's the same thing

cunning horizon
#

fair! but my satellite locations all end up just being collection

wind spade
#

and I don't see how my method isn't easily scalable, it's literally modules that you can copy-paste to scale easily πŸ™‚

cunning horizon
#

in terms of scale it’s all about logistics to me - you have to find nearby nodes to satisfy those factories, or combine particular nodes from far away to meet an exact ppm requirement

wind spade
#

you have to do it in both cases πŸ€·β€β™‚οΈ

#

assuming both methods need same output, you need the same input of nodes

cunning horizon
#

right, but you don’t need a mapping of a particular node to a particular factory in my case

#

you just collect the resource and send it to storage, where it is eventually distributed

wind spade
#

well you don't have to map anything, you just start building a module that needs e.g. 2 pure iron nodes, so you find 2 pure iron nodes nearby and build there πŸ™‚

#

(and also, since you build close to nodes, you transport way less stuff across the map)

cunning horizon
#

yeah, large scale transportation is definitely a problem with this case - would love train signaling to solve that issue haha

#

right, it’s the finding those nodes that i see as painful - obviously you can find them with the web tool, but what if i decide one day i want to change where that iron is being sent?

#

or i need more of a particular part being produced right now

wind spade
#

well if you want the iron to be sent somewhere else (because you don't need the items it's used on anymore), you just disconnect the factory πŸ™‚

cunning horizon
#

for instance, i could reroute all my production to space elevator parts when i want, then shut those production lines off once i’m done

wind spade
#

as I said the setup is more for lategame

cunning horizon
#

in this case the factory would just end up scaling down

wind spade
#

where you don't do stuff like elevator parts anymore

cunning horizon
#

right, but you will once update 4 comes :p

wind spade
#

and even if, you can still just cut the belt and build the space elevator part factory for that πŸ™‚

#

it's the same as yours - just build new stuff and connect belts

fierce ruin
#

whats the ratio between turbo fuel refineries to fuel generator?

bleak coral
#

just divide the amount of fuel you're making by 4.5

#

that's how much turbofuel is burned per minute in fuel generators

sullen glen
#

do you need pumps for a pipeline that is perfectly flat? or will it eventually fill itself up

dusky dust
#

@fierce ruin The turbofuel recipe on a single refinery produces 18.75/min, and a single Fuel Gen consumes 4.5/min, so every turbofuel refinery (at 100%) provides enough fuel for 4.166 fuel generators (or 4 1/6)

#

@sullen glen No pumps required -- they're mainly only used to provide vertical headlift

sullen glen
#

yeah I'm using them there

dusky dust
#

I suppose you could underclock the turbofuel refinery to 96% so it provides exactly enough for 4, if you wanted to have some nice even numbers

sullen glen
#

On these I need them though :P

bleak coral
#

those supports look nice

dusky dust
#

Indeed

fierce ruin
#

thx

stark bronze
#

Sorry a bit off topic

sullen glen
fierce ruin
#

whats surpising i'm not even using any pumps on my setup and the chain for rubber then turbo fuel is above the fuel generators

dusky dust
#

@stark bronze hand-fed lines?

fierce ruin
#

and its flowing quite well

stark bronze
#

Presents that are picked up instead of from trees

bleak coral
#

yeah on the last like 5 presents they just get stuck in the buffer, but load-balancing absolutely helps for everything above that so stuff is built in parallel

#

hand-fed is one of the few places manifolds fall flat on it's face though, cause without unlimited resources there's just a bunch stuck in the buffers

#

and depending on how much you dump you may not even turn on all the machines

stark bronze
#

Even with load balancing you can only produce recipe x machines amount of something at once

dusky dust
#

Heh, if I ever pick up gifts by hand I just trash 'em right away now

#

Basically only pick 'em up when they're directly in the way and obstructing me. :)

stark bronze
#

The trees are a bit slow so im thinking id still transfer tree gifts to respective lines by hand
Then i run into this issue

dusky dust
#

Y'just need more trees is all. :)

bleak coral
#

I mean you can use trees to make more trees like a recursive function

dusky dust
#

52 of them will completely saturate a mk5 belt

bleak coral
#

build a forest!

#

πŸŽ„

dusky dust
#

I've got 155 of 'em in my FICSMAS Village, and my setup's fairly modest compared to others I've seen on here

stark bronze
#

Or maybe because im still in a stage where gifts > something > mam, so i dont want to spend all gifts on one recipe

dusky dust
#

Yeah, just build more trees and merge merge merge.

#

If you can't afford a lot of trees yet, just focus on making tree-building parts first and then expand once you've ramped it up a bit. :)

stark bronze
#

So yall just hook everything up and let all containers be filled with ficsmas items like normal production lines?

dusky dust
#

Yep!

stark bronze
#

Well once gifts are unlimited this is viable i guess

dusky dust
#

Gifts are unlimited as soon as you've got Gift Trees available. :)

stark bronze
#

But ill have to stick to one overclocked, hand fed machine for everything now
Ficsmas Predicament (tm)

lean horizon
vast jungle
wind spade
dusky dust
#

Yeah, it's basically a side-effect of the fact that we don't have any buildings which have two fluid inputs

#

So if you want to combine two fluids (say, Heavy Oil Residue and Water), one of them's gotta be packaged, at the moment.

manic steeple
#

dose someone have an optimized smart plate, roter, and reinforced plate factory's

magic shadow
#

I don't understand your question. Yes, I have a few factories that use alternates, if that's what you're asking.

manic steeple
#

yes

magic shadow
#

ok? Is there anything I can help you with @manic steeple ?

lean horizon
#

Jumping in late about my post prior, those graphs arent the normal graphs, its maximized for sulfur, and because both methods output exactly the same amount of turbo, it gave me one that uses less buildings. The second i reduce the oil input or the sulfur input, it gives me the diluted fuel loop because it’s more efficient for everything pretty much. The only caveat is the fact that at 1200 sulfur input, both methods are exactly the same.

wind spade
#

well the main difference is that one method uses way less oil

#

and also produces less byproduct

lean horizon
#

Yep. Good news is i’m just gonna make poly fab out of it so supply my filters so it all works out for me

marble mist
#

how much does 1 coal plant eat for coal in 1 minute (no oc)? is it 15/min default

sand garnet
#

15

marble mist
#

ok that give me a lot of room to play with then, thanks

vast jungle
#

wish me good luck that I finally also get some good Alts... looking forward to open 7 harddrives to get some alternatives to the default recipies...

exotic ledge
# vast jungle wish me good luck that I finally also get some good Alts... looking forward to o...

Up to you, but consider two options if you haven't unlocked some new content yet (MAM / Spelevator Tiers):
β€’ Option one, if you don't unlock new content, alts are limited to what you have, which could help force a specific alternative if you're looking for an early one.
β€’ Option two, if you do unlock more content, you can get alts for future production that can be easier to put to use before building said future factories.

vast jungle
#

Did a huge tour through the North-Western edge of the map today... and nearly died when I tried to open the pod that needed damned Turbomotors (which I had not)... damned... shooting Monsters, Radioactivity and a pod on top of a mountain... for nothing πŸ˜‰

#

hmm... it seems I cannot research the purple Power SLug... I have all the parts, but the MAM said "cannot afford" (tried before started the scan on the first HD)

sinful vale
vast jungle
#

First HD: Pure Caterium Ingot, Cheap Silica and Fine Concrete... hmm... great, another "3 time shit" LOL

vast jungle
#

next hd...

sand garnet
#

cheap silica is also great

#

literally the only not useful option is fine concrete

exotic ledge
#

Pure Cat and Cheap Silica are both dece

vast jungle
#

at the moment I have more concrete and Caterium that I use... but this will most likely change in the future...

#

but still 6 chances left for ALTs that are useful for me RIGHT NOW... grml

exotic ledge
#

Caterium becomes a decent expense in the future if you want to utilize specific alts.

vast jungle
#

Next HD: Cheap Silica (again G), Bolted Frame (nice?) and Compacted Coal (hmm)

exotic ledge
#

Bolted Frame wants Screws. Always say no to Screws IMO.

#

Compacted Coal is πŸ’― here, for sure.

vast jungle
#

"You are screwed..."

exotic ledge
#

Compacted Coal gives access to Turbofuel later on, as well as improved gunpoweder recipe.

#

Keep in mind that if you don't have oil or sulfur unlocked, then those alternates won't show up until you unlock their products

vast jungle
#

I have sulfur, quarz and caterium unlocked... no oil (I am tier 4)

#

next HD...

#

the best things I got in the last 20 hours of the game was the Smart Splitter and Bladerunners G

#

I have set up an experimental "Iron Factory floor" based on Manifolds only and Smart (Overflow) Splitters... looks much nicer than the mess I did before.

exotic ledge
#

Good job!

vast jungle
#

finally the headache "how to I get the extra 7 screws from the belt" is over πŸ˜‰

sinful vale
#

keep in mind that the smart splitters tend to take a bit longer to have the whole line running compared to normal splitters

vast jungle
#

Same with Manifolds... still, much easier to handle...

#

and much easier to get the products into the warehouse... they can all move on a single belt (for low capacity production)

#

Next HD: Pure Quarz Crystal, Bolted Frame (again) and Rigour Motor.

#

Pure Quarz sounds okay... if I ever need lots of it. Water is cheap πŸ˜‰

#

And another HD... Fused Quickwire, Rigour Motor (again) and Gun Powder?
Fused Quickwire could be useful, the rest looks strange.

exotic ledge
#

Gun Powder alt that wants Compacted Coal? That's a decent one so that your Sulfur + Coal -> Compacted Coal doesn't have to be split for Sulfur + Coal -> Gunpowder and can instead be chained into Sulfur + Compacted Coal -> Gunpowder, but it's optional as there's enough Sulfur + Coal for a decent Gunpowder factory and it doesn't need to over produce.

Fused Quickwire is pretty good if you don't mind the little bit of extra work to get Copper near your Caterium.

Which did you go with?

vast jungle
#

Fused Quickwire...

exotic ledge
#

The natural choice, IMO.

vast jungle
#

the gunpowder Alt just switched the rates of sulfur to coal from 2/1 to 1/2 I think

exotic ledge
#

It switches the product from Coal to Compacted Coal

vast jungle
#

I have more blackpowder than I can ever use, so I stayed away from it πŸ˜‰

exotic ledge
#

Alrighty, yea, if you already have a gunpowder factory, then you're probably fine. Gunpowder doesn't have a high demand right now.

vast jungle
#

just checked the manifold/smart-splitter factory... its working on 100% (now that I fixed a belt error)

#

now I just have to start working on the second "Smart warehouse" tomorrow

#

Next HD: Gun Powder (again), High-Speed Wiring (??) and Compacted Steel Ingot...

hey, the last one makes Compacted Coal useful

sinful vale
#

solid

#

definitely

vast jungle
#

already took it G

sinful vale
#

one of the best alts in the entire game tbh

vast jungle
#

Solid Steel Ingot would be even better I think πŸ˜‰

sinful vale
#

i read solid, lol, sorry

vast jungle
#

.......... ?

sinful vale
#

i thought you said that you got solid steel ingots

vast jungle
#

two chances left...

#

Still, at the moment I have 240 Sulfur/min at my base and only make some explosives from it...

#

Next HD: Steamed Copper Sheet, Rigour Motor (again) and Fused Wire (again)

#

Caterium into Copper? WTF?

#

the steamed copper sheets looks okay

#

last HD scanning... after this I need SLEEEEEEEP ^^

#

fun fact... I am running out of things I want to buy in the Awesome Shop... does it get new stuff in tier 5/6?

sinful vale
vast jungle
#

I want foundations with conveyer holes πŸ˜‰

#

OMG, last HD...

#

Steel Rod, Solid Steel Ingot and Casted Screws

exotic ledge
sinful vale
exotic ledge
sinful vale
#

best screws are no screws at all

sinful vale
sinful vale
exotic ledge
vast jungle
#

I have lots of HDs with recipes I would most likely not use... ^^

exotic ledge
sinful vale
vast jungle
#

okay, looks like I have to redesign both the copper and the steel floor of my factory... the copper rework will be a bitch, I have no water directly close to my factory... hurray for lots of pipes G

exotic ledge
exotic ledge
vast jungle
#

maybe... but I have a pure copper node closeby, have to think about this

fallow vector
#

my terrible math tells me 2850 crude oil can be converted to power 1407.407333333333 fuelgens via turbofuel from diluted packaged fuel from dedicated heavy oil residue recipe

#

is that correct ?

bleak coral
#

using diluted fuel?

fallow vector
#

yeah

bleak coral
#

yeah aboutish

torpid robin
#

You are in math and meta. No aboutish here . You gotta be sure

fallow vector
#

that's 211.05gw

#

I only need 26.659gw πŸ˜›

bleak coral
#

aboutish in the sense that even the calculator has decimal errors from floating point numbers, so I got 1,407.4111111111 from 6333.35 turbofuel

viscid shadow
#

I have 8 iron mines going into 4 lines of 600 going into 4 sets of refineries 612 outputting 4 lines of iron ingots at 487.5 and 4 lines of iron ingots at 650. My first 650 line is making screws.... I need an entire building just to make use of this line.... ffs lol math

sinful vale
#

the best screws recipe is literally any alt that ditches the use of screws

viscid shadow
#

what?

sinful vale
#

screws are the worst thing in the game to deal with, followed by aluminium lines decimals

#

if you have the chance to get a recipe to ditch their use, take it

viscid shadow
#

how do you figure? Reinforced plates can be made with almost nothing but screws

#

makes layouts a lot easier when you only have to deal with one material

sinful vale
#

you can make stitched ones with iron wire, you get them out of the same iron node and they are also more resource efficient than normal ones

viscid shadow
#

ill look into it

marsh gate
#

Hey. I need to produce 607.50 Iron/min. Since I only have access to Normal nodes, that's roughly three Mk2 miners on Mk3 belts.
Problem is, that's 720/min.
So if I go..
720/min minus 607.50
I get 112.50. Is this what I need to set the 3rd Mk2 miner to? Just wanna make sure my math is right.
https://www.satisfactorytools.com/production?share=q8vSK6rQdE9H4nRzDuv7

sinful vale
#

in all honesty, i don't bother setting miners, just overclock them to the max possible, you will most likely come back to it sooner or later

marsh gate
#

So, backing up the belts wouldn't be a bad thing for this?

sinful vale
#

it wouldn't mater, your inputs will be filled, only thing that will happen is the miner periodically turning off and on

exotic ledge
#

@marsh gate You want three miners to produce 607.5 Iron Ore/min? Three Mk2 on Normals?

marsh gate
#

It's all I have, that and Mk3 belts.

#

However.. if I ignore the belt capacity and go with a "fuck it, overflow isn't gonna be an issue" approach (as Ianxcapo suggested).

exotic ledge
#

Total all three, as if they were 100%... 120+120+120=360
Now you want it so that 360 becomes 607.5?
360x=607.5
x=607.5/360
x=1.68
If you set a miner to 168% they'll produce 201.6 ore.
Total all three to double check the math: 201.6 + 201.6 = 403.2 + 201.6 = 604.8
So we're off by 2 ore per minute due to rounding errors, so just overclock them to 169% instead: 202.8 + 202.8 = 405.6 + 202.8 = 608.4
Which is the closest we can go while being over the target; if we're under the target, even by a small fraction, there'll be a moment in our factory that skips production because of that fraction.

#

=========
So I kind of showcased all the math, but there's some tricks I tell myself to remind me of what I want:

I have, at 100%, three miners, total them.
360 Ore / min.
I want 600 ore/min
So I know I want the percentage to be greater than 100% (greater than 1)
Thus which number is the numerator? The larger one. 600/360 is the overclock ratio I want.

If I wanted to produce 150 Ore with two miners:
240... 150... I want to be less than one... 150/240 is the underclock ratio I want for both miners

marsh gate
#

Two of them would have 2 power shards each, that's where my math comes from.

#

Two Shards (200% speed): 240/min (!Mk3 @ 270/min is MAX belt capacity!)

#

If I cranked it all the way up (three shards), I'd need Mk4 belts. I'm still on Tier 4 here (so I don't have access to them).

exotic ledge
#

First off, just because you give it a shard doesn't mean you need to overclock all the way. Up to you if you want to. I give shards to my minors and overclock them to 107% sometimes, for example.

Secondly, you're right, I didn't talk about your belt problem. You are limited to 270/min via belt, and thus, you can't put all 607.5 on the same line.

Your best bet, if you want to be precise with the numbers that I listed above, you would have three minors outputting 202.8 ore each. Don't merge them yet. Run them each into whatever you need that ore for and then you'll have less material on the line. THEN Merge them to fill the remaining lines.

#

======
Now what lanx said was that Miners overclocked past the beltspeed are "simplified" to the beltspeed, which is true. The miner would spit out content as fast as the belt speed, produce more content faster than the belt speed, and turn off, saving power, just as if it was underclocked (||kinda||).

IIRC, it actually consumes more power to produce that ore than it would if underclocked, and when it turns off, it saves more power than if it was underclocked. Pseduo-equalizing the two situations, but the suggestion lanx gave offers a bit more fluctuation in your power grid. If I recall correctly, since I don't actually use this method myself

marsh gate
#

So, should I go with the 202.8 for all three? Because this is going to be fed into.. 21 Smelters.

exotic ledge
#

21 smelters with the normal Iron Ore -> Iron Ingot recipe?

marsh gate
#

See that website link I posted.

exotic ledge
#

Ah

#

I found it.

#

I was a little confused becuase 21 smelters isn't divisible with 607.5 ore XD

marsh gate
#

shrug

exotic ledge
#

But yes, 21 smelters with a total of 20.25 clockspeed

#

That'd be divisible

marsh gate
#

That being said, that is one of them at 25% clockspeed, yes?

exotic ledge
#

If you want, yes. You can have 20 @ 100% with 1 @ 25% or you could have all 21 at 20.25/21% clock speed (96.4%ish). If you do the latter option, you'll end up saving a little more power, but you should be sure to check if Satisfactory's rounding will make 96.4% inefficient enough.

marsh gate
#

I wouldn't know how to check that.

#

I mean, I know how to access where it shows the efficiency, but that's about it.

exotic ledge
#

When you have three lines of 202.8 sending into smelters, you can Manifold each line into 6 smelters (a total of 180 ore consumed): 202.8 - 180 = 22.8 and then merge them: 22.8 * 3 = 68.4 to fill the last two smelters.

*In my example above, you have 8.4 ore left over. This is untrue since your smelters won't be 100%, so don't worry about this misnomer right now

exotic ledge
# marsh gate I mean, I know how to access where it shows the efficiency, but that's about it.

When you set clockspeed, you'll see it also changes the numerical output

So if you have 30 output per minute with 100% and set it to 90%, then you'll see the value change to 27 output per minute.

If you change it to 96.4% then the numerical value should go to 28.92 output per minute, but Satisfactory could round it up or down due to decimals. Make sure when you divide your ore into each machine, you have some excess ore on the line, so that every machine has material for production.

Clarification: "Divide your ore into each machine" I'm talking about double checking the game's math. If you see Satisfactory rounding down the machines to 28 ore per output, then 28*21 is only 588 ingots but you need about 607 ingots. It shouldn't be that dramatic of a rounding error but that's the idea. Double check that you're producing equal to or greater than your desired output (which should be 607.5 ignots, since ore:ingots are 1:1 ratio)

#

Ok, for now, I'm out. Gotta do some family stuff. πŸ˜› I'll be back in a few but I'm sure other people can pick up where I left off, if you have more questions.

marsh gate
#

I appreciate the math lesson there, Bunny. πŸ™‚

viscid shadow
#

Take the StarCraft approach to simple math: Produce as much as you can out of power and mines, have more production than it can use and you will never back up. Power is only used when functioning so having an extra production doesn't hurt you.

#

For example I feed a 600 iron into production that can support 650. I could lower that, but why bother

marsh gate
#

What about what they said, that when the miners start up with 3 shards each, that means more power spikes?

viscid shadow
#

they removed power consumption from shards

marsh gate
#

Huh. So they just made my life a little easier. That's great. πŸ™‚

viscid shadow
#

I mean I always run at 200% power

#

also the more stuff you have running the smoother your consumption line will be

marsh gate
#

Noted, I'll definitely keep that in mind.

sinful vale
marsh gate
#

What about wild jumps from 300MW to like 700MW when they kick on?

dull bolt
#

At oc 250% you consume 400% more power or sth.

marsh gate
#

Would I need to worry about that? Though I do have 2,400MW in total.

vast jungle
#

Overcooking on Tier 4 is the one thing where two normal resources nodes are better than pure nodes... You cannot overclock the Pure mk2 miner nodes because you lack the belt speed

viscid shadow
#

i just noticed the new animation for water pumps, that's neat

oblique hollow
#

New?

#

Afaik they just spin like the same big old washing machine they always were

viral jay
#

@oblique hollow the first versions of spinning animation was less noticable

ripe lava
#

so if i have 3 pure nodes of coal with mk2 miners on them, how many coal power plants can i have, and how much water do i need

exotic ledge
ripe lava
#

so 48gens and 18 waters thx

exotic ledge
#

Β―_(ツ)_/Β―

#

but it looks like it works

sand garnet
#

you showed the red circle

#

coal lake is yellow circle

obsidian sluice
#

I guess we could call the red circle crater lake, since the yellow circle is coal lake πŸ˜›

sand garnet
#

thats accurate, because it is called crater lake lol

oblique hollow
#

To me, the Blue Crater is Oil Lake

viral jay
#

is this map made by community or CSS ?

oblique hollow
#

us, probably. An image of the ingame map overlayed with color zones and names

viral jay
#

there is another map with less names. this one was new for me

#

nice to have

glacial hemlock
#

The map image is a replica of what showed up on Hannah's screen

oblique hollow
viral jay
#

πŸ‘

oblique hollow
#

so still the same as when it was first added

viral jay
#

had somehow a patch note in my head saying that animation visuals changed..... nobodys perfect

#

could have been factorio

ripe lava
#

for 18 water extractor how many mk 1 pipes do i need

obsidian sluice
#

18*120m^3/min / 300 = 7.2, so you'll need 8

#

realistically you could cut corners and fit it with 7 instead, since water consumption is reduced when the coal power plants produce less electricity

#

I constructed a 48-generator power plant at the crater lakes too, and I fitted mine with 7 pipes

#

48*75 plants = 3600 MW, but if you fit it with 7 pipes, you're limited to 3600*7/7.2 = 3500 MW

#

and I was certain that I would upgrade my power grid before I hit that

vast jungle
#

Distributing 18 extractors to 7 or 8 puppies sounds like a pain

#

9 pipes would be easier

obsidian sluice
#

you could line up 5 extractors to extract 600m^3/min and feed both ends into 2 pipes

vast jungle
#

5 extractors to 2 pipes sounds good... So 15 extractors to 6 pipes... And 3 extractors for the last two pipes.

obsidian sluice
#

the water extractors are a mess because I built this a week into the game, so I really should go back to clean it up

vast jungle
#

I think I have a total of 6 extractors at the moment (for my coal power plant) πŸ˜‰

fierce ruin
#

so you can't produce more than 117 turbo motors per minute because of the aluminum production, am I right?

sand garnet
#

incorrect

viral jay
#

you didnt say no. πŸ‘

fierce ruin
#

ah I forgot the radio control unit alternate

#

thanks

vast jungle
#

I have to admit I would have never guessed that the Alternative Stiched Iron Plate Recipe is THAT good... especially with Iron Wire together

topaz hedge
#

I'm really starting to get frustrated with decimals on this game, and between that and them breaking my factory..

oblique hollow
#

Decimals mostly get eliminated by using 10 times as many machines

topaz hedge
#

How about 100 times as many?

oblique hollow
#

Also works

topaz hedge
#

Because the deciamls are in the 100's place

#

What about the fact that I'm almost at the machine limit?

oblique hollow
#

But there arent any recipes with 0.001 parts/min

#

1 decimal is the limit with most things

topaz hedge
#

Anywho, sorry. I'm a little sour because I need 53.4 mod frames, and I'm producing 53.42 and It looks like it's still trying to run out.

oblique hollow
#

Where does that 0.02 come from

#

Not even Over/Underclocking produces these numbers

topaz hedge
#

And there are plenty of recpies with .001.. supercomputers, computers, highspeed connectors etc.

#

heavy frames.. and yes, it does. 71% * 2 = 1.42

oblique hollow
#

5.625 x 4 = 22.5

#

And 5.625 x 8 = 45

stark bronze
#

1.875 x 8 = 15 for supercomputers
If you dont clock them They are not that ugly

topaz hedge
stark bronze
#

The way clocking is rounded also makes it worse

topaz hedge
#

you still have decimals on your inputsides.

oblique hollow
#

Well, that base recipe is pretty crap, imo xd

topaz hedge
#

I just noticed that machine is running at 1% lol. that's wrong.

#

Anyway. you can make the decimals go away if you only needed 15, or 30 supercomputers a min, but what happens when you need 5, 10, or 20? you end up with the same issues :/

oblique hollow
#

Produce more, split off the extra

#

You should always overproduce

topaz hedge
#

That's good logic yes, somewhat. but it makes no sense if you need 18 supercomputers a minute to make 30.

oblique hollow
#

Then go to the nearest nice integer

topaz hedge
#

I'll agree, but disagree because it waste resources, in a way. I've complained about the integers handling before, and it's been beaten to death. I hope they do something about it. How come you don't like that mod frame recipe?

oblique hollow
#

Also, use alternative recipes to their full potential

topaz hedge
#

oh because it's not an alt. lol

oblique hollow
#

Not that

#

Its just a very poor outputting recipe, in my opinion

topaz hedge
#

That was suggested by satisfactory tools, and I went with it. combined with steelrods it was fairly cheap.

topaz hedge
#

Well, I'm going to turn up that machine so it'll output 1.5/min and hope it fixes it

heavy gull
#

how many gifts/min do gift trees give?

dusky dust
#

15

heavy gull
#

❀️

dusky dust
#

So 52 of them will saturate a mk5

vast jungle
#

I am running numbers for a Motor/Stator/Rotor factory floor... based on Solid-Steel-Ingots, Iron-Wire and Steel-Rotor... do these numbers make sense to you?

#

I would like to use up the 35 remaining Iron, but I am still looking for a good idea... 35 iron is not that much ^^

exotic ledge
#

Yes the numbers make sense and look correct. You could always opt into overclocking the 240 ore from the initial miner so you would have more than 35 iron left over.

You can also use some of that coal (since there's some left over after 80) as well.

You can make another Solid Steel Foundry for Steel Beams

vast jungle
#

hmm... 13 additional Steel Beams looks like a good idea. This would consume 239.67 Iron Ore/Minute πŸ˜‰

oblique isle
#

lol I only use one alt recipe and still get 5 motors/min

#

its worked out nicely, like really nicely.

vast jungle
#

I hit a few good Alts with the last 3/4 harddrives

#

Including "Stitched Iron Plate"... which is GREAT together with Iron Wire

exotic ledge
vast jungle
#

unfortunately this means starting nearly all factories from scratch ^^

oblique isle
#

True

vast jungle
#

Fun fact... I got an Alt I cannot use... because I am only Tier 4, not Tier 5 (and it needs a Refinery)

oblique isle
#

which one is that?

vast jungle
#

Steamed Copper Sheet

exotic ledge
#

But I did find Solid Steel Ingot, Pure Iron Ingot, and Encased Industrial Pipes...

So I'm making 520 Steel Pipes per minute into seven different recipes.

topaz hedge
#

Mmm... well I figured out my issue I had this morning that had me really heated at the game. lol

#

Apparently wolf can't count.. oops.

shadow kite
#

what kind of a crazy sinking do you have to do to reach that for real?

exotic ledge
#

A burst of quality items from a storage container

#

That's common if you dropped a handful of some leftover construction stuff (Heavy Mod Frames, for example)

shadow kite
#

i'm just feeding ingots and concrete though. i'd sink more but i'm thinking of ripping my base apart, so i haven't bothered with much assembly lines

topaz hedge
#

"quality" items

#

as far as sustained sinking.. well, most of us build purpose made factories with the idea of feeding a sink in mind, you can look at the wiki to see what's worthy of sinking, turbomotors and supercomputers were pretty good candidates, but with the update coming in 2 months, the next safest bet might be adaptive control units, they're worth 88k a pop, after that. the next closest that won't be affected by update is probably the computer at a measly 17k

exotic ledge
# topaz hedge "quality" items

Lol yes, Quality items. Things that are worth more than basic building blocks but not as rewarding as super computers, cuz it was only 400k in that burst. πŸ˜›

shadow kite
vast jungle
#

Would be funny if you could sink nuclear waste for a negative number of points

shadow kite
#

what if... Sinkable plutonium waste...

topaz hedge
#

you can sink nuclear fuel rods, they're like 77k a pop

#

but.. update :/ @shadow kite versatile frames? honestly, I'd hold on to them because you're going to need them again to reach the higher tiers, if you have a factory that makes them all the time, by all means, they're worth like 1.2k a pop

shadow kite
#

when i go nuclear, i'll put the cyber truck in the center of the waste dump :p

topaz hedge
#

you could build a factory that makes them, for some fairly decent points early game. and you'll have them when the spekalavator ask for them again

vast jungle
#

With construction technology like this you could go orbital-solar-collector instead of nuclear πŸ˜‰

#

And then you build a "solar satellite"factory and go dyson

shadow kite
#

i have 1 save running on nuclear, another running on turbofuel. current one is producing 4GW on coal

vast jungle
#

I got some good alts and decided to redo all iron related factory floors... So I am still at Tier 4 and happily run with a 1.2GW coal plant

shadow kite
#

imagine a tier 6 factory, but it's all running on biomass burners

topaz hedge
#

if you're good with efficiency, you can run on 900mw for a miunte

exotic ledge
#

I might have to use a farming mod or wait until farming is implemented into this game.

shadow kite
#

hoard lizard doggos and pray they find edible stuff xD