#math-and-meta
1 messages · Page 504 of 1
I do 1/3 fuel to rubber 2/3 to plastic resin to plastic for recyled rubber and for packaging
Hey ya'll, I am looking at making a fluid buffer and I am wondering about how best to do the piping
Each row is fed from a differnt set of refineries
and the bottom row is fed at half the rate
I am wondering if I can easily oferflow the top 2 rows into the bottom row so all contains get filled up around the same time
But I also need to ensure I have 3 mk.2 pipes coming out the otherside to feed fuel generators
I am essentially trying to give myself 1 hours run time of fuel should the production shutdown for any reason
For reference - this is what I have built
Does anyone know how many coal generators 1 water pump can supply?
Thanks
Doesn’t matter if they are filled at different rates . No need to complicate it . They will all be full eventually
And I’d put them off to the side . With a valve to stop the fuel flowing back into the line . Instead of having it all in line
Not sure what you mean by off to the side?
Shit
I can’t draw an example lol
Like say you have a pipe of fuel running to the gens
Don’t put the buffer on that line
Put a junction . Then have a seperate line for the buffers. Then have it feed back in
Hey Folks, newer player here and trying to learn some methods for better factory planning. I've been trying to figure out methods for easy input/output balancing. I thought about comparing product output to electricity used as a base of comparison to see if I could find something useful with that. Here's an example with the standard Circuit Board recipe:
7.5 CB/s x 4 Assemblers = 30 CB/s
4 Assemblers x 15 MW (@100% rate) = 60 MW consumed
If I underclock the assemblers to 5 CB/s, and use 6 assemblers (I'm using 6 for easy splitting) it goes like this:
5 CB/s x 6 Assemblers = 30 CB/s
6 Assemblers x 7.9 MW (@~67% rate) = ~47.4 MW consumed
What it looks like to me is that underclocked buildings use less MW (duh) but the ratio of MW consumed to products produced improves when using more underclocked buildings. Am I misunderstanding something here? Can I just use more buildings at the cost of footprint to improve energy consumption and easier belt splitting?
@torpid robin, like this?
power doesnt scale linearly in either direction
so yeah, if you want the most 'bang for your buck' power-wise, underclocking is beneficial
you sacrifice space, but gain more power to usefor the rest of the factory
Thanks for that, I understand that power consumption is not linear. Can you think of any other problems other than footprint?
there arent really any
I mean, you can do stupid stuff like 100 machines at 1% instead of 1 at 100%
the major downside of doing stupid stuff like that is degraded performance
I'll keep that in mind and not go overboard. What my main goal is is to find a workaround to improve balancing without using prime number splitters (I just straight up don't like building them)
if i have 24687758642872834564239.651651651787687**687676765-364567486758436454*876375848448545^4 then how many apples are healthy for a mk 11 conveyor?
Reason why I say that is . If you have it all in line . Or no valve . If you have a problem. All your stored fuel will flow back into your line . You won’t know about it .until your power trips . The. You have no back up fuel so you gotta find the problem while powerless
If you have a valve . It will fill up . Then if power trips. You take the valve off . Let it flow back into the line. You then have that amount of time of your buffers to find the problem
Can you bugger off with that crap in here
What about a feedback? have the output of the fluid buffer feed back in to the main line with a valve set a little less than the input (So there is accumulation in the buffer)
No need
Cause you won’t be using all the fluid anyway
Itl all just do it’s thing eventually
Are the valves 1 way?
Yes
That’s partly the point of them
If you feed the output back I to the line . The buffers will empty before you notice there is a problem
Hence why I say have them seperate
You want them full when you notice a problem
Or you may notice before hand . But half of it may of flown back into the lines and I to the gens
Yup Thatl work
thats what I was thinking, but I might be misunderstanding the problem based on Yeti's points. My solution would always be feeding into the system, but you will get fuel in the resivoir
If it was me. I’d just not put the out out line
Less things to build lol
Cause it’s either you go through and change the valve to allow flow. Or you delete one. Depends on how you lay shit out though
You are misunderstanding
It depends on how your power trips
If you just build too much and it trips what you say will work fine
If something breaks with your power set up . Like say you accidentally delete a coal line or something . You don’t make the turbo fuel cause it’s missing the coal then you run out
If you have been feeding it back in . The buffers will empty themselves before you notice something is wrong . So then you have no back up fuel
So it’s situational. But I like to plan for everything . Something just as simple as a valve can cover all basis
Thanks a lot for mentioning that, I get it now. Sorry for just jumping in, I liked the idea and wanted to throw in my 2 bits
Stick to Yeti's solution, my system wont be best for your problem
Your alg . Nothing wrong with a bit of discussion
Thanks all. Really helpful
you have any thoughts on this?
Well you are spot on
The more buildings you underclock the less power you use
But the more space obviously
So it’s up to you and the situation you are in for what you wanna do
Generally I won’t over clock id add another building and underclock
But I won’t add another 6 machines say just to underclock all of them
Cause space is normally my biggest concern . But that’s cause I build very large
I do think you're on the right mindset of underclocking to get a nice number of machines to load balance for. I think that's the best way to do it if you're gonna load balance. It avoids too complicated setups and the throughput limitations of the feedback balancer setups.
I’d just not load balance lol
But to say get a nice row of machines I’d add more and underclock lol
I don't prefer it either, but if I did want to do that's the way I'd do it.
But yea pretty much you are on the right track
@strange laurel I'd also consider doing a "fail-safe" wiring setup. You can isolate the machines feeding the power plant and enough generators to power them on their own circuit. Then if the main system trips the plant doesn't shut down.
Do people have examples of fuse box examples
Yes
Most of base level items are fed by overflow, but I'm starting to have some issues with organizing the higher level parts, Thanks for your consideration
are geothermal that good?
3600mw of power can be nice
Like my geo will kickstart my coal . My coal kickstarts my fuel . Fuel will kick start nuclear
That’s mine . I delete wires where I need
And I have it all drawn up in lucid chart so I know what’s what
I have an isolated main power line come in . Then it splits in 2 then 2 again . So I have 4 sub lines . Then each sub has 18 other for me to connect to
So I can have 72 isolated factories or whatever
wow
Hey folx,
So I'm trying to setup a 33 constructor x 23 assembler steel pipe >> encased beam setup. Is this a good case to use smart splitters for overflow?
as far as trying to get the last little bit into that 23rd assembler
I feel like that's a waste
🤔 Anytime you have overflow is a good time to use Smart Splitters for overflow, but that sounds more like a balancing issue than an overflow issue.
If the 23rd assembler is underclocked and taking less, it'll automatically back up the feed line and the input will go to the other assemblers.
since the manifold method does that by default when the stack size is met
the mk doesn't determine how many lines you can have
Right but it determiens the max I can put on a single line, so I'm carrying 16+17 constructor outputs on 2 lines
So, just make two manifolds, one for each line. If overflowing from both, merge the ends of them into the last assembler.
You won't need a smart splitter, regular will work fine.
mkay i'll give that a shot. Thanks!
So I think I have worked out how to handle the fuel consumption by my Fuel Generators, allowing for less consumption whilst not under load, and then sinking the excess. Would love peoples thoughts on this
I made it Google Sheets and saved it as a PDF
If its easier, here is the read only link: https://docs.google.com/spreadsheets/d/1wT2H27iLszQsVf9_C70eSi29p3Gdf4TClwkrEJKUfSs/edit?usp=sharing
Notes
Belt Speeds,Pipe Speeds
Mk.1,Mk.2,Mk.3,Mk.4,Mk.5,Mk. 1,Mk. 2
60,120,270,480,780,300,600
MINING INFORMATION
Node Quality,IMPURE,NOMRAL,PURE
Miner Clock Speed,100%,150%,200%,250%,100%,150%,200%,250%,100%,150%,200%,250%
Miner,Number of units extracted per minute
Mk. 1,30,45,60,75,60,90,120,15...
Red = Fuel Generators
Orange = Packagers
Not Shown : Empty Canisters coming into the Packagers
That is hard to see on phone
Yea it will be lol
But why are you trying to over flow excess and sink
What’s the point . Just let it stop
You are over complicating something so much that can be so simple
You need to sink the resin but nothing else
so just let it back up?
How many points do you get for sinking packaged fuel?
Yea I let it all back up then it just stops . As I add more stuff more gets used
I mean if you are doing a small set up it may not be much effort .
But I get 133000mw of power from my turbo fuel
Fuck setting up over flows for that much . Taking me a couple weeks to do my set up as is lol
Imo power is the one thing you let back up and stop . By all means sinks for your production lines . But I feel the complications of sinks on power systems aren’t worth the effort
Fair enough
Problem with this . You add more steps . As you need to constantly make containers .
Up to you what you wanna do though
packaged turbo fuel is worth 570/item, depending on your rates it might be worth it if you plan to phase out your gas generators. I don't know too much about sink values yet, most of my produced items are still being used for further production (Edit: On second thought, If your plan is to sink the excess fuel maybe reconsider your fuel production rate to allow for more production of other higher value products that rely on oil )
not sure if this is the right place to post but i did some math for materials i needed for phase 3 and thought others might find it helpful....
okbye
I have completed phase 3, so I will not need it anymore.
If I was being lazy and using HOR for fuel, how many generators can I run from a normal oil node? Oil just seems to exist to frustrate me for some reason
if you are being lazy. thats about as much effort as im gonna put in
put what you want into that. itl tell you
The not-lazy option involves water and plastic residue. That's a lot of pipes and/or belts
why not use turbo fuel?
if you are wanting to be lazy thats the best bet
cause then you wotn have to change it.
and you will get more
and its actually simple
because there's no HHD within a few kilometers of here and it's an alt only recipe.
go hunting.cause it will serve you much much more in the long run
I want to power my heavy frame factory before I hunting for a few dozen hdds, and I'm short on power
It says in the squares
And the reason you shouldnt use fuel is because it lowers to the required usage and in that case it will slowly back up untill the rubber refinerys are full of residue and the entire production line stops
As long as it works for you
Its my first factoryplan so it can be more efficient
Nice, I've seen this done many times for the first elevator package, but never for the second or third.
cool
it surprised me when i saw that i needed like 24 industrial containers worth of wire let alone the other materials 
You could probably cut it down significantly by using more alts.
... or if you used all vanilla recipes, as a lot of that wire consumption is coming from the Stitched Iron Plates recipe.
Now that I think about it, using the "optimal" set of alt recepies would probably bring the wire cost down a little bit, but steel pipe demand would be astronomical.
just built a factory for 300+ Steel Pipes/min... and discovered its not enough. ;)
no, not 300+... 860 Steel Pipes/min...
"hah, I have eliminated screws from my production lin- wait, why do I hear boss music?" A wave of Steel Pipes approaches from the horizon.
43 Constructors of Steel Pipes... 🙂
Good times.
but like I said, I miscalculated... its not enough
with the "leftover" steel pipes I can either feed my planned Motor factory or the planned HMF factory
HMFs are nice for hoarding for the next tiers, motors can be used now to stock up on Turbomotors.
and HMFs are needed for trains and train-stations a lot
so most likely today will be "rail tunnel building" and then a nice 20 motor, 20 rotor, 20 stator factory... Copper and Steel goes in, stuff comes out
Today i get to finish logistics for 100 packagers ans start placing 150 refineries 😁. Im turning the whole northern coast into turbo fuel
@whole goblet 150 refineries ? what tier are you at ? (almost finish placing my 600th today with the nuclear setup)
@jaunty geyser ive unlocked everything but hazmat suit and nuclear. But thats only because i dont wanna play with nuclear yet and i didnt see anything i needed in the tier
well, nuclear isn't that refineries heavy, with only 20 per node
@jaunty geyser i already have 139 refineries and will need 400 to make the turbofuel
hum, just for the fuel, but without nuclear you need a lot of turbofuel
true efficiency
A little unclear, but you shouln't need any constructor for the canister once you have a stock
Im setting up a smart splitter so okce the system backs up itll feed into the rest of the lines then ultimately. Into a sink
The constructors feed 1 line of water packagers. The other 125 will be manually loaded
Its gonna be a pain to get running but worth it in the end
you can avoid it if each line of fuel unpackager doesn't feed only one line of water packager
longer to get running but no intervention
@jaunty geyser well each row is 25 deep which requires 2 mk5 belts. Or woukd the manifold system eliminate the need for using 2 belts itll just take longer for all machines to get filled
How are you suggesting it be set up
well, I don't use as many as you, only 1200 oil, for 56 water packager, but I have a system, let me a minute, I make a screenshot and i post it
@jaunty geyser i overclocked all oil nodes to provide the most
I only use 2 oil node
Im using all nodes on the northern coast
It's more a proof of concept, I think it is scalable
@jaunty geyser of course its scalable if you just using 2 mk2 pipes the scalability would be building the setup once for every 2 pipes
After the first set of refineries, hard to say what come from which node
Yeah but i can just replicate it 3 times for each set of pipes
to explain, for each 20 packager (1 pipe water in and 1 pipes fuel out), I have 2 industrial container : one that receive empty canister from unpackager and one that send them to the packager, If you don't want stocks of canister, you can use mergers and spliters
I thought turbofuel burned at 2k?
It can burn at 4k if your GPU can render it
If you overclock your cpu you can burn up to 16k
what do you call "burn at Xk" ?
thats the energy of it. 1 MJ over 1 second = 1 MW
it burns for 13.333 seconds
2000MJ / 13.3333s = 150 MW
a fuel generator at 100 % clock speed will always produce 150 MW. Turbofuel simply takes longer to get used up
yes, the whole MW to MJ issue in the Fuel Generator page makes the page difficult to parse
The only place on that page I see MJ even mentioned is next to the fuel type listing how much MJ/m^3 each has. And that's right above the chart that shows you how much a generators needs per minute of each fuel.
I think the page was more complicated when I used it last year... someone cleaned it up in January
yup looks like ondar did it for exactly the reason you said lol: " removed Detailed values section (quite unclear, badly readable, could be easily misinterpreted) "
I remember reading the page a few times, then ignore it completely and started playing with the numbers in satisfactorytools.com
that was much easier to get right 😉
I usually use trains with a length of 5... one locomotive, 4 wagons... this way it can climb any ramp (that is possible with rails on it)...
ok thanks cus i have a lot of spirals and i dont want to find out the hard way
This is my spiral (inner diameter is 6 foundations)... works like a charm.
https://photos.app.goo.gl/o2JTUsau5uSvAyfP6
you have 2 tracks ? i only have 1 but ive made the tracks run backwards into each other
one track for getting up, one for getting down
(one diameter 6 foundation, one diameter 8 foundations)
I use dual-train-tracks everywhere... (among other things) in preparation to train signals and collisions

Anyone know the simplest steel to encased beam and heavy frame layout?
Using steel pipe for beams
Solid steel ingot
Heavy encased frame
steeled frame
encased industrial pipe
stitched iron plate
Henning, you exist to make others hate themselves.
could throw iron wire in there too to skip needing to get copper
Yes definitely
Here it is layed out, it's pretty resource efficient too: https://www.satisfactorytools.com/production?share=sniUAlOcrSwU0oly1l7q
I left out the pure recipe because it adds a lot of room, complexity, and power
oops I left wet concrete in there, now it's the most simple: https://www.satisfactorytools.com/production?share=PkGGfmFPVmo4J0jPd6Z4
Wow I didn't even know you could do that with the calculator....
I'm an idiot you're a legend thank you
I think that comes together nicely though
Yup it's good to play with turning recipes on and off, since it solves for weighted resource efficiency and that's not always what you're going for
Esp with iron wire. Find a couple coal and iron nodes close to a limestone and skies the limit
well solves for efficiency on items/min and solves for max amount on maximize
Well it says you can switch that
Oh I see, you're saying those are the only two options
yes
like what your'e doing, reducing complexity
or minimum power, or minimum footprint
there's different "solutions" or goals to solve for
Ohhhh gotcha gotcha gotcha
I thought you were just talking about calculating outputs
Yeah of course simpler layouts and stuff will always have to be hand-tinkered I think
you could algorithmically do it, but greeny hasn't (yet, he's always tinkering on stuff)
I have a good motor factory with 6 foundries and tons of copper/coal overhead, once I get solid steel ingots I should have enough extra for expansion
also the maximize not solving for efficiency is why I usually take the maximized number and put it into items/min so I can get it done efficiently too
But I need heavy frames and encased beams and saw they had good synergy
Seemed like I could simplify
That's what I was gonna say
yup, encased pipes & encased heavy frames are great recipes
I would take like my own max ore number leaving some overhead and put it in
lots of steel, lots of pipes, lots of concrete
I realized after that I'm actually using the same plan for my HMF factory, but with pure ingots and wet concrete cause it's a huge factory
not most of the time, I'm doing 50+ parts per minute HMF and don't want to train in more limestone
the factory was also planned, designed, and is made to accommodate pure recipes, because it's a raised platform over the northern bay
Mmm makes sense
but I agree that most of the time wet concrete and pure ingots are superfluous, a little bit win more because there's so much limestone and iron ore anyway
I'm only 100 hours or so in and as I start learning oil I'm realizing I need to retool my current production
So I'm just trying to do it right the first time
But now I'm wondering if I should make a new base somewhere around better nodes
you can't do oil right the first time, because the alt recipes for oil change how you do it so much and they're really good efficiency wise
but add a lot of complexity
I prefer just leaving setups that are working alone and go start new bases, but it's personal preference
Yeah oil I know I'm gonna fuck up and have to re-do and all kinds of shit but the lower stuff I wanna have done mostly right
Hard drives might be my limiting factor though.
When starting oil, you'll just want to make a baby system that can produce a bit of everything to stockpile and figure out the mechanics of fluids and overflow, but won't be in the way or will be torn down for the more efficient system later.
So I have motors done then encased beams and heavy frames, anything else I should have a steady stream of as I expand into oil?
You'll need computers for fuel gens, if that's apart of your oil plan
Yes I guess I can't build a setup for that until I get plastic rolling steady
And power grid is due for expansion
A tip if you will: petrol coke to coal gens is more efficient than base fuel to fuel gens
All tips welcome they will most likely save me immense amounts of time haha
Most people seemingly treat petrol coke as a purely sinkable only item, but I really like the alts provided you have them
I need to go alt hunting but need a few specifics for a factory
Hey Sneakstar, yea, that appears to be the case. I've been working on my second factory, planning and such. I hope to use coke as an alternative to coal in many situations, if I can help it. 😄
I’d argue that it’s not worth it’s not exactly the most reliable source of power. And you would be better off to just stick with what coal you have then move onto a turbo fuel set up
why wouldn't it be reliable?
Dependent on the HOR output for one, there's better uses for it than coal power plants as it only gives a bit more than half the energy of regular coal. I guess you could use the overflow to supplement the coal plants or something.
I think the absolute max speed a train platform can take is 1295/min. For a 100 stack size item.
3200 capacity of wagon / (780 per min mk5 belt x 2)
= 3200/1560
= 2.051min
= 123sec transfer time from container to station.
Load time = 25sec.
123 + 24 = 148sec available time to provide 3200 units.
3200 / (148/60)
=3200/2.47
=1295 unit/min max rate the station can utilise.
1295 - 780
=515/min to be supplied from the second belt if 1st is mk5.
270+120+120 = 510/min for 2xmk2 and 1xmk3 if you wanted to rate limit into the platform.
For copper ingots the rate looks like 35 refineries per platform.
For iron ingots almost exactly 20 per platform
Edited with corrected station wait time.
that doesn't make it unreliable, just less energy providing
I feel that seems like such a complicated way to work it all out ae lol
And the problem with this . You are working it out on a max 2 belt of mk5 which drops the capacity . So if you say are plugging 2 lines of 780 ore from the miner in . Whenever the train turns up those 2 miners stop . So then you aren’t getting the full 780 of that miner
So then all the next things in the line you are working out on the train capacity . Rather than what you are getting from the miner
Best thing to do with 780 belts is just assign one belt per train station instead of two. Use an industrial storage container to buffer the loading / unloading when the station stalls.
Exactarino
Onbviously you could supply say like 2 600 lines to the same platform
Lol when people get up in arms about train transport volumes I'm always like "why not just make the train longer?"
But . If your train wasn’t coming back In time . And you needed another cart . You may as well just put each of those lines into their own cart l
yeah
This is my opinion to
it's not like more train cars takes longer to load
I find it too complicated to do the math and work it all out to have everything 100% full . Makes it more complicated on the other end to
What would you call too long ?
more than 20
About what I do . I think I have 2 at about 22
I have enough space to unload 12 lines at 60 carts each . But finding the space to load that many round the world ain’t a happening thing lll
yeah
No no, it's a line of 780 and a line of 510, not two max mk5. This calculation involves a buffer double container attached to both ports of the platform.
The 1295 feed rate is directly into the buffer container. The buffer container can feed the platform at 2x780. However, the buffer container can't consistently feed 2x780 as there is a loading time. This is where the 1295 number comes from.
Feed buffer non stop 1295.
Buffer feeds everything directly into the platform so buffer is empty.
Train is timed to arrive exactly as platform is full.
24 seconds of load time where the buffer is absorbing the 1295.
Train leaves and the buffer pushes the buffered items at 2x780 into the platform while still receiving at 1295.
Given a wagon capacity of 3200, this makes 1295 the theoretical maximum throughout of a platform with a perfectly timed train.
What this means is whatever your output of material, say 4500 ingots per min. Divide it by 1295 and it'll tell you how many platforms you need to manage it.
In this case it's be 3.47 platforms, which means you could rate limit the 4th platform and mix another material in there, knowing you'll have have the wagon half empty.
I used that way of thinking, but in the end abandoned it as even 1200 had too little "tolerance" (in the timing of the train) to be usable in my setup as it took too much time to change the track to make the timing perfect. In the end I settled for loading 480x2 (or anything below 1000/min) so I can avoid thinking about complex timetables
Don't get me wrong, I do hate using too many stations and/or freight, but the headaches weren't worth it IMO
I see where you're coming from for sure. But the number basically indicates a hard limit on what can be pushed through, doesn't have to be a practical amount :)
On another note as I begin the build to try and achieve these numbers :O
Does anyone have a load balancer for 15:15?
why would you even need that
...what?!
You stay out of this, you balance-hater! I know what you're planning, I've seen you cutting down young balancers' dreams left and right in this chat 
(Using a strong tone for the meme)
I have 14.15 full mk5 belts of iron ingots to load onto a train. I just figured if it's not a terrible contraption it'd be nice to put in the lines before they go forward. Better to think about now than later.
or... just use the amount that's on the belt?
I'm just pondering different ways of doing the same thing to see what's best
I don't get WHAT you want to balance...
You have 14 lines and want to make them into 15?
I have 14.15 mk5 belts of iron ingots. (11310/min)
it's much better to just use what you have on the belt, the production is constant, mines don't run out, so no need to balance (as opposed to factorio)
And want to make that into 15?
like I say, I'm not firmly going for balancers, I just wanted to see what the options looked like before I decide how I'm going to feed the station
each belt to one platform, take the same amount out on the other side 🙂
Also, 15 ALL equal?
it'd make things nice and even
Ah, I'm trying to reach the theoretical maximum throughput for a freight car.
You'd have belts transporting 754/min, that doesn't seem like a convenient number to have. Certanly not something I would BALANCE belts to obtain
I mean that's up to you, just seems pointless, when there's basically no extra cost from extra freight car
pointless is subjective here haha
Space
nothing to do with space, only to do with an inherent problem I have mentally.
Not the space BELOW my factory
(which is where I like having stations)
some people ask why am I trying to get it perfect, I ask why are they not 🤷♂️
perfect is relative
game has less precision than what you're trying to achieve anyway
The only one I can think about on the fly would be making a balancer for the exact output you should have (754/min) for each line. Being 754 a pretty bad number, that would be quite the massive balancer
The actual problem is that I have 316 refineries outputting about 20502 iron ingots per min. I want each station to receive at a rate of 1295/min.
That's 647.5 on each line, right?
a lot of the problems you have are caused by the limitations you impose on yourselves 🤷♂️
This is true. But I have all the local nodes and have them producing at the max speed possible and want to load the entire lot onto the least cars possible.
What's the output of your refineries? 65?
well least cars possible is 0, just use belts 🤷♂️
haha
Fuck it slap an extra car on and leave room for expansion
Spend time on something that will actually impact your play 😂
I get the desire to have it perfect though.
efficiency is what I enjoy, this is literally how I play haha
and yeah, better be safe (and account for game's not-precision) than having theoretically perfect setup that in practice will work on 90%
I'd like to have the correct numbers to try solving this. And 20502 doesn't divide well by 316, so...
That is what I agree with, although I guess 99% isn't impossible if one does things perfectly. I doubt the game's errors would pile up to the point of 90%
4 impure nodes, 6 normal nodes, 8 pure nodes. total iron ore output 11040/min. 316 refineries converts to 20502/min ingots.
probably not 90%, although I wouldn't be surprised about that.
depends on how much your pc lags 😄
the rate of iron ingots is controlled by the mine output which is a static number, hence the restriction
316 or 315.41 (or even 315.42)?
yes, obviously ficsit haven't got half refineries so I rounded up
I blame the devs really.
no ability to slice fraction refineries
That's 1366.8/min for each freight if you divide by 15 though?
(i'm making a bad joke, I know I can underclock)
I worked out the theoretical max throughput of a freight is 1295/min
Then you need 16 freights, regardless
If you want to reach the theoretical celining though...
Bruh, that's 647.5/min... balancing that ain't pie
How I would approach that though... Would be to balance each line individually, then send the overflow to the 16th freight. Quite obvious I think
put 1260 into each station and the overflow to the 16th.
I didn't consider having different inputs, but yes, if you pair them up that is a good approach
so I have potentially a better solution. Control it on the refinery side.
Or have 1295- MK5 = 515
515- mk4 = 35
515 - (half)mk1 = 5
5 = 1/12 mk1
haha nice
That's the approach I usually take, unless you care for belts to follow the arrays of machines
20 refineries @ 65per min = 1300. which is pretty damn close to 1295
You can also play with clock to get the numbers right and skimp on balancing (balances out by figuring out the iron input again)
You have no idea how "playing with clock" becomes relevant once you settle on building a "full OC" megabase XD
so 15 groups of 20 refineries 10 per mk5 belt.
final 16th group of 20 refineries underclocked to 80%
that makes some pretty neat numbers and is then expandable as much as I need.
20 iron refineries per wagon. train has to come every 123 seconds.
How do you make the train course just long enough to take the exact time needed, though? You can't set wait periods to trains, right?
I am deranged enough to add track to make it perfect lol
That should work 🤔
Interested in knowing wether or not you can make it in the end, btw
It's interesting info
I was surprised it wasn't in the wiki honestly. theoretical max throughput is a kinda fundamental one, the wiki only lists the time to load the platform which is kinda meaningless.
Agreed
hello
I was puzzled about this today too... I think I remembered statistics how long stuff to fill up/load takes, but I couldn't find it...
so whats the maximum load of a trainstation you take? 190% of belt speed? 185% ? 180%?
By the time tier 10 comes out we're gonna need a quantum supercomputer to get 10 fps
Quantumcomputers will not help with FPS 😉
they might just kill most security on the internet
I go for less then 1000/min at the moment (2 mk4 belts) so about 70% top
I could probably go for 1100 safely, but I don't like how tight the timing for the train needs to be
70% sounds like a save bet... unless you plan to have more than one train every 85 seconds...
I don't really care about the frequency the trains come in, but I do care about reducing the number of freights as much as possible while still having (possibly plenty) wiggle room with my train's timing
Timing is something I really dislike doing
the wagon holds 32 slots. 32 x 100 stack size = 3200 units.
Max fill rate from the buffer container to the platform is 780x2 (2xmk5 belts).
Gives a load time of 123 seconds.
there is then a 25 second down time for transfer to the train.
125 + 25 = 148 seconds total time to be able to get 3200 on a wagon.
Which is 2.47mins.
3200 / 2.47 = 1295/min is the minimum rate to load the buffer container to achieve optimal rate.
Train time should be 2min 28 sec (round trip including loading time) to achieve optimal rate.
I think that's my final math on it
if you go for that much, putting an ISC on each of the stations inputs might be a good idea
all that just for perfectness
you have to have the containers as a buffer during the train load time. they are essential
No
It's a MUST
It allows you to provide a constant flow rate into the station instead of the surges from the load time.
technically you could rely on the internal buffering of the factories, but I find that kinda ugly. Although that'd be more efficient.... oh dear, I'm tempted.
and I heared that using both outputs of an ISC can be a bit unreliable at the highest speed
Am I deleting all these containers then? lol
Really?
I normally use only one ISC per train station, but I keep my input at/below single belt speed
Nah, to load/unload freights both inputs are recommended
10 refineries direct to the station, rely on the refinery internal buffer to cope with the station 25sec load time... that's sounding quite neat and tidy
Think about it this way: you want items to load and unload as fast as possible from freights, regardless of the rate at which items come in or out
E.g.: Even if you need a freight to serve 300/min to another one, it's still best to load/unload with 2 mkMAX belts to compensate any possible hold-up or miscalculation
hmm. But they will be max belts, all I'll be doing is shifting the buffer storage to the refinery internal instead of the isc
so the belts surge sure, but the refinery is constant speed
it's no difference having the surge on those two tiny belts between an isc, or the refinery and station
But when the loading starts, the belts fill up. Meaning there is potential for some refineries (the closest to the station) to fill up on materials and stop production for a while
Also, the closes you get to belt limit, the less space the belt has to accomodate for items when it stops (less gaps between already present items to be filled)
They shouldn't though. because they have a space of 100 and they only produce at 65 per min. for 25 seconds that'd be 27 units to buffer
yeah, connection from ISC to Station should always be 2xMax
it becomes fun when you have to load-balance between all these stations on the receiver side
possible, but "fun"
Mergers don't prioritize, so some will unload faster, some will back up naturally. When you stop the belt, that gets exacerbated and could (depending on the belt lenght and all that) bring some machines to stop
yeah you're completely right
I always balance the unload side :)
Smart splitter overflow option can be used to build in redundancies
I often do... most times its just 4 belts so I can do it with two layers of balancing... but balancing 8/16 or even 32 belts will be interesting
Speaking of, I made my first actually "big" balancer. Thoughts?
if you want to make sure 4 or more incoming belts are balanced, smart splitters are not really helpful
Makes belts of 600/min, one belt collecting the extra is below the stackable poles
hmm... I normally do balancing as some kind of "binary balancing" always balance 2 belts into 2 belts
the idea is to get two times (a+b)/2
with 4 input belts I first merge two pairs in a first layer, then merge the "orthogonal" 2 pairs... done
with 8 belts I would need 3 layers of 3 "pair balancers"... with 16 it would be 4*4
Mhh, seems a big convoluted. I generally prefer to balance to reduce the amount on one belt to a specific number
E.g.: Those belts come from pure copper, 750 each. Just need a smart splitter and merger each to downplay them to 600/min
doing it for other than powers of 2 and 3 would be more complicated
wassup vencam
I think my solution would also work for full belts
Yo, long time no ||talk|| write!
Good to see the channel getting popular today ahahah
Yea man. Thought you died or something lmao
Very possible to balance 7 into 13 or other weird numbers. Just gotta get creative
I don't really get what you mean, I have to admit 🤔
There's nothing you can't balance!
Kinda... Exams bring me close to that (anymore on that should be DM xD)
If the refinery is completely blocked for the 25 seconds, it can hold 27 internally no problem. Once released again the absolute worst case is the last refinery in the line doesn't get a single chance to clear it's internal until all the other one's have (extremely unlikely). But in that case, the spare space on the belt is 260/min, the buffered items in 9 refineries are 27*9=243, which will take 0.93mins to clear, in which time the first factory will have produced 60.75 units. 60 combined with the 27 buffered already would put it under capacity at 87 in the worst case scenario, meaning it can never be pushed over capacity by the train docking time even if an insanely unlikely situation happens.
think about it not as balancing, but as averaging...
take two belts... lets say they have speed "a" and "b"
split both in two, then merge them with each other
you get two times (a+b)/2
when you do this to all belt pairs, you have pairs of two which are equal...
now you sort your belts into two groups, each containing the same belt speeds (because you had each speed twice)
Nice math. Is there a minimum length under which the refinery may stop, then?
we are talking about re-balancing a number of (nearly) full belts... not just splitting them apart into N parts
I think some people still get flabbergasted by the simple fact someone still dares mentioning balancing in this channel xD
uh, definitely is haha, I dunno what that is without my brain hurting more xD
NEvermind, it's not worth the effort ahahah
Still, thanks for verifyiing that
In reality it comes down to so many variables; what the mergers do, the point in each refineries cycle time the stoppage hits
@twin siren
Encased Industrial Beam
Regular Recipe(6/min): 24 Steel Beam/min , 30 Concrete/min
Required resources: 96 Steel Ingot/min
Alternate(4/min): 28 Steel Pipe/min, 20 Concrete/min
Required resources: 42 Steel Ingot/min
The alternate is slower but needs alot less resources, building 2 assemblers one at 50% for the alternate recipe to get it up to 6/min would only cost 63 steel ingots/min and 30 concrete/min compared to the original recipe. It's imo probably one of the best alts
<@&387163995947270144> Can i get the Wiki and Translation role? I think i put in some solid effort xd
how many smelters for a single mk2 miner on a normal node?
when first producing steel about how much should one produce? one Pure coal node worth or 2 or 3?
You're going to need a lot of it for awhile, I would say make a plant based on the nodes and leave a lot of room for expansion
Thank you so much
a single pure node is probably enough
you can always overclock if you need more later
the problem with this. id you need to run every belt far below capacity.and thats not very effecient, you would almost need to double the amoutn of belt.s sure doing things on small scale is fine for this. but as as you get to a point and you have say 20 full 780 lines of iron ingots or something. thats extremely ineffecient having to run waaay mroe belts than needed. just easier to build. easier for logistic and easier on the games performance itself to do a ISC with double belt. i feel the things you try to math out is far more effort and far more complicated than its worth
thus leaving room for far more human error or miscalculation
and itl work for somethign with small production numbers better
It's the same amount of belts with or without the ISC
you start getting into things with high production and it gets worse. cause you need to leave space each time the train turns up
I'm not saying don't have a buffer, I'm saying an ISC is an overkill buffer, the refinery internal storage is plenty
it's not that many belts :P these are only double stacked
the reason for the isc though is to be able to run at full belt speed
you cant run at full belt speed if you are using the internal buffer
and thats a small station
wait until you triple that size and have 8 of them
That's my point, it's not that many belts.
It doesn't matter where you buffer, as long as you buffer somewhere to acount for the train stoppage. It's already buffered enough inside the refinery, there's zero gain to introducing the ISC in line
and well. thats where my poitn was coming in. if the production number is low. say turbo motors you dotn need to have as much spare space. the higher the number. the harder and worse it is to achieve.small scale that works fine. large scale. with high production numbers say like screws. that way isnt very viable
cause i do get what you are emaning
Yeah of course, thats why I calculated the worst case buffer situation before removing all the ISC
i had run througha ll that in my mind at soem stage lol
for something like screws you'd prob need an ISC as you need a larger buffer.
ciao for now
2+2=4
I'm currently building a turbofuel factory, and each refinery makes 18.8 per minute. In total, i'm making 846 turbofuel per minute in a layout of 5 rows of 9 refineries. I'm not sure how to balance this out, but I know I need 188 fuel plants. How have you guys done it?
i am making that set up 8 times
OMG... Copper-based Wire Manifolds take ages to fill up
You should make wire, quickwire and screws 1:1 🙂
not sure the numbers would have worked for this without over/underclocking... but I now just wait until my whole "Motorcity" (20 Rotors, 20 Stators, 20 Motors per minute) is full before thinking about what to do with its output
Ofc you'd underclock a bit to match. Or have it 1:2 or 2:1 or similar
maybe next time... I will keep it in mind... at the moment I am Satisfied with looking how the Wire and Iron Pipes slowly fill up the Assemblers
but you are right, the "500" input storage of the buildings for Wire is a pain for a Mainfold
but its working and it just needs time to fill up... most likely a few hours
but I already have the first Motors/Stators/Rotors in the output train station
Because I know you guys really love belt balancers, I've started work on my 16:16 Universal throughput unlimited belt balancer 
Figured I'd enter into belt crossing hell while I was at it...
I would build just 4 layers with 4 2x2 balancers I think
I thought about doing it vertically, but it felt way way easier to lay it out flat
and yeah it's been a breeze really
Yeah, but are you sure that this can balance even extreme situations? Like 14 empty belts and two full?
yep, doesn't matter what you put in it'll balance it
it'll do any combination of n:m up to 16:16
I am sceptical such a "ring"design will work... (If I get your design from the picture right)
because it's useless xD
But it's satisfying 😉
No, it evenly distributes any mines put into the input to the refineries on the outputs
I can have up to 16 full belts coming from the mines and plug them into the back of it, all refineries will share the load perfectly
you know you can just connect the input directly? mines don't run out and don't have variable output, so there will never be any difference in input
this is not factorio where miners run out
it will be balanced even if you connect it directly 🤷♂️
connect pure to more refineries and normal to less refineries
each node to the exact amount of refineries
I like a balancer design when I have to connect a train station to multiple belt limit manifolds
no balancer hell needed
but how am I going to have a perfectly ordered factory with weird numbers of refineries
underclocking
Underclocking means even more refineries
well if you have 14.26 refineries, just build 15 with one at 26%
no big deal, no weird numbers
But then you wouldn't have a pretty belt balancer...
how is that a disadvantage
When your aesthetic relies on absurd machines, belt balancers can only be a force of good
Lol
So how do you since the issue with train station with multiple terminals applying multiple max belt manifolds?
there's always other way and in case of balancers - an easier way
don't understand what you're trying to do
Imagine you have 6 train freight terminals that shall supply 4 times max belt factory inputs... Because of the train station the content you get power station might sometimes differ
the content will still be the same per car (assuming your trains can handle the load)
My solution was to build a 4x4 balancer, so it's more easy to smooth out the leaks
so if you put 600 ipm into first car, you'll get 600 ipm from the first car
My train stations are not point to point
then make them so 🤷♂️
I want to have one big station providing "steel ingots" and multiple trains collecting some of them for their factory
that'll still eventually balance
Really, there isn't a situation I can come up with where a belt balancer is truly needed, the fact everything is continuous and predictable means you can always scale everything correctly. The reason I'm doing it is I guess RP in my head. They are mines, which naturally aren't consistent, they are irregular batch processes compared to refineries which are often the opposite..
Also I like the symmetry of every floor in the factory running exactly the same.
you can still have that 🤷♂️
(also, you don't need to process everything in one place)
I moved it all into one place so I could have this awesome giant mega refinery.
also 0 fps 😛
Or even less
I mean, I don't really understand the opposition to it, right now there is zero need for the absolute most efficient system. All this iron gets offloaded at the hub and then goes straight into 32 ticket machines. I could just slam a ticket machine on each miner and uninstall the game lol
well you're in #math-and-meta , here it's only about efficiency 😛
well I'd disagree, having perfectly distributed ore supply across 16 lanes given any input is personally a nice mathematical challenge I'm enjoying
Balancing at the belt limit is also math
@nimble hinge is your banner organized as a ring?
sure, but it's useless from game's perspective as it's a solution for a problem that was introduced by the player, not by the game
Playing the game is introducing a problem by the player 🤷♂️
not really
the game has solution for pretty much everything
players just tend to ignore the provided solution due to some limitations they impose onto themselves
@wind spade I disagree
why?
Yes, I've purposefully imposed limitations to introduce new challenges as I've completed the existing ones in this edition of the game. I placed those challenges to create fun for myself, I don't feel I need the game to lead me to my challenges or give purpose to what I'm doing, I can do that myself :)
A lot of solutions inside the game come from the context of the situation
I have just completed my belt balancer and the process from start to finish was fun, regardless if it is ever even used.
for example?
I'm not sure I understand what you mean
I spent quite a bit of time designing a space efficient tower for a vertical shared belt... It was interesting and not trivial, but you could argue "use more belts"would also be a solution
Why do you play a game on a hard setting? you impose the difficulty on yourself to feed your internal reward system. Why build a mega factory? it's not going anywhere? For fun. Why load up the game at all; The game provides challenges that you tackle to create fun. For you, getting the absolute efficiency is key, for someone else having the most artistic base is important, for me it's creating something other people may not have tackled for whatever reason.
I'm not saying that you can't play the game your way 🙂
Oh I know, I'm just trying to explain that I have different objectives within the game. I completely agree with you on efficiency etc. but that's not the goal of this contraption :)
I am going to paint it all too... mwhahaha. Take that efficiency!
Away for lunch
Pretty sure I've made a mistake somewhere, but meh, good enough. 16:16 belt balancer.
that looks like a lot of belt clipping 😉
figure if I'm going to hell I'll go in style.
No where else do I belt clip, but this just felt like it wouldn't be fun to try and weave spaghetti
I build me 4x4 balancer vertical... but vertical designs are a little bit difficult with 16x16 because you need 8 "layers"
or 16 ? hmm
Yeah I started getting lost
I figured this would be a manageable system that I wouldn't get too deep in for to last beyond its fun.
I wonder if there is an elegant way to shuffle the belt positions around so you easily get all pairs
I'm surprised to not see more of this kind of thing, given how to factorio community was.
perfect... Motorcity has done its job... a trainstation full of motors, stators and rotors 😉
Wow, balancer
what is this monstrosity
16:16 balancer?!
Madness
Are they nested 4x4 balancer?
yeah
i heard you like 4 x 4 balancers, so i put 4x4 balancers in your 4x4 balancers
haha basically yeah
Lol
except there's a mistake somewhere, the first input only feeds the first 8 outputs, while the 8th input feeds all 16 outputs.
belt clipping makes it uh, difficult
I could but I just went with belt clipping to prove out the idea first
I saw first like I'm building another ha, no thanks
why even is it needed in the first place?
so its for fun
basically yeah
The only valid reasoning for Balancers i know of xd
I have a bunch of mines with differing outputs, wanted them to feed evenly to the stack of refineries. Other ways but I wanted to watch it be all balanced and stuff
felt like it's a bit of a shame balancers aren't needed, they were an important part of factorio that was a bit of an art
then again they do take up quite a ton of space the more outputs / inputs you have.
Its a blessing that the manifold manifold just does overflow when one side is blocked
yeah
also can skip needing them for many things due to splitters being 3 instead of 2
welp
im officially giving up on load balancing this
its just gonna be a hybrid load balance manifold
120 going into 10 machines just doesnt work for balancing
120 in 10 machines? what recipe is that
it works, i just like load balancing EVERYTHING
? i siad i was giving up on load balancing not its giving up on me :p
i guess i misinterpreted
happens to the best of us 🙂
you can loadbalance into 10 machines... its just not that trivial,
it would cost... 9 splitters and one merger 😉
also why not merge 4 screw constructors into each assembler?
its iron to con segement, not con to assembler
Hey, I have 22 coal generators running on 120 coal and 6 water extractors, but when I did the math, it doesn't seem right. How in the world is that working?
yeah good luck with that
consumption scales with power draw by the factory
this will 100% fail spectacularly on you soon enough
I mean, balancing a line into 10 isn't that hard. But it does need some space ^^
Looking forward to it
then 2 smelters to 5 constructors
There's a whole discussion about balancers further up ^ Short version is, only do if it you find the challenge fun, otherwise, absolutely not the most efficient way to do it, nor the simplest, or space saving, or..etc
Bruh, having balanced all my copper production means that now I can check out literally 1 machine out of 100 and assume how everything is working based on that muahaha
It needs to be a SPECIFIC one, though
i prefer balancing. as vencam siad i can look at one machine and see exactly what the entire system on that segment is doing
The only times I've ever needed to use a balancer for input on a larger scale is when there is a recirculating item system that is manifolded multiple times for the scale, like the diluted fuel loop or silica for aluminum. And that's only really needed if you're siphoning off a major portion of the line for other use/storage, like if you pull out full fuel canisters from the system. Can't just shove 780/m empty in before the water packagers and expect them to balance out by the time they get to the refineries
plus factory startup time is immidaite rather than having to wait for multiple manifolds to complete
plus space is a non issue as i dont do mega factories
i do factory pods and truck/train everything into a storage center at my HUB
i dont handle smelting at factory pods, smelting is handled onsite of the node then bussed out to the pod
yeah, but then just use manifolds and it's easy.
btw "bus" doesn't mean "belt", so I'd suggest not using the word in this context, as it could be confusing to some people
120 coal can only run 8 coal gens . 6 extractors can run 16 coal gens
Thanks 🙂
the main problem is... your coal gens arent consuming at 100% because the power isnt at maximum... so 6 water extractors will keep it very happy... when power consumption is below 50%... but when you hit peak power... you will run dry... you need to follow the chart on the wiki page, 22 coal gens is 330 coal*min, and 8.25 water extractors (990 water/min), (11 if you run them at 75% to conserve power)
I'm about to start building out fuel generators, what's a good amount of power to have a base and push into trains/nuclear? Do I need to just go insane at this stage and build 500 gens somewhere?
Decent sized encased beam and heavy modular frame factory is on the list as well
It all depends on how much you consume
Yeah but I'm sure there's a meta around how much you need to expand through the map in a reasonable amount of time
10k?
id advise trying to get a turbo fuel set upo
but as greeny says all depends on what you want to produce
yea there is a total of 4 you need
I don't think there's any meta, everybody builds differently and everybody has "reasonable time" defined differently
heavy oil residue,diluted fuel,turbo fuel,compacted coal
I was going to get probably 20 set up on my initial little area, build the frame and beam factory then I guess push into turbofuel?
I have diluted fuel and residue already
Add recycled rubber and plastic to that list
Got lucky there. Have probably 7 hard drives to analyze still
but you dont exactly need it for the turbofuel set up. just nioce to have
Polymer res + water to fabric sounds like the perfect addition at my residue spot
Indeed. But if you're already turning oil into fuel, you may as well make plastic and rubber out of the fuel
But turbofuel sounds good. Thanks for the reminder
out of 300 crude oil you can make 666.66 turbo fuel
148 fuel gens
22,222 mw power from that
and i mean yea. IG you could use excess for plastic/rubber, persoanlly i dont like that for a say dedicated production line. cause once you startg to use more of the turbo fuel. you wont be getting as much rubber/plastic/ so good for random things.
can also use the resin for fabric as well
No, I ofx mean separate production
oh right. ok .makes more sense
i was gonna say. didnt sound like somethign you would reccommend. was a bit confused there lol
But you kinda want to conver everything into fuel and then use part for plastic/rubber and part for power
depends how much power you want though
like im on west coast. and all that oil is turned to power.
so gotta set up rubber/plastic in other places
Hopefully I don't get extremely unlucky with hard drivws
Yeah im setting up on that coast for power
<@&387163995947270144> do we really need this in here?
Sorry wrong discord chat
I do lmao
dont do it here
nothing like a discord server with +30000 members and about 10 mods. very healthy to their sanity
sry
and with the 4 or 5 mods, thats about 30k per mod ish. gimme that per student rate plz
Its not like there are 30k people talking at the same time
RIP and Modular Frame production is really awful... the numbers are not really nice ^^
try without screws
not sure thats much better...
screws are the most hated thing in satisfactory
Stiched Iron Plate needs no screws, but it needs wire
WIre/Quickwire is not really better
not that
in the manufacturers
sry
yes, I plan to do Heavy Encased Frames... but I need (of course) Modular Frames and Reinforced Iron Plate
Iron Wire is not really good... too low output... I prefer using standard wire
using copper is okay, I have more than enough of it
okay
still... Bolted Iron Plate looks okay if you combine it with Steel Screws... one constructor outputting 260 Screws/Min...
But the Bolted Frame is 140 Screws... and double of it is above what a constructor can do
try to deflate the factory. the smaller and more complex it is, the better
I had thought about using Steeled Frame, but the output rate is not as nice as Bolted Frame
and Iron Plates? Lets not talk about them, they suck 😉
the only advantage of Steeled Frame would be that I can be cheap on Iron Plates... because it needs less RIPs
Still neccesary for things though. iron plates that is.
yeah, and no good Alternative Recipe for them...
Plastic plates for life.
Bruh, you have the steel, why not going for plastic plates at this point? ^^
Hi I'm kinda new to satisfactory and I just wanted to get some advices on my factory. it is pretty complicated and like a spaghetti mess, how can I make it look better and more efficient?
more efficient: use some of the online tools in pins
better: that's pretty subjective, but looking in #screenshots and #streams-and-videos (and youtube) may give you some inspiration
they are most resource efficient 🤷♂️ xD
I think I slowly become insane... I consider building a Iron-Plate/RIP from Steel and Plastic and Rubber...
you get (as an example) 45 Iron Plates and 45 RIPs for just 100 plastic/rubber/Steel
Steel coated plate is really resource efficient, but only if you use the diluted loop and recycled recipe iirc
sure
And I don't consider doing that worth it to save iron
Also consider steeled frame + encased pipes means you can just make steel pipes and cut out beams and screws entirely.
its really a joke... I created a factory to produce 300 Steel Pipes... only to discover that one solution to my HMF factory consumes 320 Steel Pipes ^^
That's why it's a bad idea to try to do that; make a factory that will satisfy all the needs of one material for everything else. You need to know what, how, and how much you're making first of a product to know what you need. Then because resources are infinite those machines are tied up with that factory anyway, so you might as well just make them as needed.
I tried this "make everything from scratch for the endproduct"... I really didn't liked the result
I mean you don't have to put it all in one place or make a new steel pipes factory every time you need more; I'm not trying to tell you how to do your logistics. I'm just saying trying to build it out ahead of time leads to exactly the kind of situation you're in now because you're just guessing at how much you need. If you want to build all your steel pipes in one place and leave room for expandability as you need more that's another solution.
at the moment I think I will just another floor for more Pipe creation... the input belts are not used at the limit, I tried to be a bit generous with them
will be interesting to see if the train station is up to the task to get the Steel
its quite crazy how fast 2000 Steel can go away
just finished bringing 1260 bauxite and 300 coal /min to the coast to get ready for update 4
train line?
okay, my "not enough Steel Pipe" problem is solved for now... now I have to select a place where I want to build the HMF factory
What if they were to change the coal in the recipe 
They sorta are? I don't know how it'll affect the current recipe. The numbers may change completely. https://www.youtube.com/watch?v=mwrYWPHr4jk
Hey so if I have something set to clockspeed 50% for example does it take exactly 50% of the usual parts per minute?
Never played with clockspeed much now and wasnt sure if going over/under 100% caused any sort of weird resources cost shift
It will show you the parts per minute below the clock speed. You can click the orange numbers and type what you want in.
Do keep in mind we can only have integer clockspeeds so you can't have whatever parts per minute you want. It'll change it to the closest parts per minute available with integer clockspeed.
But no, there is no loss or gain in resource efficiency.
That includes generators, but the overclock UI is bugged and shows the wrong numbers.
Ty Lund
Whats the ratio of maxed alumina solution refinery -> maxed aluminum scrap refinery
Quite a bad time to ask this... Lemme check my notes
111.25 solution refineries to 98.88 scraps refineries
jesus christ...
Didn't you asked for the MAX numbers?
Why the surprise?
I meant for like 3 power cells, im trying to make a sorta of factory but not a whole map lmao
I think I could actually work that in; maybe
For reference, when I finished laying out the machines to use all the bauxite and turn it into turbomotors (so just baux refinement up to the turbomotors, assuming you already have everything else) those were already 600ish machines
So you choose if you have time before U4 to lay down something that big or prefer to make a small setup
Or have I misunderstood what you mean by "ratio of max to max"...? 🤔
Ohhh, the power SHARDS 🤣
I thought you were referring to maximized production
Nononono lol
Well, assuming you're using the most resource efficient alt recipes, it's 200 solution/min output for a 225/min input... Not great, as it's a 0.888.... ratio
I don't hhave alt recipes for either
Then you can't OC the scraps over 200% as it would clog up with scraps (200% is already 720 scraps/min)
Still, the numbers are easier there. 3 solutions to 1 scrap at 100% OC. Easy enough
I was just going to have 6 max refineries
You can have 4.5 feeding 1.5 if you change clocks accordingly
Just remember not to OC the scraps too much so they don't try to output more then 780/min
Yeah, every 2 max OC was going to merge into 1 conveyor
You can't OC the scraps over 216% if you're referring to those. Only the solution can be OC to max
No. One scrap at max OC is 900/min
2 with max OC would be 1800/min, which is THREE mk5 belts
Oh crap didn't realize my shardsa weren't in
I think I only need to max out solution?
Now it makes sense 😆
Just remember 3 solution refineries feed 1 scrap refinery when they have the same clock
For 6 normal, 18 normal or 9 at 200
Thanks
That's 7.2 at 250 OC, but I don't think that's a convenient number to work with
I'll go for 9 at 200, thanks!
So I'm trying to do the math over here on the most efficient plastic setup for an input of 1800 crude oil.
If I convert it all directly into plastic that's 1200 plastic and 600 heavy oil residue
Or if I turn it all into fuel and prime the setup I can put in a feedback loop on the output of the plastics and have the fuel power 13 recycled rubber and 26 recycled plastic and have a net output of 1170 + converting the 900 resin into 300 additional plastic for a total of 1470 plastic?
Is there a more efficient way to go about this? Like maybe in the original converting that heavy oil residue into fuel and then using that plastic to make recycled rubber into recycled plastic to use the heavy oil residue?
how?
whats the best way to use 3 pure coal nods to make steel and steel related things
solid steel ingot recipe
you make those from steel ingots 😉
but what ratio
depends on how much do you need of each
Solid steel ingot with pure iron ingot
start with the end product
figure out how much do you need of given end product and work back the resources
or use some of the online tools in pinned post
maths have been done, 1k steel per min
1k of steel is easy to do with Pure Iron Ingot and Solid Steel Ingot
yes but tier 3
okay, then 1000 Steel is a goal to look forward... but still not that much in the great scheme... you will get there while using Tier 5/6
mk2 miners and refineries are enough for it... no T7 tech necessary
ive got 3 pure coal and 3 pure iron
Plenty to finish the game with good parts/min
according to SCIM its enof
I used (I think) 3 pure coal, 3 pure iron and 1 pure copper to create >2000 Steel Ingots, nearly 1000 Copper and nearly 800 Iron Ingots...
you see, you already have the necessary resources... everything else is just "progress" and "harddisks" 😉
dont forget that the best thing to do with powershards is to OC a miner (or oil extractor)
only reasion i would overclock somthing else is fror simetry
you can easily reach symmetry with underclocking
I'd say this is a good coal plant design
C is coal
S is split join
P is water plant
modular too since it can be expanded further if really wanted.
underclocked Water Extractors so you reach a 1-2 ratio?
perfect in that one area in the plains, the one near the large water source and 4 coal ore mining spots (one being covered with a bombable rock)
you need mk2 pipes for that and each P is 3.25 water extractors
why not go with the 3-8 setup?
really? it works ok for me with mk1
do you use all 100% of the power produced?
if you like "small" symmetry, going 1-2 is a valid way to go
im not at the limit of my capacity, its better to have under than over
especially if you have more than enough water surface
sure, but generators scale down consumption based on production
just don't get tricked by shallow water GRML
so if you use 50% of your power capacity, generators will use 50% of their consumption
each gen needs 45 water/min, each water extractor provides 120/min.
in your case you have 20 gens (900 water/min), two input pipes (each 450/min then, so more than mk1's throughput) and not sure how many water extractors (how much does P symbolise?), but for 900, you need 900/120 = 7.5, so 3.25 per pipe
I just did 2 pumps per 4 coal for my 80 coal plant
You can do 3 for 8
Only had mk 1 stuff
G G G G
E-+-+-+-+
E-+
E-+-+-+-+
G G G G
I came up with prob the most complex way to do it. When I get home I can take a few pics
You can feed them by creating a loop that feeds your gens, then combine the 3 extractors into one pipe, and run two pipes from the combined extractors on each side to your gen loop
Idk if you can see but there's two pipes coming up from the extractors
Then it just loops together at the back end of the last gens
yeah...my way is 10000x more complex than it needs to be
So are you underclocking the extractors or just overfeeding the generators? Cause 1:2 with a 75% clocked extractor also is a solution if you have the space.
mk2 pipes made so many things so easy 🙂
Is there any way to split 1 15 line into 5 3 lines?
do you need that specific item amount?
because otherwise, splitter lines would do the trick
else, if you wanna be extravagant: use a 1 to 5 balancer
okay thanks
115 ? 11 5? 53? 5 3?
yes, there is a way to do any kind of balancing
1 line of 15 to 5 of 3
this thing. if you are all about those extra squeaky clean numbers
exactly... but this only works if the incoming belt is not full
otherwise the merger will block
Why the splitter back to the merger?
still, with blocking occuring it will not be a perfect 1/5 split anymore
Wouldn't that split it 6 ways
What happens if you take the splitter line to the merger off
you cannot directly split by five... so you split in six and merge one back, giving you (unless something blocks) 5 equal outputs
then you have 1 to 6 without the feedback
if you remove the back-merger you have two outputs with 1/4 and two outputs with 1/6
But it will technically be 1/6 6 ways with the splitter even though it splits back in no?
i could go into detail here, but: an infinite series of ((Input +Input / 6) / 6 + Input ) / 6 + Input).... is 1/5
imagine it this way... the six splitter has equal output on each port... if you merge one of the ports back into the input, the other ones are still equal and must contains 1/5 of the total
because items cannot vanish
but it only works if the belt between merger and the first splitter can handle 120% speed of the input
Ye makes sense
technically speaking..... if the belt to the left is blocked, you basically are left with a manifold
It is technically 1/6th but the 5 lines are equal at least
you still only have 5 outputs
if you want to do a "split with back-merge" on a full belt, you must split the backmerge in two and merge them AFTER the first splitter
Then that 1/6th is split back in
so the max you can EVER get is 1/5
its 1/6 of 6/5
no matter the input
Right
Yea makes sense
with this method you can get any split... just split to the nearest number higher than you want, than back-merge everything you don't need... just don't forget about the belt-limit
I would guess the 5 outputs become unbalanced
but with the "split/merge/split" strategy you can even do a full belt
How much on mk.1 one conveyer per min
Mk.1 60/m , Mk.2 120/m , Mk.3 270/m , Mk.4 480/min , Mk.5 760/m
fun fact: with mk 1, both output AND input are limited to 5/6 of the mk 1 speed
Mk5 is 780 no?
So it stays a perfect splitter just with a lower rate?
Weird ass numbers tbh
Yup any of the back-merge balancers limit the throughput of the belt, because it has to have room to merge
otherwise it just turns into an overflow setup
just tested mk 3: 270 does get reduced to 5/6, aka 225
Wow, this is a really nice result
tested that by using 2 mk 2 belts, since 240 < 270
So it doesn't overflow?
Okay, I am offline now, enough mad science for today
the feedback actually stops the input, so it cant go above 5/6 input or output speed
Great work mcgalleon
oh so it wouldn't just backup and then turn into an overflow setup?
for once, playing with balancers is nice
that's what I'd assume it does
Ohh so the feedback overrides the original input?
yea
So that it doesn't back up?
So the feedback belt gets priority over the original line getting split?
In the first splitter?
Sorry merger
both actually have 50 50 input priority, since mergers never prioritize
oh and then 1/6 would get stuck in a perpetual loop because it can't be added back on to the belt
that stays true for any belt speed at any rate
right, and that blocks part of the input for a while
So you're getting 1/12th from feedback belt and 1/12th from OG input line
Since it's splitting 50/50 in merger
not quite
the feedback belt only ever delivers back 1/6
so input - (input/6)
if the belt is at max capacity, of course
so the throughput you want would need to satisfy this: (throughput + throughput/6) < max throughput
so for mk2 that'd be less than 231 and 3/7
just tested the same with a 2/3 balancer
270 becomes 180
proof? these belts
leftmost is mk2 + mk 1
input is mk 3
Am I reading wrong?
Rubs eyes
Well, someone finally went crazy, huh?
its just fun how optimized even the odd ratios are
come to the dark side mcgalleon
also, mind you, i am the one who invented the freaking CIGO overflow method
dont come at me with "oooh, McGalleon turned to the dark weird splitter setup side"
ive always been there
Ok, alright, I didn't land the meme well enough 😅
i just prefer the easiest solution for a problem
most of the time, manifold do this
but its also fun to play with this stuff
but consider: proportional manifolds ™
Yes but I'm saying the feedback belt only loops back 1/12th into the merger
In a belt speed limited set up
Not that it matters for anything I think haha
Because it's split in half with the input right?
for the 1 to 5 balancer.... nope, still 1/6th
its a constant ratio
Fuck I'ma have to play with it too
these things only turn evil once you start mixing belt tiers
Yeah that sounds like voodoo I want no part in for now
so a mk 1 and a mk 2 belt on a splitter
I'm not even at turbofuel yet
What's this part for?
thats the proof that 270 (mk 3) into a 2/3 balancer turns into 180
thats a mk 1 and a mk 2 belt
I feel priority merging vibes here... Did I understand something wrong?
A merger that takes one input over another?
nope, its equal priority
Yeah that's what I'm saying
Ah no, I read the next line and got disappointed
Then it has to be 1/12th 1/12th no?
no
That's the part that fucks me
How is the full 1/6th moving out of the feedback belt if it's not getting priority at the merger?
The input merger is maxed
Meaning it has to slow down somewhere no?
if i input 5000 items/min into one merger side and 1 item/min onto the other, both have a 50 / 50 priority of being taken in
it splits into 6 1/6ths, and then 1/6th gets merged back, but if the belt speed is too high both the input and 1/6th can't both merge totally, so it just keeps sending 1/6th off back into itself forever
So the feedback gets priority over the input
If a merger has 2 items at one on both sides, it takes one, then the other
Or it takes half from both