#math-and-meta
1 messages Β· Page 500 of 1
I am trying to think of a load balanced way, but I'm not too good at them and not sure you can just separate out the 15 exactly
at least not without getting too complicated
you could just split it 5 ways and do a sorta hybrid thing where the one needing 15 fills up and then it's balanced
wait, no I just got it, you split it by 3 and each of those by 3
that gets you 9 lines of 15, and you can combine 8 of them into 4 lines of 30
Had considered that to be the easiest option, though only on mk 3 belts, planning to do 2 lines of 135, 2 lines of 150 would be over the mk 3 belt speed
Yeah, alright, that can work, a little bit spacy, but I got a gap layer
you could do the equal 5 and put a meger before that and a spilliter on the one you want on half
135 divided equally between 5 lanes is 27
I got a solution, spit into 45 then split in 15s
yeah that's what I was trying to say
earlier
looks nice too, I like how you arranged everything
is there something like this, but for moving fluids?
Fluid only has 1 speed, regardless out pipe
Number of pumps, might effect it somewhat, but should be just 1 speed
And of course, the MK2 pipe, is the same as using 2x Mk1
ok..
Flowrate is just the same as products on the line. So if you have a water extractor, you get 120m3/m and thats it. Nothing you can do to effect that, beyond adding more water extractors or changing clock speed
that's a chart for train round trips for equivalent belt throughput
alright. thanks. that doesn't really help me though. I'm just slow and I don't really know how to figure out flowrate/time between stations.
I don't believe there's a version for liquids, because that's a less common thing to do
yeah you usually don't want to move liquids
Liquid Train Cars are 1600m3, so 5.3 min to fill with MK1 pipe or 2.6 min to fill with MK2 pipe, assuming pipes are full
is it worth it? I need like 6000 water/min at my factory in the desert and I'm trying to optimize my world for better performance. so would using a train be better off in that respect vs a ~1.2km pipeline of 20 pipes?
(or moving the factory that needs water near water)
^ that's usually what happens
if you want to move liquids long distances you're a bit on your own
Hm. well relocating the factory would result in a different logistic issue. really not any easy solution lol.
6000m3 water, would be 5 wagons. Assuming the train ride is 5.3 min.
I've seen people do fluid trains. what's the math for figure it out?
same math as to figure out solids, the units change but the numbers are the same
also wouldn't that be 10 cars at less than 2.6 minutes to transport 6000m^3/min?
id just sit there and watch it
I wouldn't
i dont like doing the math for it. place a few carts down. and see if it all gets picked up
1600m3 per cart, last I checked. So 3.75 is 100% correct
With MK1 pipe, thats 5.3 min
that's how many are needed to transport that amount of water, not how much per minute
the trains would need to be transporting 3.75 cars worth every minute to keep up
Same yeti, I'm a little lost as far as how to figure it out.
Oh yeah, its 3.75 cars times the train ride...
Too late in the day, to do math, apperently
oh it's on the wiki... I was just on there and I didn't see it
they have it all on the locomotive page, I'm not actually sure that's the best place for it
you'd think it'd be on the freight station page
@deft lichen
I'd like it to be separate and referenced from all train related pages
or that
alright. so I need a trip less than 4 minutes, and 10 cars to make this work. that's what I needed (:
and if you can't keep it under 4 minutes you can always add more cars
I know there was an equation for # of cars somewhere, but I can't find it now
I'll probably spend the week debaiting on it. my other option is to use the water from the ocean east of dunes, right now I'm getting it all from the ocean to the west with all the oil fields.. in hindsight it was a bad idea
I mean I can suss it out from what they got there now which is
Storage Capacity x Amount of Carriages
Throughput = ______________________________________
Round Trip Duration
Which instead could be written as:
Round Trip Duration x Desired Throughput
Amount of Carriages = ________________________________________
Storage Capacity
So I can search for it later: train throughput equations
the math is in minutes.. (obviously) yay fractions.
I mean you can do all the math in seconds and convert to minutes later
that's what all computers do lol
oh.. yeah today isn't my best day of math. I started out mathing for a train car holding 4800 @ stacksize 100.. and worked down until I figured it out >.>
it is a bit puzzling to me that trains cars hold a different amount than the freight platforms....
Yeah, it throws me off every time
I think I've finally managed to internalize it after my most recent lines
I guess it's so they can handle some wiggle room, but if you have anything go past 36 spots in the freight platform that's a capital P Problemβ’οΈ
I know it'd be a buff to trains they don't need, but I actually wouldn't mind if the cars just became 48 to normalize them with ISCs and the freight platforms
maybe there is a mk2 cart coming out. but the platform will be staying the same
I guess? 36 to 48 slots would be a rather lackluster upgrade for a whole new thing
They've got a general rework of trains on their TODO, though I suspect it's probably not high on their priority list
If we get capacity changes on the cars, I wouldn't expect it to happen outside of whenever that update happens
true
yea my thoughts as well
@oblique hollow and anyone else who's familiar with the fluid max flowrate problem, I'm about to setup up a system that I think could have issues and I wanted to see if it was fine or if I could run into problems.
It's a pure iron ingot line of 40 refineries in a double manifolded system. One pipe, double-ended system with each end being fed 382.8 m^3/min water. Uses Mk2 pipes for everything.
you would be fine wouldnt you
cause at the start at each end you are no where near max flow
by the time they are both reaching in the middle youj will be well below max
that's what I'm thinking, I'm just not intricately familiar with the problem
Yeah, I think that would be fine
It seems to be just problematic (in some semi-mysterious circumstances) when you're trying to max out a pipe, whether mk2 or mk1
the pipes will be full because it'll fill up as I work on other parts of the factory but no part of the system needs more than that initial 382.8 m^/3 going through it, so yeah I guess I should be good
It seems like you don't have to go too far below the max throughput before things work quite well. I've heard 95% floated as a pretty safe theshhold (570) though I'd consider the number slightly fuzzy
(and again, even at full flow, sometimes it seems to work fine) But yeah, at <400/min per pipe, I'd expect it to be solid
hmmm, I should double end one of my wet concrete lines then just to be safe
it needs 572.4 water, which seems dangerously close, and it's not much added logistics to just switch that to double-ended instead
Heh, my 6x Wet Concrete setups is one of the cases in my factory that seems to be perfectly happy with a 100% mk2 flow rate
Which is one reason why I think that maybe it's related to the number of junctions, somehow?
6x is fine, 10x trips some kind of limit?
I still don't feel like I've got a super solid grip on the situation, though, and can't quite shake the feeling that I'm just doing something stupid somewhere. :)
greeny did find those viscosity numbers, wonder if it has something do with those: #math-and-meta message
Anyway, if you've got a 5.72x Wet Concrete setup, I wouldn't personally worry about that one
cause didn't it first happen with HOR?
I was seeing it both on a 300/min 10x HOR, and a 600/min 10x Packaged Water
wrong message: #math-and-meta message
So in my problem area, it manifested regardless of water or HOR
I'd done most of my debugging on the HOR side 'cause it was the easiest to isolate
could be a rounding error problem after splitting it too many times
Yeah
whispers fixed point in the devs direction like I know what the fuck I'm talking about
Maybe even FPS related? Who knows. :)
lol, yeah, that's how I feel when trying to quantify the thing.
I mean like I want to believe switching to fixed point would fix rounding errors because it sounds nice, but I also know nothing about the code and the devs are smart people
and have probably thought about it
It's possible this might not have bubbled up to them, honestly. I still kind of think that it's a bug that was introduced at some point post-Update-3
Because I can't believe that nobody noticed it until a few months ago
Everyone implementing those 300->900 oil loops would've run into it sooner or later, if they were paying attention
And I'm sure that the folks first building that stuff out watched 'em quite closely to make sure they were working
first instance I remember was Bando saying something, which was like what a month before the fluid update/3.6?
yeah
I suppose I should probably try to strip a save back and make a nice, simple, repeatable use case that I could send over to questions.s.c
I have it happen on HOR, water, and fuel
I think it went undiscovered on HOR or fuel setups because most people were building much bigger tf powerplants than what they needed, so the problem didn't show up until you got close to capacity, maybe.
Yeah, I'd still have expected someone building the 300 oil -> 900 (plastic|rubber) setups to've noticed, though, if it had been happening since U3
I suppose that maybe folks did, but just assumed that they did something slightly wrong and just went about their lives instead of us obsessive weirdos
Yeah, I wasn't smart enough to figure that out, but I knew something was wrong with my plastic/rubber plant.. I didn't know that was my problem until someone said something. I had no idea why I had packagers with fuel and empty refineries lol
Never got around to fixing it either. just built a new plant.
speaking of weird quirks in the game, wanna guess something else affected by framerate?
Heh, yeah, I'd wondered that too
The thing is that not only maxed out pipes are affected
Same applies to maxed belts
I have been testing for 3 weeks now in different manifold setups
yea i was wondering the same thing about belts. cause i was having problems the otehr day. and i couldnt get things to sink on a full 780 belt. things would abck up. so my thoughts were either the belt wasnt trough putting 780 or the sink doesnt do 780
belts being affected by low framerate is known issue, though I don't know the scope of that issue
as far as I knew it was a relatively minor effect, and needed pretty low frame rates to happen
but serious enough that that's what's holding mk6 belts back
I tried it with different frames rates . As it it didnβt work when it was capped to 60 . It didnβt work when it was unlimited . It was pretty stable at 110-115
if belts not running at capacity is related to framerate, I can say for certain that you don't have to be anywhere near the belt for it to have the issue. In my case, the issue went away if you stared at the belt long enough. - so far I've only had it happen on 1 mk4 belt going from an extractor into a manifold of foundries. I fixed it by upgrading it to a mk5 lol
you intimidated it into behaving obviously
wolfgrim uses death stare
....... it's super effective
lol.. until i turn my back to it.. and it becomes schrodinger's cat
... schrodingers belt?..
Well, would be interesting what pretty low frame rates mean
I guess I have 30-40 FPS on average
What's up? Train throughput?
and it does happen with maxed out belts which are not rendered
I did the math on the electric locomotive page on the wiki, hopefully it's correct
thankyou Ondar
I'm wondering if there's a reason all the train throughput analysis is on the locomotive page, it feels like it should be it's own and you should be able to get there from all the train related pages
I've see a few people miss it cause they didn't know where to look for it
and it's a lot of really good work btw, thank you
The "Tutorial:Train throughput" page was overall badly written and "Tutorial:Trains" is still not finished for I had no time or will to finish it
There is no "Trains" page but there is a "Vehicles" page
yes that is what I'd consider pretty low frames, 60 would be stable
game starts acting a bit funny above and below 60 from what I've seen anecdotally
so it belongs on the tutorial: trains page but it's not finished yet?
if I produce 333.33 turbo fuel a min, how many fuel gens will I need to use it
if im not mistaken I'll need about 74
clocked at 100% right @minor cipher
yes
333.33 m^3 right?
yep
Im not producing that much yet but I will be, the problem is that I reached my limit of 2000mw so now half my base isnt connected to power
ah alright thanks
i get 74.07. so just build 74
Tonight ill be upgrading from 2gw to 12gw, cant wait to do the same thing tomorrow
my main save is 44gw, with the second turbofuel setup being built, but i've taken a break from that one, second turbofuel will be making 2000 turbofuel per minute to take me to about 110gw
I think I may be an idiot
welcome to the club
I have 10 refineries all pumping out 40m3 of fuel per minute. So they should only be pumping out 40m3/minute right?
Yet I am saturating Mk 2 pipes
are you throwing it into gens?
Yeah
But if I flush a massive buffer between them, it'll saturate a Mk 2 pipe to fill it up again, and it fills it up stupid fast.
let me guess, your power grid isn't at full consumption
Power grid isn't even close to full consumption. Does it only consume as much fuel as it needs?
This makes so much sense now
you are making the fuel with hor produced from making plastic/rubber
Oil to Residual Fuel + pellets
And my pellet production is garbage.
So yeah, this makes sense.
ok, good, then you aren't forked
due to the nature of power production try to avoid having another line that is meant to produce normal products connected with the one that makes fuel
the fuel will fill up and clog the line, stopping the products too
Yes, you CAN use the by-products of a fuel creation to create some "additional items", but they should have an overflow sink and you should not expect them to be at full level all the time. Filling up a warehouse is okay, sending them to the next production line is risky.
π
About the train discussion yesterday... I found a place in the canyon where I can build a single large train station... but now that I look at it (and the details about Trains in the wiki) I am not even sure what to do with it. It seems I cannot really use trains to distribute items from a source (e.g. resources) to multiple places, unless I allocate each destination a wagon (or even a train)...
Trains look fine for getting stuff from central base to somewhere else, but are more difficult to use when you want to spread out your bases more.
seperate train to each place
looking forward to see them... its nearly breakfast time, so I will be online/offline for the next few hours in irregular intervals (Still can do "some" discord on the phone ^^)
thats why I started my "photo album" on google... easy to add more photos later so people can see the whole thing on one webpage
im struggling with the buffers on how to pipe them up where i actually want them. you have any SS? of yours for some dieas
i think i have it sussed. but some other ideas wont hurt
If not I will do so when I am back in the game
I just use a double valve two separate the tanks and the production/generators... Fuel is always going to the tanks, but I have to open the other direction by hand
coolies. i may have made things a little tighter than i wanted. but its worked out well i think
yup sweet i was thinking that was the case
i need to recruit me some slaves help to build the next ones. this is gonna take some time
Can somone help me, I need 24 steal beams on one line and I need 13.5 beams on the other line
If both lines need exactly that, you can just split it and it'll balance itself eventually
no but i mean i make 37.5 steal beams a minute and I need 24 exactly on one line, the other line goes to a massive storage
do i just set the storage to be an overflow?
Yeah, just smart splitter with overflow is easiest
Just one (trivial) advise... Put the tanks on the same level as the generators... If you have multiple levels with generators, put tanks on each of them so you don't need pumps to start the powerplant
step ahead of ya boss
4 levels. 1 on each corner
I did this wrong and had to hook up as biomass burner to a pump in my 1st restart π
but the way i have it laid out. it will all flow with gravity anyway
mostly. and im hooked up to the geothermal anyway which can power like 1.5 of these setups
what is uses like 1790 mw or something?
I tripped the fuse in my plant on purpose and restarted it without external help (after I had the bad shutdown experience)
how steep can a train track be?
I tried the "2 meter ramp", but this makes the train track clip quite a bit into the ground...
i come to within 1 foundation and stop. do that at both points . like on the ramp and on the flat. then connect that 2 foundation gap in the middle
2m is the max it can go up. it wont get up a full one
π
I think I made something that looks not that bad...
The sky factory, "ground floor" ? π
That is the first floor of the hopefully soon to be MEGA-Factory
I have now to think about what will happen if someone wants to use the train station in the other direction...
@vast jungle
NICE π
I even have a Hyper-Tube transport system, that takes you to the second floor
working on train switches is annoying... really annoying.
I don't understand why I sometimes can place a switch and sometimes (near a train station) not
WOOO POWA
So u need a straight I piece of a certain length to install a switch on a train track?
yes
You don't need straight tracks for switches. I had a mess of a junction that had no straight bits of tracks in site.
But, when you're connecting to the entrance of a station I find you cannot switch on it. You have to have a piece of track before adding a switch, but again, that bit of track doesn't have to be straight.
Sorry for the late reply, you might already have chosen to do something, but i wanted to add onto this anyway:
The Problem only ever seems to arrise with Pipes at max Capacity, and when fed from one end.
382 in a MK 2 Pipe should be fine.
Im not quite sure if the number of splits greatly affects this, but below the maximum flow rate, it should behave nicely.
The issue mainly comes up when you feed from one end.
Feeding from multiple points somewhat solves the issue
But whenever i fed a system from one end, as long as it was below Max Flow Rate, it behaved better than any system at max flow
Its really odd
I think it must be the junctions breaking down at very high flow rates
Thank you, that explains my experience
In my testing, feeding on both ends from a maxed-out pipe was worse than just feeding from one end. :D
I did already go ahead and build the system, but I appreciate the extra input ^_^
YES... my first (test-) train station is finished... no power, no belts, but at least it fits where I want it
@calm flax what do you mean by ratios? when I see that word I see people talking about machine ratios like how many smelters:constructors or asking how much of one resource to another they should make. which are not very useful ways of looking at the game compared to looking at the parts per minute of what you're trying to make and figuring out what you need to provide to make that much.
Sometimes in terms of input / output ratios for example a ratio gets really important based on the available input to required output like for example heavy mod frame....
A specific example would be heavy encased frame also being build with encased pipe..... where the steel pipe would be limited by local resources so you need to know how much you can allocate and where
ah, yeah that's not I was talking about, thought I might be misunderstanding you
Well yeah ratios of machines... well isn't that important i agree with you. Just add more until there is enough labour involved to do task....
when I meant ratio of one resource to another I meant when people ask the more esoteric stuff like "how much rods should I make compared to sheets" with no goal in mind beyond that, like they want to take care of making that stuff forever
not like "I have limited resources and a goal in mind, how much of the material should I make with what I've got"
I am talking about the... Yu have 240 coal, 480 iron ore, 240 copper ore avilable... whats the best thing to use it...
besides coal gens i don't like to think of ratios, since it's something that can get screwed over by alts, availability of resources and belt speeds
So i would do clever things like have a factory which switches task when blocked....
well, for that mater you can go to greeny's tool and set what you have available to know
Well yes you could just use the tool. But actually doing the calculation yourself also works.
but the problem is when someone else come to ask for a ratio
I just don't find this kind of framing a very useful thing, I think it's more productive to have a goal in mind and either ask "how many resources do I need to make X parts per minute" or "how many parts per minute can I make using X resources"
the amount of time that it would take to know about all the variables, they would be better off using a tool
well, the case they are saying would be the latter
Right but in the later game you are already using a lot of resources so resource starvation becomes a problem for certain types
and definitely in certain areas....
if you have used correct alts. its gonna be pretty darn tough to starve yourself lol. not many people are gonna get to that stage
Well it depends how you set things up π
the resources that I could see being scarce are quartz, caterium, uranium, and bauxite
it'd be tough to run out of the others
and sulphur depending on location. My nearest free sulphur node is like 3km away
oh yes definitely sulphur
and sulphur depends what you are doiong. you dont do mass turbo fuel setups sulfur aint as bad
uranium you will only run out of if you are going for max nuclear build.
it's why I go π when I see people use it to make steel
compacted coal steel is the worst
Well i am using compacted coke in coal gens... its left over from early game
but ironcially that yields much more steel early on
thankfully sulfur isnt actually used in production lines
I mean the fundamental problem with using compacted coal outside of turbofuel or black powder is it's essentially trading 2 coal for 1 coal & 1 sulfur, and sulfur is many times more rare
it doesn't have the many uses, so I guess if you're not running out from doing turbofuel I guess why not
but I still give it the side eye
dead right. coal isnt hard to come by. and production lines dont use a huge amoutn either. combine it with the solid steel ingot
tbh you can do all the tiers on 3200kw of power
yeah i know but i wanted to mess a lot with trains in this game :S
which actually appears to be working really well
not really, most spawns have a handful of nodes within reach, so it ain't that big of a deal
in fact that specific spot has 4 coal nodes
Yeah but i was messing with a different way of playing which is to use up most of the crappy nodes in the early game. Leaving the main nodes complete free for later. So I spawned on the grass fields to the south on the impure iron nodes
yeah i know it does.... I want to extract them for something else later. Which is why i didn't want to use them
Does someone has an advice how to deal with overflow in train stations? If I want to deliver let's say iron ore to a station and it cannot consume it fast enough... Can I deliver the rest of the iron back to someone else?
you could sink it
I don't think there's a clean way but you could smart split it with overflow, rush it to a nearby station before the train gets there and pick it back up? Maybe?
are you using both belts as an output with ISC buffer after it?
also "simplest" way to overflow train stations is to add another station after the unload station, where you again do unload and everything from the second station goes to sink
So if a receiver station is (partially) full, the rest of the items will stay in the train?
as i said
yeah, it only unloads what it can
This sounds great I will try to test this today
why are you trying to over flow it? wouldnt it just be as easy to make sure that station you are sending all the ore too actually takes it alol
This would not help me to distribute my factories over the map
At the moment I have a huge mess of belts around my main base... I want to replace this with a train network
i gerenarlly work on 1 node. how ever many carts i need for troughput. and go to just 1 station. i need to get more to a different spot. i just use another node anotehr train
My problem works be that I have factories that need less than one node... And I don't want to waste (as an example) a full sulfur node in my planned weapon factory π
fair call
What I am not sure about is also if I should load and unload on the same station... This would only work with standardized train layouts delivering factory products back to a central place after delivering their resources
@vast jungle Yes. Just let it backlog and overflow. Basically treat it as a manifold and then you can overflow it with a smart splitter on sending end of things
Also buffer them on the stations. Use an industrial storage container and double connect it to the train station that will smooth things out a bit more when train is loading / unloading
the problem is that (I think) you cannot configure if a certain train should only load or only unload at a station, right?
yeah but you can put gaps / placeholders in a station like blank section
which is really the setting of don't load or unload
you can also just leave a station set to load. and don't feed it anything
well you can configure each freight platform to load or unload
Yes, but not per train...
so if you have one train delivering Ore to a factory its difficult to prevent the output of the factory being loaded on the train
Well you can deliver ore on the first 2 trucks and then have product loaded on trucks 3, 4 but the ore train doesn't have trucks 3, 4
I do also wish the timetable had some more options π
@vast jungle you mean how much items per minute?
how much items should each trian deliver*
no, I mean "load/unload train X at all"...
If you have a station that loads and unloads to have a train that only use the loading part... or the unloading part
timetables?
Can a roommate define that a train ignores the offered goods and only unload?
(I have just finished my second train station and the rails between them, so I have no experience beyond some youtube tutorials with the trains)
Putting down train tracks can be a real pain
I am listening
Which part do you struggle with?
Rotating foundations without getting the wrong height... Curved also are a headache, sometimes the don't work because you leave to much space in one side
the foundations things is a problem yeah... The curves are quite easy. I take it you know 3 foundations is minimum radius?
One side 3 foundations space and other 4 foundations space tells you "turn is to tight"
so like if you want a perfect 90 degree bend. You leave 3 foundtains and 3 foundtains in x and y direction like this
That you cannot put a trail switch directly behind a station cost me 30 minutes I think
When you have dial tracks and want to build a switch between three of them can be a headache
dial tracks?
Dual
Oh all of my tracks are ring based eg double laid and drive on "the left"
Mine too, just that I drive on the right... But still, switching between multiple dual tracks happens, for me
yeah thats how you build the junctions
So you see the corner with the 3 foundtations separations i do the same thing for a split where the stright section is 3 away from the cloest junction
I will post a screenshot of mine as soon as I am back at the computer
So to rotate foundations . You know the trick of placing down a steel beam and a power shard in the center of the foundation . Delete the one under and before . Then place a 1m found just on top . Then I think another couple snapped beneath . You can get the same height
Yes, that's what I built near my oil outpost this morning
So when thats constructed its the same as a corner if you note the signals in that they are all 3 foundtations away from the track they connect to
Oh man pity Iβm not on pc . I have some cool junctions lol
I stepped on a supercomputer, it worked... But the height of the new foundation was determined by the ground height, which was of half a meter compared to the foundations of the train track
Try the way I explained . I did a track round the map using that method . Worked a treat
i think the other rule is no 3 way splits in track
Donβt have 2 splits at the end of the same price of track. Or it may be donβt have a small section Idunno how well it goes with long bits
Just make. Sure when you place a split . Make sure you get the red arrow thing . Or if you delete a bit with a split and replace again just make sure itβs there
its about making sure you have a section end at where you want the junction to be as well
Its like you create all the tracks in / out first then do the connections between them
I think I will build a third station at a resource extraction area near my base and the start experimenting with the trains... At the moment I only setup the tracks, belts will come later
I will need lots of programmable splitters I think π
effectively i end up with this when doing a junction
double tracks are stepped by one foundation space to maintain the same radius
then create the strights
Mine was a little bit messy because it wasn't 90 degree, but it works the same
so long as you have an equal space and offset for the radius it should work
Then I just connect left rail to left section etc.. and work round from left to right on each rail
The other major thing i do so save travel time if you have a few supply stations which have feeds for concrete, beam, pipe, copper sheet and some other parts. So if you run low on resources at the other side of the map. You simply send a train for them by creating a train and changing the time table with a temporary station set as the return π
at the moment all I do is quite close to my homebase... and even my oil outpost has its own concrete factory π
hmm... does someone know if I can put a "Train Station" on both sides of the freight platforms to allow trains from both directions to use the station?
don't think so
dont think so either
you'd have to maybe select the other station in the time table
because my assumption is it makes 2 stations, not just 1 with 2 entrance sides
How do you get into that situation in the first place?
you could also fix it by adding a reverse loop after the station
reverse loops are HUGE...
6x6
trying to find a "compact" version of a train station for dual-tracks that can be used on both directions
my best design at the moment is 7 foundations wide... including station
umm you have 2 track and they both go in a single direction?
yeah it will be 7 wide or so. I tend to also put the factory on top π
no, two tracks in opposite directions... a single station and a "circle" to get into the right direction if you come from the other side... this also means you can switch directions at the station without two locomotives
you don't always have to have the circle at the station of course it can be further alone. But obviously it makes the run longer
this is my current design.. some places are special but I think I will try to make this the "default"
theres no switch here
im also fairly confident that your junction there in general wont work
most likely a problem of "remove and redo"... sometimes I get double switches, sometimes I get none
yeah like I said, I dont think that junction is going to work
it works 100% of the time for me but you can't copy exactly because i am drive on left and you said you were drive on right
what do you think of the loop i have in that? Where there is a track (drive on left) will pass on though onto other locations but the left track the one heading right to left can flip round and enter the station
yes, that works too, especially on large factory floor... the train station you see above is above a mining area... no factory at all (just my old coal powerplant)
I am still thinking about adding a third track to the other side of the station so that a train can skip the station if its "full"
have to go offline for now, maybe until later... thank you for your feedback π
When i started doing this i followed the basic rule of no stations on the "mainline"
Yeah, me too... But 8 foundations wide just because of a single train station? π
So if i have a number of stations up the line I can have a single reverse at the end of the chain
How much fuel does 1 fuel gen take?
which fuel?
Residual
thats not fuel
its just normal fuel
so 0
15 per min
Ok thx
residual fuel is one of the recipes to make regular fuel
i though he meant the heavy oil residue
https://www.satisfactorytools.com/production?share=5PKeNSkdTQGJv4tYLw0C
im starting tiers 5/6, anything i should change before building this?
@torpid pine maybe get some alts first π€
it's so tiny you don't need to think about it at all, just build it
or plan really well ahead and build something about 100 times bigger
or get alts now so you can build it twice as large from same input π€
The only "unaccessible" harddrives are the ones that need unavailable things or have uranium around them π
and those surrounded by gas
You get the "gas mask" earlier than the Radiation Suit
still not there though
Would this sort of setup for a coal power plant work effectively?
Nah, I think that would work fine actually
The output from the "middle" extractor on both sides will get split both ways, so no bit of pipe carries more than 300/min
It'd work just as well if you completely separated the top+bottom halves, where you've got that gray line drawn
The top and bottom halves are pretty much separate units, they don't need to "touch" each other at all
just try it with one half and see if everything fills up correctly
@deft lichen alright so this looks super fake, but you can totally get power draw down below 0.1MW per machine. In fact you can get it so low that it draws 0 power.
that's running 9 smelters at 1% clockspeed
so it not only draws less power than at idle, smelters go so low it rounds down to 0
now to build an infinite amount of them
game UI rounds
internally it should still draw some power
so it is true: underclocked machines can consume less when operating than when idle
I'm not losing any biomass, or if I am it's so slow I can't see the bar move
wait nevermind I saw it tick down
it's just really really really slow
got lucky just then, stared for like 30 seconds and I can't even see it move a pixel
how much power would you save by running 100 machines on 1%
what % of power do you save by going 2 machines at 50% compared to 1 machine at 100%?
clockspeed can't be 185.5
parts per minute is a float, clockspeed is an integer
you can input 185.5, but it will change it
that's probably why i was confused
do it and then go in and out of the machine UI
oh right you don't even need to refresh the UI, it'll just change it after you hit enter
and if you put in a parts per minute that doesn't correspond to an integer clockspeed it'll set it to the closest thing
even with mk1s
that's kinda annoying sometimes
yeah it's a pain, I don't know why clockspeed has to be an integer
wish it didn't
can make for some weird stuff if you're splitting up production to get machines setup logistically how you want, cause the more places you change clockspeed the more rounding errors you've got
because someone somewhere decided it's an integer and it's hard to refactor now π
most likely lol
tbh I don't see it as a big issue
it's definitely a minor, nit-picky issue
be nice to have, but bottom of the list kind of thing
it's only an issue when you want a perfectly efficient factory
and the numbers are like thirds of a building
well we'll never get 100% precise with fractions of 3
because we use a base 10 system which doesn't represent those completely accurately
but 99.99 is better than 99.9π
or 99%
definitely adding 2 decimals places of precision to the clockspeed would make the issue completely noticeable
which you can't get anyway because the game itself has less precision than what you lose from imperfect overclocking
that's also true
as a side note it can be argued that 0.9 infinitely repeating is 1
not rounded up, but is 1
indeed, no disagreement there
I put down some tracks...
now I have "just" to add a million pillars to support the floating track... and then add the belts to make USE of the train network.
And maybe connect the two ends of the network
don't be afraid young padawan. a lot will follow
not sure its worth the effort to build a "staircase" for my train network... the canyon is quite deep and there is no good way up/down on the right side where my "oil city" is
I prefer the natural roads for most of my network, I have 3-4 spirals tho
me too... thats why I went that far to the left... the track is still floating, but it follows a road
But soon it will have pillars and all kinds of decorations π
Hmm, I remember there was a canyon to the right down from the green area to the canyon. Have to check this out tomorrow if it's wide enough for two train tracks
station on top, station on bottom, conveyor lifts
the 'roads' function in the interactive map is quite helpful
But I want a circle to drive my trains around π©
I wonder how the signals for trains will work in the game
that's my current network
Wow
someone have a clear design for tier 1?
You built into the void?
it's a popular place to put nuclear waste
yeah, that's a leftover from my 1m MW nuke setup
circle is bad
straight lines > circle
when you say straight lines, you mean double-headed trains?
I mean A <=> B trains
doesn't matter if single headed with U-turns at stations or double headed
I want to use my train network as an universal resource, so it will become a mesh, going everywhere
tbf, so far I am only using automated trains with two stations (A-B)
I do not see any value added by roundtrip ones with several stations
Dammed auto correction
I designed a little blueprint for making screws and then appropriately splitting them off to some other factories to make other products.
Does anyone see anything wrong with my design ratio thing?
the 60/s storage is just sending it off to a storage container, or possibly another reinforced plate machine.
I wonder what belt you use that you can move 60/s
oh haha
yes, everything in my diagram is labelled in items per second
the numbers are per minute
it's just 60x slower than you though, no big deal π
oh ok
can't do anything about it anyway
let's assume "s" means minute
numbers are all the same, just per minute instead of second
yeah that's kinda fast mk1 belt xD
oh yeah, the belts are also per minute, so yeah my diagram should still work, just incorrectly labelled
well they showed some incredible belt speeds on one of CSS videos, I bet one of them is around that much
they only showed mk5 iirc
our fastest belt is 13 per second if you do it in seconds
yea
and even storage, mergers, and splitters have a hard cap at 2000 parts per minute, which would be about 33.3333 per second
ah ok
but still nonetheless, I did ratio my stuff correctly, yeah?
@wind spade https://www.youtube.com/watch?v=IeYAFCJ0N3I the one before the last one is already near 60/seconds since watching the video at 60fps shows no clear sign of movement, also I bet the last one is like 120 items per second
tho you are right if we are talking about look and not numbers
uh, not even, I think the last ones are looking like a mk6
those are most likely just temporary belts set up for the purpose of the video
since they all look the same
yup
hey I just noticed
they all go in pairs
So it begins
you have 2x mk1, 2x mk2, 2x mk3, ... , 2x mk6
Nothing has mk6
it existed at some point in the wiki
but since jace said data-mined stuff wasn't accurate at all, they removed everything
Mk 6 is a myth by the FBI
haha ok
it was fast enough for fully overclocked mk3 miner on pure node
jeez thats a lot of ore
what did you use to build them
also the ridges were in the shape of small lines instead of >> arrows like mk5
1 alclad + 1 heat sink
how is data-mined stuff not not accurate?
it was accurate at the time, but everything since changed
because data-mined stuff are things they are working on, so it will most likely change
jace said that only a single thing among all those was right
we dunno which one tho
knowing how much jace likes to troll, it's probably "there's mk6 belt" or something
yes we do
we don't
well ok for that maybe
need? hardly. Have you maxed out the map yet?
nope
define maxed out the map yet?
i only have about 100 hours
used most of the resources on the map in most efficient way
ah
not at all
well you could make more that 156 turbo motor per minute, doesn't that sound awesome? (jk, not at all, this is frightening)
im barely advanced at all
then we don't need mk6 π
ya mk5 is plenty
afaik there's only handful of people who did it
how many hours do you all have?
I have everything needed to have mk3 miners but I didn't have placed a single one yet lmao
and at that point the game is pretty much unplayable anyway
I have like 40 hours, out of ~15 ish is gameplay
what tiers have you unlocked
- overproduce the last elevator parts
- throw them into the sink
- buy turbomotors
- how to skip tier 7 101
do i need to unlock tier 7 and 8 first
- cry when you decide you do want to go for the Golden Nut statue
I have the most hours ngl
- start new game
- find items around drop pods
- sell them for tickets
- buy turbomotors
- sell turbomotors
- buy turbomotors
- sell turbomotors
- repeat until it's no longer profitable
if only lmao
how do i get turbomotrs unlocked
that makes me wonder if you can beat the game using only tickets (once you have the sink milestone unlocked ofc)
once you have the recipe for something it becomes buyable in the shop
yeah probably, sometimes the numbers required are quite big
sink and buy strat is what the speedrunners use for first elevator delivery
but they're done after that, it's hardly sustainable
this one in particular https://www.satisfactorytools.com/codex/schematics/advanced-aluminum-production
wait, how many hours do you have
100
oh, ok, as much as me
then I didn't understood the question, if you mean the website it's just a bunch of tools (as the name implies) for factory planning and stuff
ok
im currently sitting at a cozy 560 hours lol
Im sitting at 111 hours after two weeks, havenβt started production for the space elevator for t7 yet lol
same speck
I have 960 turbofuel/min, how many fuel gens do I need to max it out?
The formula tells me I need 133.33 but when i just divide 960/4.5 I get 213.33
what's "the formal"?
hmmm
i am much more than 20 hr and 11hr
So not including the cracked boulders, does destroying objects help or hurt the computation numbers? Like if I destroy every rock (regular non-cracked) that I can through nobelisks will it take more computer power to play?
It won't. There may be some difference in GPU computing power but it's so small compared to everything else that it doesn't matter
it's a save file thing, makes the save file bigger: https://www.youtube.com/watch?v=vOJIZQfzcUk&feature=youtu.be
Or this, where Jace says it's a neutral thing for performance but doesn't bring up save issues or loading into a multiplayer game: https://www.youtube.com/watch?v=IFxnvuYEVtk&feature=youtu.be
oh, that explains while I join a game with my garbage connection I see foliage everywhere then it slowly disappears
that might also explain why the forest respawned in our hub
oh that's another issue, some flora respawns when it's not supposed to
whoa
i might just make a new save and do everything off the ground, never cut a single tree or bush
and just never use biomass
it wouldnt be too hard to get to coal without harvesting a single plant
you'd have to do animal parts instead, but sure it's doable
animal parts until you unlock the sink, then you buy biomass with coupons
i mean unless you are trying to get the golden nut or something, in which case maybe dont do that
im sure that with -alot- of underclocking it can work
and seeing how big of a drawback it has on autosave times, multiplayer join speed and save file size for a guy like me with 600 hrs its kinda worth it
@bleak coral I appreciate the answer. @nimble ridge You have suggested an interesting playthrough idea.
Destroying all trees could lower the polygon count
so could laying foundations over all of them so you cant see them
which would be much less resource intensive
or just lower the foliage quality, lol
we arent talking about polygon count here though, because that only effects client-side render speed and unless you're playing on a shitpc that isnt relevant
has someone already combined stacked (on top of each other) train stations with directly attached train track spirals? I feel this could be a good combination... train stations are 5 foundations wide, a spiral is six foundations wide... so there could be a "bypass" track on each train station floor, as long as you don't put it on the side with the belts.
@vast jungle I have thought about it....
if you leave enough space between the levesl. you could drop directly below . then run the belts on the underside of the foundation
I plan to put nothing on the "belt side" of the stations, so I can easily add stuff I need for logistics later
the reason I want to move to "spiral stations" is to put (at least) two stations on top of each other... one for loading and one for unloading... this makes it much easier to use a station for multiple things
yeah i am having the same problem. I am considering a number of different options. I was thinking of keeping builds highly distributed but i suspect this has problems with high rate items and would have to be a multi drop system eg cable produced at A would need to deliver to B, C, D, E etc.. until it runs out of cable
This would keep the station count requirement down to a max of 2 stations for constructor style builds 3 for assemblers and 5 for manufactors.
I don't suppose anyone know how long it takes to load a train station with a mk5 and stack size 100?
You just need the number of slots of a station to calculate that
The wiki has the numbers
Slots * stack size / items rate
main issue with outgoing stuff is how a train selects what it needs... if I have a station offering "iron ore" and "copper ore", how do I make a train that only takes the Iron ore
yeah you need 2 stations or multiple trucks
i thinbk you are trying to complicate it far too much. with what train mechanics we have currently. its pretty much 1 cart 1 item
my (current) main base has Iron, Copper and Quartz closeby... and I also need something to offer the produced goods.
Building a Station for each of them doesn't scale
yes...
oh are you meaning you have that
my idea was "1 car position for each type of item"... and then maybe run trains with "fluid cars" at certain slots if your don't want a specific item.
It depend on the item volume. You can use shared trains. But not for high volume items....
ahh thats a nice idea of how to ignore a slot π
yea i see what you are doing. i think the fluid cart way would work
cause then on the copper train. youd just put a fluid cart where the iron is
I remember that trick from one of smerkin's video tutorials
Receiver side can be just dealt with "programmable splitters"... just offload everything and sort it later
tis pretty clever
thank you... got this idea yesterday on my own while thinking about how to make my train network work... without building a gazillion stations
Transport is quite messed up tbh. Cause transporting wire is way more efficient that transporting copper ore for example. Cause for wire the stack size is 500.... even though you get 2 wire per ingot/ore
yea. im kinda just building a "gazillion stations" lol
I lack space around my main-base... I hope to put two or three stations on top of each other... and maybe two behind each other
I am trying to avoid the congested space problem of having lots of stations in one p place by being highly distributed which is why i am looking at thoose numbers
So I don't really have a "main base" I have a "starter base" but behaving more like a nomad π
i kinda planned for it. under my base there is a 135x135 space set aside just for trains.
I think my "main base" is less than 20*20 π
you may struggle lol
my new Supercomputer factory became larger than my main base
yes... but I still need to deal with all the pure nodes in the area...
4 pure iron, 2 pure copper and 2 pure quartz... these need to be carried away if I "abandon" the place
you cant just make some nbew items there and ship the items away?
Ok so a train of 4 cars using mk5 belts and a stack size of 100 has 32 slots per car. Which is 128 slots total which can carry 12800 items. Which when filled at mk5 belts takes 16.4 (Call it 16 minutes) ?
each train station can have 2 belts... (both incoming and outgoing)
yeah but you gotta get the stuff "away" at some point
not that much that I use up all the nodes... I am thinking about using one or two iron nodes and the copper node "internally", but I don't want to waste the rest
fair call
A train station can't do 780 * 2 directly because it blocks for 25-30 seconds
at the moment I have a factory floor for Motors and one for Heavy Modular Frames... and both separate overflow of intermediate items to a shared belt
at both ends
Yup which is why I am betting on a safty margin of 780 items per minute
yea fair
but of course if you are using 4 cars its really 4 * 780 which means a fill time of 4 minutes
whan you use trains. do you have all your carts full?
or say 3 full and the one at the end maybe half
or you just split things up so all maybe 3/4 full
well trying to get them as full as possible but i am thinking of multidrop eg produce N * 780 of concrete at site A then drop concrete at B, C, D, E etc....
So i want to know how long my train run can be based on produced rate so it can be consumed
na i mean for the throughput of a train from one location. like i kinda just split the belt into multiple carts. so if it takes everything every time im alg. but some of my carts are maybe 3/4 full. but i have also seen it. where people kinda over flow it a little. like from one platform to the next.. but then you cant use the double belt buffer?
might make sense to add a Industrial Storage Buffer for each unloading station... just to get stuff out of the way.
you need to do the stuff for the loading too.
so say everything is full and you are loading. your miner for example will stop
if it stops you arent getting the true amount
same thing for a factory
okay, so "default design" should have a container for every station...
Yeah i started splitting stuff across the length of the train. But I wanted to know how long hte train would be for how far it is transporting stuff
right ok. so im not too far off then
or how many stops along the way it can make....
if only one belt delivers to the station (a certain item type), you can easily put a manifold in place to separate them
i kinda just watched it anfd went for a ride to figure out how much i needed lol
for raw resources a belt per miner might be better
yeah i am calculating up front because i have a habit of building factories on top of the stations which also happen to be on top of the node
i know for a 780 i need 3 carts to get it from grasslands to my base
where abouts is your base?
ok thats not so bad but i uessit depends on route as well?
north coast near the fjord... its "between" the four raw iron nodes
yea i suppose it would. its pretty direct and makes no stops along the way
speaking of. god stations are expensive
my mod frames aint liking
I have something that looks like this currently
id feel bad if i put mine up then lol
I like removing things to make them "better" (for changing definitions) but I never setup really big production lines... even my Supercomputer factory just powers two Manufacturers in the end... but the first floor is full of 32 Refineries π
I kinda hate rebuilding things and tearing them down. But I want to be able to work around things by re-routing the supplies. Which is why the highly distributed strategy
π€―
currently working in grasslands to suck the area dry of every resource
if I need 1.4 buildings for something what is better, 1 at 100% + 1 at 40% or 2 at 70%?
2 at 70% i think might use less power?
im not sure you would have to do it an check
Yeah, I believe underclocking uses less power
iirc overclocking to 200% uses more than 200% the power
it does but what will be more effective? splitting the underclocking or having only one building underclocked
Isn't it some sort of balance?
Depends what you define as "effective". From an energy POV - 2x underclocked buildings should be better (i'll check), but it comes at the expense of 2x the materials for the building
So 2x smelters is no biggie, but 2x manufacturers can be tricky if you do not have everything set for them
So here's the numbers for a constructor:
100% - 4 MW
200% - 12.1 MW
70% - 2.3 MW
140% - 6.9 MW
2x 70% = less energy than 1x 140%
because scaling is not the same when overclocking
(50% ^ 1.6) + 100% = 133%
(75% ^ 1.6) * 2 = 126%
better underclock a single building than underclock every ones
it is also simpler and less prone to rounding errors
In fact Overclocking is the same as Underclocking... if you concentrate the Change in clockrate, you get more away from the baseline energy cost than if you distribute the clockchange.
its just that with Underclocking you want to get an extreme result and with Overclocking not π
so power wise it's better to spread underclocking but it's easier to underclock one?
no
power-wise and easiness-wise it's better to underclock a single unit
for overclocking tho it's better to spread evenly
the results from underclocking AND overclocking are more extreme when you concentrate them in as less machines as possible
when saving power you LIKE extreme... when wasting power, you don't
1 machine at 100% does not really "concentrate" the overclocking/underclocking... because you changed the number of machines
lets say you have two machines...
75% + 75% (distributed UC) is not as energy efficient than 50% + 100%, right?
you're referring to 'as few machines as possible' though
I think my "rule" breaks because of the 99 machines running at 0% π
the idea behind the statement was that the gain of more OC/UC on a single machine will be more than linear... this means if you distribute the OC/UC, you get less change compared to the baseline
15MW at 100%
4.94815MW at 50%
0.00946 MW at 1%
because distributing the same OC/UC on multiple machines is a linear effect
so 100 assemblers at 1% would consume 0.946MW combined
yes
2 at 50% would consume 9.8963MW
with underclocking, its good to get as "extreme" as possible...
up to the point that you even gain more by adding more machines.
so that would mean that "the results from underclocking AND overclocking are more extreme when you concentrate them in as less machines as possible"is inaccurate
as it only applies to overclocking
not underclocking
hell, it doesnt even apply to overclocking right
or it would need an "considering a constant number of machines"
but 126 <133 so im confused
yeah that's power
so 'as few machines as possible' also doesnt apply to overclocking
126% and 133% of a given building power
eyerolling
am I just misinterpreting your comments entirely from before? lol
maybe... or I got not enough sleep this night...
probably me actually
hahaha, nvm me being an idiot getting everything wrong regarding how to interpret it
but lets forget of your misinterpretation and my lack of sleep and focus on what Padfoot said...
50%^1.6 = 33%
75% ^1.6 = 63%
100% + 33% > 63% * 2
(I am voting for "lack of sleep")
so splitting UC it is?
I fear the answer is "its complicated"
but you are most likely right
yes, you should be right (checked for 2-4 machines)
still, that only applies if you keep the number of machines the same
not sure about the general case
from the "easy" point of view, I would just underclock 1 machine, because its much more difficult to get wrong π
and much easier to readjust later
the final option would be "don't underclock at all" but put in a smart-splitter to siphon off the additional by-products for your warehouse
don't understand this, but no, if you overclock all buildings, it's more power efficient than just underclocking the last one.
example: 3.4 constructors:
3x 100% + 1x 40% = 3x4 MW + 1x0.92 MW = 12.92 MW
4x 85% = 4x3.08 MW = 12.32 MW
@fierce ruin
uuuuh
why do I have different numbers
oh no, my numbers are right I just don't know how to read
nvm you were right indeed, I'm big dumb
It's not really math, but if there are any super smart people who can code well, (https://steelseries.com/developer) Satisfactory with Steelseries GameSense would so sick. Nobody has to do this but I thought I should let people know in case they have spare time or anything idk 
Please someone get on this lol. I've got a full steelseries settup
Ik, my whole setup is Steelseries but I have no idea how to code this kind of stuff π¦
would probably require access to game code. Not sure how much this is doable with mods
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com
<3 @sand garnet
you got any implementation ideas?
so when your power breaks, you don't see your keyboard and have it even harder to fix it?
correctamundo
though for me at least I'm a touch typist and don't need to look at the keys to play, just to type really long essays sometimes
yes we must have the full experience of having no power
when your power trips, your pc shuts down.
The obvious one is health bar, displaying that
YES
When, you're building the colours will fade from a green (or whatever) to red depending on how much materials you have left
but if you have separate power grids?
hm. This must be why I'm not a programmer
if any power grid shuts off, I think it would turn all of your lights off
or maybe just not all of them, assign different devices to different power grids maybe
the left side of your keyboard shuts off when one power grid goes out
this sounds very chaotic programming though
Thanks!
I just had an idea how to put two trainstations quite close behind each other...
for some turnaround circle or elevator spiral you need at least 6 foundations wide... but stations are only ~4 foundations wide
if you build one station to the left of the 6 foundations, then leave 2 foundations space in between, then put the next station on the right side of the 6 foundations you can pull both the tracks the two stations in the middle away from each other
and this achieves.... what?
@vast jungle stop
getting two trainstations with independent in/out behind each other within 6 foundations wide with only 2 foundations separation
I am experimenting with a few ideas to get stations efficiently behind each other and on top of each other... to minimize footprint
Id rather just use 2 different freight platforms
also elevator spirals can fit on 5 x 5
how? everyone is talking about that a tight 90Β° angle needs 3x3
i have a spiral that has the tracks on almost eactly the edge of my foundations
and its only 5 wide
ill send a picture shortly
the smallest I manage to build on the ground is a little bit wider than 5 foundations... not quite six, but more than 5... and I cannot assemble it from 90Β° pieces
The tighest turn for 90 degrees is 2.5 foundations
since the introduction of trains
wait... 5x5 measured from the middle of the rail or 5x5 including both sides of the rail?
To create a train spiral you have the train run upwards on ramps that go around the 5x5 foundation space
you can have a single column in the middle of the square that the train essentially circles upwards or downwards
more like 5.5 imo
I'm pretty sure I have it perfectly on a 5x5
ill take a screenshot when I get back on my PC
This is was I was talking about... two trainstations on the same 6-wide platform with only two foundations separation... and you still get the two tracks in the middle around the other station.
on both ends I will add a train spiral, so the stations can stack on each other
uhhh train spirals π€’
what's wrong with train spirals?
don't like the look, not much realism. Station on top + station on bottom with lifts are much better imo
I've been thinking about trying that. But I'm not sure about which is faster
unless it's a short spiral, the transfer station will be faster
pretty much 30+ second spirals are slower
Good, cause my current spiral is literally like 100+ foundations tall
and i do hate the look of it
i only have that spiral for test purposes
much easier to build than a stupidly long slope
I always considered spirals an aesthetic thing you do for fun if you like the look
the double station with lifts between is definitely higher throughput
My caveman brain didnβt think of the thing greeny said. Otherwise I wouldβve done that.
hey guys, I have been brainstorming about this first oil setup I am about to make. I have 240 crude oil coming in from a pure crude oil node.
I am thinking of 8 refineries, 4 each for plastic and rubber. That should give me 80 rubber and 80 plastic. The 120 heavy oil residue is what is spinning my head. I am thinking of feeding it to three refineries to produce petroleum coke from each resulting in 360 petro coke at disposal for power generation. Should I be making less of this petro coke and use more of heavy residue oil for something else? Please help I have been puzzled since two days now haha
the main usage is really either petroleum coke or residual fuel (or turbo heavy fuel, if you have that alt)
So that would mean I will need around 14 coal generators and a half for generating power through those 360 petro coke is that right?
yeah, however, you should have a smart splitter with "overflow" in there
or else the petroleum coke might back up when you dont consume enough power
haven't unlocked smart splitter yet, what do you mean by managing overflow here?
If your coal generators arent running at full power load, they wont actually consume 25 coke/min
meaning it can back up into the refinery
bringing everything to a halt
where do I take the extra overflow then?
brilliant. but what does the smart spillter do here?
does it take the excess to sink automatically
The smart splitter has a setting called Overflow. thats what you need it for
nice
yes
nice, one last thing. How much water extractors would be needed to supply water to those 14 and a half coal generators
8:3 baby
every coal generator always consumes 45 mΒ³/min at 100% clock speed
if you are at full power usage
okay
so that's around 5 and a half
or 2 overclocked at 200 percent and 1 overclocked at 150
just make sure you use enough mk 1 pipes
enough mk1 pipes as in
people like to forget pipes have a flow rate limit
oh yeah, I was thinking of four lines of pipes, inspired by Scalti, a key pipe with two pumps and three connecting pipes to run the network
be careful with the terminology
Pump = Pipeline Pump
Extractor = "Water Pump"
They should've avoided confusion and called Pipeline Pumps "Fluid Movey Things" instead
yeah flow booster would have been nice
eh, they dont actually boost flow
They only allow you to go higher.
So Pressure/Head Lift Booster would be more accurate
yeah
one more thing, how should I be making this factory for potential future scaling?
or should I leave this plant separate and make another factory for future?
Oil gets a few crazy alts that completely changes the setup
so I wouldn't worry about setting up for scaling, cause you'll just make a completely different kind of plant once you get those alts
nice, thanks
that should all help me complete my build, this is the most complicated build for me so far damn
yeah oil is where it's starts really getting complicated
it's the byproducts that do it
Are two water extractors okay for 6 coal power generators?
no
not unless you overclock them
which is bad advice for coal gens
oh no, why?
cause it wastes power
overclocking increases power draw more than it increases production
overclocking is to save space and build less machines
usually smart
programmable is more expensive and is even more niche.
multiple settings per output, but not needed for normal Overflow
hey, what can I currently use residue fuel for?
residual*
can I store it in something?
okay where can I store fuel
in liquid storage tanks
you can burn it in fuel generators for power
you can package it
you can also use it for recycled rubber/plastic loop
fluid buffer?
yeah
nice, thanks
What happened to using the heavy oil residue for coke?
nothing, you can still do it
I meant @lilac escarp's specific plan, I thought that's what they were doing
don't you mean heavy oil residue?
yeah I divided it into coke and fuel, so basically 60 for coke and 60 for fuel, underclocking one refinery to take 20 coke per minute and another at full capacity to take 40. One refinery to take the whole 60 for fuel.
not sure if this plan will work but gotta try
It might, it's a little unnecessary though
until you get a lot of alts, you can get more power by turning it all into coke and throwing it into coal gens than making fuel
suggest me something I should do
i can do that yes but more coal generator means more water extractors, and that will mess up my whole layout unless I make another small factory to take it all
let me show you the layout
I usually make my designs in creative before I make them in my real world with real resources
this doesnt have the four refineries for rubber yet but you get the idea
those four refineres will be on the left edge facing output towards the inside
as far as i'm aware, most oil nodes are rather close to water sources, so adding more water extractors shouldn't be a big issue
if I add more water extractors and coal generators ,i will have to go back to drawing board
Do you have packaged fuel being made yet?
you don't need to make the factory and the coal plant in the exact same place
nope, but that should unlock as soon as this factory starts working, only need plastic for it
you can make your products in a place, take the coke and move it closer to a big enough body of water and make the coal plant there to not have to bloat the space where you are making the oil line
Cause it might actually be a good idea to do the even split plan and divert some plastic to package it. That way you can sink the extra and have some for the jetpack eventually.
hmm, guess gotta go back to drawing board and figure this out
the only thing I have against using all the residue oil for coke as power generation is that I am not really in need of so much excess power atm, specially with fuel generator coming soon
There's not much to do with HOR with vanilla recipes. It's power or packaged fuel.
personally i avoid using fuel gens in general until i get all the alts i need to make a full turbo fuel set up, their production rates aren't worth it imo
You could just simplify and sink all the coke if it's too much trouble
as for the coke, if you really don't need it for power (never underestimate your power needs tho) iirc there is an alt to make steel with it if you want a small steel line near your set up
Oh right forgot about the steel recipe
This is what I finally came up with, 4 refineries for rubber 4 for plastic, 3 for HOR to coke, 8 coal generators to convert it into electricity and sending the rest to sink for now. In future I will use on of the refinery to make fuel if need be, or make more coal generators if need be.
a bit overkill on the gens, since they consume 25 coke per min iirc, so be careful to not be making ghost capacity
i know this is math but anyone know chemistry
i just got a purple power slug from my lizard doggo
and a few weeks ago i got sam ore
someone say chemistry?
whatt must the chances on that bbe?! those are the rarest ones
also yes, it's gotta be rare, but SAM ore is currently useless is it not?
true but still the rarest item
I hope it gets a use soon
along with summersloops
and orbs
hope for release 4?
yes
yeah mercer spheres
I freaked out a few days ago because my base was finally high enough that I could have a look on one of the stone-pillars in the canyon besides my base... and I saw the "nuclear" green glowing thing there and though "WTF? Uranium near my base?"
No, it was a Mercer Sphere.
all around me are familiar faces......
at the moment I am trying to re-live part of my childhood... I am playing with trains π
trying to design "space/footprint" efficient train stations with multiple halts for "double tracked" train tracks.
no! let them take up allll the room