#math-and-meta

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upbeat tide
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Number 3 is what I use

iron prairie
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I can tell you already that sloppy silica -> pure ingots is substantially more efficient than regular solution -> mix of pure + regular ingots if you're looking for 0 net silica consumption.

torpid robin
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Cause if you keep going the most efficient ones you sometimes run out of resources . So you need to swap them around a little bit .

upbeat tide
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I agree, but I break things down. If goal is x amount of y I like to break it doen into modular segments when possible

torpid robin
upbeat tide
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I am only losing 250 bauxite b using sloppy + slectrode + pure

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honestly that is marginal loss

keen flame
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So sloppy/electrode/pure is considered the best right now?

nimble ridge
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hey, made this fluid output priority/overload for my aluminum, and figured i would put it here!

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no leakage until the first pipe backs up

idle knot
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nice

nimble ridge
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-important- no pumps can be in line on the pipe, the one after the crossroads must be the only one

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it has to be -pulling- from refineries without any other pipes in front of it -pushing- if that makes sense

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otherwise i noticed it can spike and leak a little

upbeat tide
keen flame
upbeat tide
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first is normal, without pure, second is with pure

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same end goal

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1200 alclad and 2800 casings

keen flame
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oh, wow, ok - only losing about 10% bauxite, that is actually VERY good

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I wonder where my math messed up

upbeat tide
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These are U4 numbers obv. In U3 pure alu is a F tier alt ๐Ÿ™‚

keen flame
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oh of course

oblique hollow
upbeat tide
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Its the sloppy alt. That is the reason this works with the pure alu alt

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Imo

oblique hollow
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this is the usual overflow i use

keen flame
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I figured out what feels wrong. I'm comparing pure to regular both using sloppy, and if you compare the two directly, it is a bit of a drop - Pure ingots:regular is a 3:4 ratio, so it's about a 25% drop if you switch to pure

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That's pretty substantial to me, though not horrible

upbeat tide
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Yea thats the same loss in U3 too, 25%

oblique hollow
#

otherwise it does actually seem to be a normal overflow design

nimble ridge
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@oblique hollow yes but the fact that its pulling is what makes it so that -none- of it ends up in the overflow otherwise, with a height difference thats smaller sometimes it still prioritizes the lower one but a little always gets pushed over the top

oblique hollow
nimble ridge
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the pump ahead of the crossroads is what is causing the spikes

oblique hollow
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to avoid any backfeed from the normal line, putting an upowered pump also helps

nimble ridge
#

its smoother if you let the refineries push

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.. or a valve?

oblique hollow
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same thing, but pumps are safer because they block head lift in the backward direction

nimble ridge
#

not that its a huge difference anyways to be clear what you're doing is completely fine

oblique hollow
#

the first pump is just to give it enough power to make it over that bump

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you could make it 10 m tall or whatever

nimble ridge
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yea see i made it a little shorter than the refineries to avoid that

oblique hollow
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so the refineries have enough head lift to make it, i see

nimble ridge
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yikes nice impostors

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you can hardly tell the difference

oblique hollow
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i prefer the pumps since i do not trust the default head lift from machines because its pathetically weak and doesnt even show limit ring projections

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also the pumps ensure that nice and steady flow

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and prevent backflow ( and in turn sloshing)

oblique hollow
magic shadow
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oh dear

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i thought the LODs i got were bad lol

ornate sinew
#

Does anyone know how to find out the measures of Battery? I want to build a huge battery with tons of power storages.

oblique hollow
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they are about one foundation wide, a bit less actually. Checked the wiki yet?

nimble ridge
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just finished 430 casing & 430 alclad sheets per minute

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time for a nap

tiny sentinel
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not sure witch one to pick

nimble ridge
#

i use that heavy frame recipe

tiny sentinel
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i went with the resin

grave parrot
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I don't understand how liquids operate in a manifold design. I have 300 heavy oil in a Mk.1 pipe going to 5 refineries to make 200 fuel. It's an exact ratio, so there should be no leftovers. However as a test I had a single refinery making petro coke at the end of the heavy oil line. It's operating at about 70% efficiency so it's consuming a fair amount of heavy oil when I thought it shouldn't be consuming any (no leftovers). Does anyone have an explanation for this?

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The fuel will eventually get backed up, but it wasn't backed up when I was running tests. And no pressure issues afaik

iron prairie
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Unless you deliberately create a chokepoint, it won't be an absolute priority.

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What you can do is set up a sudden rise in the pipeline, an upside-down U, such that the section after the U won't start filling up until the top of the U starts filling.

grave parrot
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@iron prairie thanks! I really like that idea

iron prairie
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Do note: I've heard of the trick, but never used it.

magic sparrow
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Honestly, I tend to pick pocket dimension pretty much always because I use my pockets 100% of the time

upbeat tide
torpid robin
upbeat tide
torpid robin
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Yea exactly what I was finding

upbeat tide
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Pipes seem to behave when looped and many junctions

torpid robin
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It was such a small thing . But was screwing up the whole line lol

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Added a pipe at other end and boom all fixed . I was like dafaq

upbeat tide
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I have something to blow your mind even McGalleon was surprised.

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I give you this first build. This supplies a large diluted packaged array. It hates me

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I give you a simple petro coke setup that loves me

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Build A works but took several loops to get working

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Build B has zero loops and works flawlessly

torpid robin
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I can hardly see that on my tiny phone screen ๐Ÿ˜‚

upbeat tide
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Ill give you a clue

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I colour my pipes ๐Ÿ™‚

topaz hedge
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pipes should be white :p

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unless for fire supression, then they should be red or black with red markings.

torpid robin
upbeat tide
topaz hedge
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I've been around lots of pipes. never seen a purple one lol

upbeat tide
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I use it to signify its a HOR pipe

torpid robin
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Yea I paint my pipes too

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So much easier

topaz hedge
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Just giving you a hardtime. :p not usn, I don't even work with pipes, or the navy, just in buildings.. with lots of pipes lol

upbeat tide
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All good

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But navies and most maratime do color code pipes based on whats in it

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Not military, sadly disqualified due to physical issues, but know several who are

torpid robin
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Well . We donโ€™t even have a military ๐Ÿ˜‚

topaz hedge
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That's kinda cool. they probably all follow the same code. I'm not military either, but I've worked in quite a few refineries, and buildings. and most of them are white, unless it's fire supression

upbeat tide
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Pretty much or if its a gas pipe, liquid pipe, freshwater, seawater, waste water, etc

topaz hedge
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back to factory, in ex I'm about to the point where I need to think about setting up yet.. another powerplant.. if my only choice is nuclear, would you wait until they take it to EA?

upbeat tide
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Id wait to see what they do with the encased uranium cell alt as its borked atm

topaz hedge
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yeah, that's what I was thinking. kind of a shame, but it happens i suppose

upbeat tide
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already makes 31.5 nuclear rods in U3 from one uranium node ๐Ÿค”

versed violet
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"Check my math" question:
Is it more efficient to overclock miners, than use refinery for pure iron ingots? (both space and energy wise)?
If I got my math right,
MK3 miner (240 iron) + 7 refineries => 446 Iron ingots using 236MW
VS
MK3 miner at 200% oc (480 iron) + 16 smelters => 480 ingots using 156MW.

[Not nearly the point where I'm running short at iron nodes. Only using 3 norm nearby grass starting spot + considering an iron factory at nearby 3x pure]

cedar mica
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Overclock miners, as there is a limit. If you have power issues, just underclock

topaz hedge
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I suppose I have some preparation before I can think about going nooclear.

cedar mica
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Nuclear?

calm flax
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@versed violet More efficient in what way? I mean like you can both overclock them and use the pure.... so kinda hard to compete with that

topaz hedge
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yus. my next factory might very well use almost 100GW

versed violet
topaz hedge
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OC everything and profit!

versed violet
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not enough powah

topaz hedge
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miners, 250% refineries using pure alts 250%!

cedar mica
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50% clock speed, can run 3 machines on same amount of power...

topaz hedge
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get moar powah! X3

versed violet
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[well, just started my nuclear, but its flaky, and everything will collapse in amonth when u4 hits]

topaz hedge
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unclocking machines to save on power waste the most precious limited resource on satisfactory - CPU usage :p

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unclocking machines to make numbers work is completely acceptable though.

versed violet
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trying to limit machine space too. So no underclock, unless its last one in chain

cedar mica
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And building more power, can also stress the CPU...

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Anything you build, will lag the game, to some degree. You just go to choose what you want

versed violet
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I'll be trying for Distributed Lag โ„ข๏ธ next

topaz hedge
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Sure, but if you want to try to squeeze as much out as you can, OC that power production stuff to.

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Okay, that might be a waste of shards but. ohwell. what's waste anyway, we all know fiscit doesn't waste.

cedar mica
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Na, just got to hire more dogs

versed violet
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Got 400 shards, so gues I could put them in some coal plants

topaz hedge
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we all have our own playstyle so there's no right or wrong, but OCing the machines at the end of a row, where you'll need for example 4.2 machines, build 4 and 120% OC on the last one definitely saves the amount of work you have to do, and saves one machine on your cpu usage, and doesn't have that much of a power cost.

cedar mica
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If we are thinking about lag, foundations are really the worse thing you can do. But think thats a step too far

torpid robin
topaz hedge
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well, I've noticed that lots of walls and foundations cause lag in that area, however lots of machines cause lag anywhere in the world.

cedar mica
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Build normally, then delete foundations and belt poles. Should buy the most amount of time

torpid robin
topaz hedge
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True. Either way, I used to underclock machines at the end of each row, and then someone here was preaching about how it's better to OC them instead.. and honestly. it's changed my playstyle. I might've taken it a little too far when I OC'd a row of 28 manufactures to 200%..

upbeat tide
cedar mica
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Then again, the fate of any building game is to die a slow death, as players add more and more stuff to the world

topaz hedge
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This is also true

torpid robin
# upbeat tide Herecy!

How . I feel how they have i atm is balanced . The amount of power you get from full nuclear and recycling is pretty good. You only get 223 waste now . Isnโ€™t too resource heavy . I donโ€™t think they should give people an easy out of plutonium by just going crazy on uranium . Like they added a new node for it all

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Not to say thatโ€™s how itโ€™s gonna go. Thatโ€™s just my opinion on it

upbeat tide
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You have to use that 4 th node tho to get up to 31.5 rods. Previous max was 94.5 soo ๐Ÿคทโ€โ™‚๏ธ

versed violet
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Is using up 31.5 rods/min realistic?

topaz hedge
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I'm gonna try to... okay maybe I'll just try to burn 9 a min, with enough overclocks, that definitely seems possible.

upbeat tide
topaz hedge
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So with the power changes, does that mean max nuclear setups are dead, or will Kepler and others still do it. this is my question. lol

cedar mica
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Max nuclear is not dead, just need to balance it out so Plutonium can run along side

zenith hamlet
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Iโ€™m scared

keen flame
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Just finished running numbers on nuclear with new info. Even with reprocessing, your maximum power potential from nuclear is still almost 20% less than it was in update 3, and that's before counting the ~175GW of power consumption to make the nuclear fuel in the first place. That's not with fully optimized recipes, mind you, but it's still a huge chunk since you have to use particle accelerators to maximize it. The absolute maximum is now somewhere around 900 GW at best, and that's if you use every ounce of nitrogen for plutonium reprocessing, leaving none left on the map for anything else...

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Even smaller bases will see a pretty heavy drop in their power potential

zenith hamlet
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Iโ€™m more scared

keen flame
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Put it this way...Uranium by itself now produces less power than fuel can. Only 393GW max from uranium alone, whereas with the extra oil you can produce well over 400GW with fuel power, and I was able to produce 151 turbo motors/min even with that much investment into fuel in update 3

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I'd expect nuclear to be a muuuuch more substantial jump from that, as it was before, but I'm of the mind that max nuclear setups are dead now

upbeat tide
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Well, this bypass has definately made my diluted fuel plant better.

It overflows into a petro coke factory on the side that sinks it

obtuse scroll
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Can anyone help me optimize my Oil production?

upbeat tide
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What u got? What you making? Alts?

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Your one stop shop for fluid dynamics

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Trains?

time the round trip (without loading/unload) first, then add 50 seconds. If the total time less than 4m06s, then 1 car per belt. If more than 4m6s, use 2 cars per belt or 2 equal trains. If more than 8min12s, use 3 car per belt or 3 similar trains.

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Trains are very efficient as long as you time them right

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You also need a buffer before and after each train station. On the load and unload side.

obtuse scroll
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Do I still need a buffer if I am transporting Packaged Oil?

iron prairie
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  1. Don't. Packaging/unpackaging takes a lot of power.
  2. Sorta yes, in the sense that you'd still want industrial storage containers at both ends to buffer in/out.
obtuse scroll
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So, would you recommend I transport oil rather than packaged oil?

iron prairie
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Yes.
Also, you'd need a separate train to transport the empty canisters back, so the "increased capacity" of solid freight trains is kind of a lie.

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In terms of energy needed: pipes are cheapest, especially when little to no positive elevation change is required, followed by fluid freight trains, with packaged fluid freight trains being at least an order of magnitude worse.

upbeat tide
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Oil trains work well. I use two of them.

I tend to split oil nodes into multiple cars. For example, if its a normal node that produces 300m3 total, that will split into two freight cars

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If you do any liquid train, remember the golden rule

Pipe > pump > buffer > pump > station

And opposite at unload side

obtuse scroll
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Can I send you a screenshot or screenshare, and you can tell me what I should get rid of. ๐Ÿ˜…

upbeat tide
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Im half asleep, gonna shut down soon

iron prairie
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I doubt you need a pump between the buffer and station so long as they're at the same elevation.
And do note that a single fluid freight car can handle 300 m^3/min so long as the round trip time is less than 5 min 20 sec.

upbeat tide
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I dont think the second set of pumps is needed either, its more a peace of mind thing since I know buffers can get weird with flor rates

iron prairie
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Ah. Long train ride, it seems.

upbeat tide
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Also use the second level of pipe outputs on the station. Might as well take advantage of some extra free meters of headlift

obtuse scroll
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In this scenario, who's advice should I take on the train setup.

iron prairie
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I know in my prior save, taking sulfur literally from the NE corner of the map to the SW corner of the map, I had to have triple freight platforms.

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I... think we're largely in agreement?

obtuse scroll
iron prairie
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Sure? Won't have super-much time to look at it, though: it's getting late.

torpid robin
torpid robin
full raptor
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You guys are nuts. I spent hours today just making oil production, getting distracted and ending up at the last recycling bit without finishing. Just 6 blenders worth of distilled fuel, not much either...

iron prairie
torpid robin
ornate sinew
ornate sinew
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I now measured a Battery with the Silver thing on the Boarder of a foundation. It's 13 segments long and 7 Segments wide. I scaled that up to 39 and 21.

oblique hollow
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this is the reason why i dont like when other people use battery when they mean "power storage". I read battery and instantly thought of power storage too

ornate sinew
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When i say Battery i mean Battery, when i say Power storage i mean Power Storage. I want to build a huge building in the shape of a battery with Power Storages in it.

graceful storm
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not advisable

oblique hollow
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that many power storages could, at the moment, crash the game

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aaaaaand are absolutely obsolete

gilded maple
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Hills make trains faster? I notice down a hill auto pilot will go 200 and up it will go like 110, flat itโ€™s 120, so are trains faster when used on a slope?

gilded maple
topaz hedge
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I noticed that about the powerstorages, something around 400 and my game started to become quite unstable. 300 is fine though

static rock
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Hi guys!!!
This here is my go-to belt compressor

I have a factory that im looking to compress down 20 lines.
(Yes i know this is a lot and im weird :-P)

Using this setup I would need a massive setup chaining these together.

I was wondering if peeps have a better design for a large scale belt compressor?

oblique hollow
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the crisscross confuses me, is there something on the backside we are not seeing

static rock
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Sorry, looking from the back obscured it too much, so ill break it down

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Top Overflow gate

  • Center - Any
  • Right - Overflow
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Bottom gate

  • Center - Overflow
  • Right - Any
oblique hollow
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soooo.... in short: bottom one gets fed first..... top one gets overflow

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how would this look for 4 belts though?

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or 3

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do you just stack them / add them ?

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This remind me a lot of my variable flow divider from my pipe setups, just with multi input and output....

static rock
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Essentially next to it is this same getup, but 1 merger higher.
So there would be another converyor belt running over the top of this that feeds the top of the next compressor, and the 'overflow' from this would be the mains of the next belt

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Im mainly looking for a 20belt compressor ๐Ÿ˜• And this doesnt seem viable

oblique hollow
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now you got my gears runnin'

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this is technically yours, just from the view of one input SS

vast jungle
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main issue with multi-belt compressors is overflowing a belt...
easiest solution I know for n belts is a n x n matrix with a smart-splitter and a merger on each point

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which tends to be a bit larger ^^

oblique hollow
#

gimme a moment

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im thinking a multi-layer version of this

oblique hollow
vast jungle
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I once built a grid design for a 4x4 compacter... needed 16 merger, 16 smart-splitters, 4x4 foundations space and on belt-lift height

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would scale to any size... but not sure its worth the effort

torpid robin
static rock
#

hey sorry, was finishing dinner

static rock
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Still wouldnt be perfect but it would be compact

torpid robin
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and the 2 below. they are how i do mine. and i can just keep making them longer as i need to add more input or output belts

oblique hollow
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this is what i was thinking, might be wrong, would have to test

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its hard to think about all of this just in your head

vast jungle
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yes, you are just missing the final "merge" line...

torpid robin
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yea it took me a bit of stuffing around

oblique hollow
static rock
oblique hollow
#

Heres me inventing the Matrix Compressor again, out of thin air ๐Ÿ˜‚

static rock
#

but doing this 20times makes me wanna vomit ๐Ÿ˜›

vast jungle
#

yeah, a 20x20 grid... you should ask yourself why you need it

oblique hollow
#

there might be something Programmable splitters could do, but im not sure

static rock
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and not a 20*20, just 20 belts compressed

oblique hollow
#

whats so bad about that, just put it in a train jace_smile

vast jungle
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20 input belts in one direction, 20 output belts in the other direction (90ยฐ turned)... space necessary: 20x20 foundations ๐Ÿ˜‰

oblique hollow
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what if its just 4 input belts

torpid robin
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i do mine after all myh big stations. it makes it way easier to sort out a heap of 300/600/780 lines. just plug it into my systems and then you can take any amount out that you need

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it is an easy way of balancing tbh lol

oblique hollow
static rock
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12 refineries = 780
240 = 780 * 20

oblique hollow
#

so compressing 240 refineries down to 20 belts, i see

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do you have a top down view of your factory?

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because if they all are in one straight line, this is easy

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actually, if this is a very clean build, this is REALLY easy

vast jungle
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just a belt to the side or up or down every X refineries when its full... maybe with a smart-splitter after X+1 refineries if its not exactly full after X

static rock
#

Umm... Kinda?
2 secs

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and for reference i dont know exactly how clean you would call it ๐Ÿ˜›

oblique hollow
#

in the most simple case, you would only need to merge 12 refineries onto one line with just mergers

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no overly complicated compressing required

static rock
#

already done
But the problem is someone might not have made all 12 in a row be active at once.

oblique hollow
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well that sucks

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aaaactually, you might just be able to get away with JUST the one line of merger-splitters

static rock
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All of the ins and outs go through the pillars to the sides of each floor

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Each floor has 24 refineries, 10 floors total.

vast jungle
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so every floor produces 24x65 iron ingots/min?

static rock
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yeah, or 2x 780 lines.
But i cant confirm they will be full

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Hence im looking for a massive belt compressor haha

torpid robin
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i mean seriously the link i posted to the screen shots up a bit would do exactly whatg you want

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its wahts i use them for all the time

vast jungle
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who cares if they are full or not? You need the 20 belts anyways if they are "nearly full"

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you cannot compress them down to even 19 belts...

oblique hollow
vast jungle
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@oblique hollow your "780 stable" assumes that the first two belts have more than 780 together ^^

oblique hollow
#

actually this is just a bandaid for poor factory design

oblique hollow
static rock
vast jungle
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maybe you should just work on optimizing so that every floor produces full belts?

torpid robin
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doesnt always work like that though

vast jungle
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better to fix the issue than to fix it in the next step

oblique hollow
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just increase water and iron ore input jace_smile

torpid robin
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he went for design 1st. then worked belts after. i understand that

static rock
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Its mostly the fact that the inputs are using overflow gates.
Per line thats fine but on a much larger scale it starts to get a little jumpy at the end

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otherwise this thing would be massive with the loadbalancers

oblique hollow
static rock
oblique hollow
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prefill all the refineries and just use a normal manifold

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you will have to turn it all off for the prefilling, of course

static rock
#

2 lines of input at 420/line i think it was?

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ofcourse 420 is a user, sorry for tagging you 420

oblique hollow
#

35 per refinery ๐Ÿคท

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so 420 per 12

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thats actually pretty easy to fix.

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refineries still take input when power is off, right?

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cuz then all you need to do is flip a power switch

static rock
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not that im aware

river night
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afaik the input fills when they are off, but when they dont have power at all then it doesnt fill, or something like that

oblique hollow
# static rock not that im aware

point is: prefill em, then you can use a normal manifold. smart splitter sometimes get too greedy and wont fill the last machine

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thats because overflow always keeps an item or 2 inside

static rock
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huh, i didnt know that

static rock
# oblique hollow

ok, so i think your stable line manager, preflooding the system, and normal splitters are gonna do me the trick

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Thanks mate, thats a lot of help ๐Ÿ˜„

oblique hollow
# static rock huh, i didnt know that

ive seen the issue on another users refineries before. was doing diluted packaged fuel. last refinery never got any water bottles because the smart splitter just preferred to feed the machine before it

static rock
#

yeah...
If thats the case all of a sudden large sections of my...
Everywhere
Are worrying ๐Ÿ˜•

vast jungle
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Keep the containers in self-contained loops

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No splitters, no mergers, no storage boxes

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Just three belts

topaz hedge
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Speaking of fuel and turbofuel.. I guess my advice for large setups is overbuild the setups so they produce more fuel/compacted coal than they need. These 1-5% losses in belts and pipes are killing me

oblique hollow
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it all was a giant loop

topaz hedge
#

Lovely

vast jungle
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Doesn't matter, don't manifolds the belts of a dpf loops... None of them

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Makes your life a lot easier

oblique hollow
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i get what you mean, but its still a manifold

vast jungle
#

Like I said, no splitters and mergers at all for the loop

oblique hollow
#

i dont get how you are supposed to feed the machines then

upbeat tide
#

When you need to do that 40 to 50 times it becomes crazy. Better to manifold the canister loops

vast jungle
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I disagree

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Just put in 40 or 50 containers in each loop and you are done

upbeat tide
#

I setup my dpf in groups of 7 refineries. Works well for me

upbeat tide
oblique hollow
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henning please show a damn picture because i cant imagine what you mean at all. this might just be a misunderstanding

upbeat tide
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You need at a minimum 400 canisters per refinery, packager, unpackager combo

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Each machine can store up to 100 canisters and a bit left over

vast jungle
#

Unpackager directly attached to Packager, Packager directly attached to Refinery, Refinery directly attached to Unpackager

oblique hollow
#

so seperate loops for each combo

vast jungle
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100 empty canisters into (Water) Packager, done

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because there are no mergers and splitters, even 50 canisters might be enough (depends on the length of the belts)

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I know a few people who do it with 30 canisters per loop

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the whole manifolding makes it easy for the canisters to become unbalanced... which is the reason for the whole mess... so don't mix the solid stuff from each loop...

oblique hollow
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or just use DBF

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and not deal with this whole mess at all

vast jungle
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when you use self-contained loops there is no mess at all... they just work ^^

oblique hollow
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packaging and unpackaging is a hastle though

vast jungle
#

thats true... but even if you want to keep the "normal" TF creation, there is a "Dilluted Fuel" recipe for the Blender too... which is as effective as the DPF loop.
I use DPF because I am still on EA

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and I need more (turbofuel)power right now...

oblique hollow
#

with the blender, this would all just be.... Refinery (HOR) > Blender > Blender > there you go its turbofuel

#

dpf is.... Package water, Produce HOR, HOR + Water to Packaged fuel > Unpackage > Make Turbo

vast jungle
#

yeah... but IF you use DPF, please don't manifold them ๐Ÿ˜‰

upbeat tide
#

this is how I setup mine, and I have had zero issues ever with this method

vast jungle
#

the issue with this design is that you need enough containers in the storage to make sure that the "upper" DPF is getting enough of them... I would guess you have more than 400-800 containers in your storage, right?

graceful storm
#

enough but not too much, unspecified atm

upbeat tide
#

yes, but that is a known need. Plus when you do this 6 times in one build this becomes a way to keep complexity in check

vast jungle
#

thats why I like the small loops... they stay sane, regardless of their number ^^
and you need less containers

#

in my new TF powerplant I am even thinking about not manifolding all the created fuel... to keep as much of the factory separately from each other.

unfortunately the rates for the HOR creation don't fit to the DPF input... maybe worth downclocking them to 75% so its a 1-1 too

oblique hollow
vast jungle
#

thats what I am doing...
when you look at my image the upper thing is the unpackager, the lower one is the packager (with output towards the Refinery)...
the packagers output belt is going below the refinery and into its input on the other side.
unpackager output and packager input are directly connected with a belt lift... as are the refinery output and unpackager input.

wicked tinsel
vast jungle
wicked tinsel
#

well yeah

#

i just threw container worth of canisters at mine ๐Ÿ˜„

vast jungle
#

I like to keep my power production as simple as possible ^^

glacial hemlock
#

15 stacks for 5-loop manifold seems fine for me. If you go for individual loop, you can get them run with lesser canisters

vast jungle
#

I am thinking about building completely independent slices...
each slice "1x HOR production, 1x DPF loop, 3x Turbofuel creation"

this should scale very well and should be easy to debug

frosty owl
#

I still think that manifolding at least one of the products is the easiest way to have a handle on big setups for debugs and such ^^
Also I don't see the big issue of having many canisters in the loop (unless one really runs low on them for some reason)

signal matrix
#

What is the blue thing that comes out of the refineries when I transfer crude oil into fuel?

tiny sentinel
#

thoughts? I'm out hard drive hunting right now.

signal matrix
#

At the moment, Im just dispening it into the Sink, is this wise?

tiny sentinel
signal matrix
#

Is it more efficient to build more machines, or overclock them

tiny sentinel
#

you could also skip resin altogether. make crude oil into plastic/rubber and Heavy Residual oil, then refine the heavy residual oil into fuel. you'll need the plastic anyway to make fuel canisters for packaged fuel.

#

if you have the power shards to spare, overclocking them can be more efficient. fewer machines the better when you get into late game and the save starts to lag.

signal matrix
#

Ive been holding off on making Nuclear power because of the infinity problem (the problem thant Nuclear waste cannot go into the sink) should i wait for the stable build to come out, because Im not sur eif it is going to keep the Plutonium fuel rods as going into the sink

tiny sentinel
#

you only really have to worry about lag when you've built a mega base and you're approaching the object limit

frosty owl
#

Just don't bother about the waste. Not worth holding yourself back because of some radiation ^^

tiny sentinel
#

most people are pretty sure they'll still be sinkable

signal matrix
vast jungle
frosty owl
#

I'm for the unsinkable side. I bet all my coupons on that

tiny sentinel
#

they wouldn't have had a point value assigned to them if sinking them was a mistake.

signal matrix
#

Im personally deciding to wait until that fact is set in, because then I can set up my power plant at the edge of the world and can eliminate any need to visit it

frosty owl
signal matrix
signal matrix
tiny sentinel
#

i think it's a fair pay off, given how much power it takes to process the plutonium and how much power you're giving up by sinking it.

vast jungle
#

plutonium takes a lot of Nuclear Waste and only create a bit of Plutonium waste

frosty owl
vast jungle
#

and the waste still stacks to 500

frosty owl
signal matrix
#

I havent started on the waste.

vast jungle
#

just build a drone-port to fly it to the processing area ๐Ÿ˜‰

signal matrix
#

Im just being careful.

#

The reason im doing this, is because of a VERY simple reason

#

Lag

#

If you store something Indefinitely, then Lag will start up

frosty owl
vast jungle
#

stuff inside an ISC doesn't really produce (much?) lag... because there is nothing to transport or render

frosty owl
vast jungle
#

build a "nuclear waste storage" from 100 ISC and even at ImKibitz rates you would be good for 9000 hours... or (lets say 10 hours a day on average ๐Ÿ˜‰ ) 2-3 years of constant playing

#

and 100 ISCs is not that much

signal matrix
#

I know, but still, it is just not a problem i want to deal with

vast jungle
frosty owl
signal matrix
#

IS there any talk of Mk 6 Conveyors, because mk 3 overclocking 250 just wastes energy

frosty owl
#

You can overclock to 780/min now

vast jungle
calm flax
#

there is talk but don't let belt speed limit you. Its only a problem when a single machine need more than a single belt can do

frosty owl
calm flax
#

Yeah its a problem for miners. They should have multiple outputs imo. But if you have a mk5 belt @ 780. Whats next mk6? 1440 or something? In which case you just hit the next limit up

vast jungle
#

a new MK3 miner with 2 outputs would be a nice solution

#

"MK3b Miner"

calm flax
#

just build an infinite manifold which refresher points

frosty owl
#

If you want, you can set up portable miners on the node and unload them I to a container, treating the container as a miner simon_smile

upbeat tide
#

There was a mod that added multiple outputs to a miner but it didnt last long due to lack of updating it.

But a dual output miner would solve the cant get to 1200 a min issue

#

Plus 600 a min belts are much nicer anyway

frosty owl
#

Would also let us make more pasta

upbeat tide
#

More aluminum!

calm flax
#

i normally run stuff at 720 rather than 780. That way when you drop below about 60/min left on the belt you can merge another 780/min belt into it

#

Sometimes as low as 600

upbeat tide
#

I prefer 240/480/600/720/750 depending on circumstance

calm flax
#

it generally depends how much the machine that being fed needs. eg for bolted plate it needs 90/min which is a 720 belt for example

#

so after 8 assemblers you have an empty belt ๐Ÿ™‚

frosty owl
#

Generally I like the 720/750 too :)
But I use 480 often to load freights (I keep 480x2 as the max)

calm flax
#

i also use mk1 for machines where suitable cause you know the gap size from splitter -> machine so you know if its working correctly

#

also manifold populates better

frosty owl
#

Bruh. I use so much MK1 ahahahah

#

Curiosity questions. What are your belt percentages on SCIM? hehe
Eg: 10-10-20-20-40 means 10% MK1, 10% MK2, 20% MK3...

wind spade
upbeat tide
#

I use mk1โ€™s ocassionally but mostly forlooks. Like on my DPF loops between machines, etc

frosty owl
#

With 60/min inputs and MK1 belts you get the perfect: Balanced manifold snootsnoot

timid yew
#

i've a problem or it's maybe me who are idot idk i want produce 3600 m3/min turbofuel
so i did that
but when i look on the refinery and do calc from the recipe i got 2250m3/min crude used

calm flax
#

@wind spade Actually it does. I am talking here like mk5 -> mk1 on the splitter -> machine only. So when you do this the splitters for the 780 is going to immediately overflow the first 12 splitters. So you get to about 80% population almost immediately. So the first 12+ machine start building immediately rather than sequentially until the buffers fill up. So if you have a manifold -> manifold -> manifold kinda setup you populate the downstream ones way faster than pushing a 780 all the way.

timid yew
#

75x30 = 2250
bc 100 heavy on 30 refinery = 3000

calm flax
#

The main difference isn't so much that you populate the manifold faster. But you get get a greater level of paralellism faster

#

So technically if your pushing conrete at 780/min down a manifold at the start and you have < 12 assemblers the manifold is populated instantly.

wind spade
# calm flax <@!242004363730616322> Actually it does. I am talking here like mk5 -> mk1 on th...

over time the saving is zero. You still have to fill the same amount of machines with the same amount of items, so e.g. if you have 10 machines with 100 stack size item, you have to fill 800 items (as the last two don't get filled), so your output will be delayed by 800 items anyway. If you use fastest belts instead, it sure does start less machines, but overflows them faster, so it balances out. I've done the math and the simulations, if you run both setups at the same time next to each other, at the moment when they are both filled to max, they have produced the same amount of items in that time, meaning there's no real gain.

calm flax
#

Ahh filled ad when it starts producing items are not the same thing.... It also does matter if you turn things on / off or re-route resources

wind spade
#

I know they are not the same thing. But while you fill more machines more early, I overflow them faster, resulting in same time to fill up.

calm flax
#

But when they are full is not important. When all machines are at 100% production rate is

frosty owl
calm flax
#

@frosty owl No I am not

wind spade
#

that's the same thing in manifold. all machines at 100% production rate is when all machines are filled to max (with exception of last two)

calm flax
#

nope....

#

they are at 100% production rate when they have enough sustained items to produce at 100%.

wind spade
#

explain how you can have 100% production rate BUT some machine is still filling up

calm flax
#

i just did.... you didn't nderstand it?

frosty owl
wind spade
#

I don't understand really. You have e.g. 100 input and 10 machines eating 10/min each. If all machines are producing at full speed, it means they are all eating 10/min, so there's no overflow items left, so no machine can be filling up

calm flax
#

@frosty owl No mk1 inputs with a 780 backbone

wind spade
#

example from my manifold tool:
5 machines @ 20 input, 100 total input
see how the "time to fill" is same as "time to 100% production"?

calm flax
#

yes 17 minutes... but you can do that in 2-3 seconds....

wind spade
#

yes, with a balancer ๐Ÿคทโ€โ™‚๏ธ

calm flax
#

without a balancer....

wind spade
#

no

calm flax
#

yes.. for the first 12 machines.....

wind spade
#

only if the inputs are mk1s and input per machine is 60/min

#

that's very special case and at that point it's kinda like a balancer anyway

calm flax
#

yes which is the case for a lot of machines.... except like screws

frosty owl
calm flax
#

Like a good example for this would be encased beam with concerete with a stack size of 500

wind spade
#

I'm talking in general about any manifold

frosty owl
wind spade
#

for those manifolds, all possible machines are filled at the point when the manifold starts producing at 100%

#

and for those manifolds, putting mk1s to input belts doesn't help you at all

calm flax
#

it does for the initial fill.... but you not thinking of how because your only seeing "my way is the only right way"

wind spade
#

initial fill is kinda pointless ๐Ÿคทโ€โ™‚๏ธ

calm flax
#

I agree having mk1 doesn't help you or make any difference after its been running for 20 minutes. It des however make a difference int he first 5 seconds.....

frosty owl
calm flax
#

initial fill is pointless until you turn things on / off... then suddenly it becomes important

wind spade
#

if you're caring about immediate output, then idk why are you doing manifolds, balancers are for you ๐Ÿคทโ€โ™‚๏ธ

calm flax
#

Like the factory building your in

#

you know switch off the power plug cause you don't need it running. Then suddenly when you need it running again you switch it on again....

calm flax
#

Which suddenly makes it massively important because you don't want to wait 20 minutes util it is producing materials at its respective rate

wind spade
#

I don't really understand, are you referring to the factory that you're building, or a factory that you're supplying with the manifold?

vast jungle
timid yew
#

no

calm flax
#

Can when you have that manifold feeding a downstream manifold with what it produces now takes 40 minute to filll

#

What its actually suppling isn't import the point is you want to go from empty -> 100% as fast as possible.

vast jungle
wind spade
#

at which point it's just easier to handcraft them

calm flax
#

yes... but you have to wait 20 minutes for it. So... well you can keep waiting 20 minutes for it. I will keep waiting my 2-3 seconds until it gets to 100% production rate

wind spade
frosty owl
#

@calm flax , despite me loving the idea of not taking forever to load machines (thus why I usually balance) I think greeny is in the right here.
Unless your machines require exactly 60 or 120/min there is no convenience in using low tier belts as the manifold's outputs (belts feeding the machines) as far as time needed to load the machines is concerned

calm flax
#

you do for the first 12 machines.... which is what your not understanding...

timid yew
wind spade
vast jungle
timid yew
#

i need to watch better xD

calm flax
#

well you don''t go any faster you get to the same speed but finish later actually....

timid yew
#

it seem maths burn my brain xD

vast jungle
wind spade
#

graph of what's happening

#

(rough estimation, probably not to scale)

timid yew
calm flax
#

i see you inverted your items produced axis

vast jungle
timid yew
wind spade
#

basically the integral of both "functions" (those that would produce such a curve on the graph) has to equal to same value, since both manifolds will have to produce same amount of items at the end (and produce same amount of items in the process)

calm flax
#

yes but i am not talking at the 17 minute mark. I am talking about the first 30 seconds.....

vast jungle
wind spade
#

sure, but what use is that you produce more items in first 30 seconds? if you really need the items that fast, go for balancer or handcraft them. The whole point of manifolds is that they take some time to work, so if your factory has to go 0 -> 100 fast, then you shouldn't build manifolds

calm flax
#

there is certain behavior you missed in the calculation because what i am describing acts more like a sets of steps on a graph :/

timid yew
wind spade
#

I can simulate how the graph works if you want to. I have the code for it, I can plot it exactly as it happens ๐Ÿคทโ€โ™‚๏ธ

calm flax
#

or you just run it in the game both ways and see which one finishes first

graceful storm
#

what is it comparing? the belts that run to the machines?

oblique hollow
#

wth is this belt stuff about

wind spade
#

what do you define as "finishes"? starts running at 100%? if yes, then mk5 belts win

frosty owl
#

I bet on greeny of you test it xD

calm flax
#

@graceful storm ITs 780/min manifold backbone with mk1 from splitter to machine mk1 vs mk5 for the splitter -> machine connection

wind spade
calm flax
#

so the mk1 gets up to speed sooner because it it will overflow the splitter to more machines faster for up to the first 12 machines.... since the 780/min has nowhere to go

graceful storm
#

so it's a waste of setup time to use mk 1s good to know

wind spade
frosty owl
#

Unless they require 60/min ofc

graceful storm
#

but 780 overfills faster so I guess it catches up

oblique hollow
#

aah, so this?

wind spade
#

yeah we're not talking about manifolds that require 60/min, since they are very special case that works instantly

graceful storm
#

do 60 below not work instantly?

frosty owl
oblique hollow
#

then what is the use case because this stuff ONLY works if the machine requires less than or equal to mk 1

wind spade
wind spade
oblique hollow
#

stack size might affect this.....

calm flax
#

It makes sense if you turn stuff on / off to have fast production sooner..... otherwise (as i have said previous) it isn't important

oblique hollow
#

oh god im having flashbacks to my monster equation

wind spade
#

well yeah, you don't get any benefit from putting mk1 belts if you have 90 input ๐Ÿ˜„ but we can generalise this to "putting slower belts on sides"

calm flax
#

@oblique hollow yup stack size does effect it

oblique hollow
#

duh, so does any manifold

wind spade
oblique hollow
#

Let me put it this way:
as long as the manifold is shorter than 4 machines, mk 1 will have no effect, and mk 5 will be just as efficient

#

this is because splitters split in half

#

not exclusive

calm flax
#

OR split in 3

oblique hollow
#

the 4th machine would get 1/8 of the input at first

#

of a mk 5 beslt, thats 97,5

#

so still faster than mk 1

wind spade
#

it's essentially like a buffer. mk5 fills more of the buffer but produces less items at start. But if they stop getting input, mk5 has more buffer so produces for longer (or has faster start up time when it starts getting input again, because it has more left in buffer)

oblique hollow
#

Using slower belts is only beneficial when its a long manifold

#

then it will actually reduce startup times

#

dont bother with short manifolds though

wind spade
oblique hollow
#

this topic is way too complicated to dumb it down to "if you do this then it works"

#

its all too variable

#

@calm flax your case would start to fail at large machine numbers (around, like, 13) too

#

there is no universal solution

#

best you can do to decrease the lag of large manifolds is to use injection manifolds

calm flax
#

But thats the assumption if you have a splitter. feed it 780. The first 2 splits left/right are going to take 60 each so 120. So you still have 660 flowing in the middle. So 60/60/660 isn't exactly "half". So the middle gets a step effect like 780 -> 660 -> 540 -> 420 -> 300 -> 180 -> 60. Where a mk5 connected goes. 780 -> 260-> 86 -> 28 -> 9 so a mk5 belt initially feeds something usable to the first 7-8 machines max. The mk1 feeds the first 12 (possibly 14 depends on recipe requirements)

wind spade
#

I'm working on making my manifold tool export csv data to be able to import them to google sheet and plot the data. I can run it for a few different setups and you can check the results yourself. Speaking of which, can you come up with a good set of tests to cover all the cases?

oblique hollow
#

above 14, it fails too

#

"fail" here means "doesn fill at roughly the same time anymore"

#

if you simply prefill all machines by hand, though.....
you can manifold it all with mk 5

calm flax
#

yeah so for things like concrete that matters because the stack size is now 500. So for something thats 12-14 long or so. The mk1 works better initially for population of the manifold because all machines get sufficent quality of materials to work @ 100%

oblique hollow
#

shut up Floof xd come here if you wanna debate

graceful storm
#

why would you manifold concrete large scale?

calm flax
#

@graceful storm encased pipe / beam?

#

There the mk5 belts even after the 3-4 minutes it going to still be seeing materials flow of things like 9/min

iron prairie
#

Also, if you have Smart!, Area Actions, or similar, you can literally blow thousands of concrete with just a few clicks.

oblique hollow
#

this isnt about building though

graceful storm
#

I don't and still do

iron prairie
#

I was answering "why would you manifold concrete large scale?"

calm flax
#

yeah which has absolutly nothing to do with building :S

oblique hollow
#

not building foundations

calm flax
#

or anything with a large stack size so this effects things because we have stack size increases everywhere

graceful storm
#

but fair, I just set up local concrete places, by the time I need concrete it's there, But encased beams/pipes is a valid reason in hindsight

calm flax
#

So when you start to have a manifold feeding another manifold. This effect is cumulative. Since if the first manifold take 5-10 mintes to get up to speed rather than in the first 1 minute. Its going to take even longer as well

oblique hollow
#

and maybe that belt thing too, for the ultimate injection draw-reduction manifold

calm flax
#

@graceful storm I have a wet conrete factory on a pure nodes for a build connecting to a train station so i can have it delivered anywhere on the map at a rate of about 880/minute or so for large scale building (same for plates)

#

Smart mod + concrete train = empty train

graceful storm
iron prairie
#

If you're talking about injected manifolds: I'm not sure you need balancers per se? If it's all unidirectional, bringing in a fresh line resets any manifold effects.

graceful storm
#

maybe before, so all the belts are more distributed evenly compared to overflowing many manifolds

calm flax
#

@oblique hollow What do you mean by injection manifold? Feed from both ends? feed from the middle? or overhead feed into the middle?

oblique hollow
graceful storm
#

I just add a merger in the same direction

iron prairie
#

Usually, to me, injection manifold implies "I need more input than a single belt can provide, so I feed in a fresh belt every so often".

calm flax
#

yeah thats what i mean by feed from both ends. Where you end up with something thats like a 2:1 input ratio when it makes sense to feed one input from one direction and another input from both ends for example

iron prairie
#

I mean, you could split a single belt to make an injected manifold, but that makes the manifold more complicated for little real gain IMO.

oblique hollow
#

the splitter reduction ratio after the 5 splitter would be 1/32

#

so this way, you can reset this reduction havlway through or something

#

its basically breaking it up into multiple parts

iron prairie
#

The issue there is it's not really all that much help. Sure, the ones towards the far end of each sub-section get a bit more input at startup, but it slows down the process of flooding the machines prior.

oblique hollow
#

thats why mixing it with mistralol's method could help too

#

unless your ratios arend multiples of one belt

glacial hemlock
#

inject manifold may be used for multiple saturated belts feeding into a long manifold

#

if your idea is to split a belt into multiple belts then injects them, that's not the full picture

calm flax
#

Depending on their being a buffer in the system when its turned off like an industrial storage container or just the buffer in previous machines from supply of materials. Then yeah if you double belt it you can probably fill 12+12 machines

glacial hemlock
calm flax
#

So 24 long manifold in thery could come up to 100% working speed in 1 minute

#

@glacial hemlock yeah thats why i was saying using the source materials buffers and a double belt from previous factory

#

i just realised my concrete train can now deliver 128,000 concrete for building supplies after stack size increase to 500 :/

glacial hemlock
#

that's great news.

calm flax
#

seems a bit overkill now tbh

glacial hemlock
#

that also means trains are now buffed 2x for common items and 5x for compressed items

calm flax
#

they increase slot size in trains?

glacial hemlock
#

no, but the golden 4m6sec is going to be 8min12sec, which is a great boost

calm flax
#

yeah for some items

graceful storm
#

not motors, rotors, or RIPs though

#

tragic

calm flax
#

Some of the numbers add up more like wire used to be like compressed cable in trains because stack size = 500 (250 cable)

graceful storm
#

interesting never thought of moving products based on stack size, just thought of reduction ratios, or convience

calm flax
#

oh you have a whole new level of optimization to think about lol

graceful storm
#

lol greeny and his linear programming is at least 3 levels above me

wind spade
#

ok, I got the exporting thing to work properly now. I can plot the graphs for any manifold. Testing now for 780 input, 30 per machine, 26 machines, 100 stack size

graceful storm
#

30 demand or 30 input?

calm flax
#

same thing?

wind spade
#

30 demand per machine, manifolded

calm flax
#

can you calculate one ofr 200, 500 stack sizes as well?

wind spade
#

sure, let me just check if it's working properly first

calm flax
#

cable, rod, plate all 200 now

wind spade
#

and setup a spreadsheet

#

@calm flax chart for the case I shown, blue = mk1, red = mk5. Vertical axis is production at a given time. Time steps are 0.1 seconds, so may not be 100% accurate but it's good enough imo

calm flax
#

something interesting to add ot that would be total items produced ๐Ÿ˜„

wind spade
#

here you go

calm flax
#

see told you mk1 wins ๐Ÿ˜›

wind spade
#

it's not a win

#

they produce the same amount

calm flax
#

blue line > red line lol

wind spade
#

and mk5 is filled earlier

calm flax
#

in the early part

wind spade
#

it's not a win if you produce the same amount of items ๐Ÿคทโ€โ™‚๏ธ

frosty owl
#

If you only care about the early part, you may want to just halve the number of machines and keep them running xD

wind spade
#

if you care about early part, you don't want to do manifolds, but balancers

frosty owl
#

If power is the reason you turn them on/off

calm flax
#

can you recalulate with stack size 500 and 14 machines?

wind spade
#

input per machine?

calm flax
#

yeah like concrete input say 20/min 500 stack size and 14 machines

wind spade
#

so total input 280?

#

machine input 20

calm flax
#

feed it 780

#

assume the manifold is well in a manifold

wind spade
#

that would require me coding in overflow ๐Ÿค”

frosty owl
#

That kind of goes out of the scope of the point, I think

wind spade
#

exactly

calm flax
#

but actually what it really needs is initially fed 780 for X items followed by 280 (sustained rate) to basically simulate the source machine buffers being emptied eg an initial 9300 at 780/min followed by 280/min

#

I guess thats a PITA for the maths :S

wind spade
#

that's super specific case. Most of the time your manifolds are built to match the output anyway

calm flax
#

well that is actually the common case eg 14 assemblers fed by 18.6 concrete constructors

wind spade
#

if we take buffers into consideration it's all over the place and basically depends on the specific build setup rather than manifold efficiency

calm flax
#

So the common case would be the concrete is stalled and all buffers full so 500 * 18.6 = 9300 initial burst of items dropping to 280/min sustained

#

even then there is another variable which is the stalled concrete on the bus

wind spade
#

I'm assuming you have the previous factory connected to sink, so it's running at 100% and not buffering up

#

which is the only relevant case which can be decided mathematically

frosty owl
#

Buffering is bad for your FPS uwot_jace

upbeat tide
#

Its unavoidable sometimes tho. Looks at you trains

frosty owl
#

You have them working in overflow or by letting them empty-out the sender? ^^

wind spade
graceful storm
#

that is a close line

wind spade
#

yeah, the difference is pretty much nothing

frosty owl
#

Can you calculate a graph for a balancer too? hehe

wind spade
#

at max difference, you have 8 items more with mk1 than mk5

graceful storm
#

but setup time is slightly

#

*build time

wind spade
#

so if you really need to have 8 items more a bit earlier (but less items later), you can justify adding mk1 belts.

#

here's your graph for difference in amount of items produced

#

so yeah, in first 20 seconds, you have ~7 more items if you use mk1 belts instead of mk5. But after two minutes, you already lost that advantage

#

I'm gonna need to add this to my tools, it's so much work to generate these ๐Ÿ˜„

calm flax
#

yeah i guess there is

#

i wonder if there is a generic maths solution to it ๐Ÿ˜›

wind spade
#

I doubt so

magic shadow
#

tl;dr manifolds suck

#

ducks bammer

wind spade
#

the data simulation is easy, I just can't be bothered to automate creating of graphs and import of data to excel ๐Ÿ˜„

wind spade
magic shadow
#

oh so my balifolds suck also?

#

unless i split them further from that

wind spade
#

what?

magic shadow
#

example of constructor taking 30/min
manifold of mk1 belts split in half to two constructors

#

manifold flow-limited with balancers
or balifolds for short

calm flax
#

building 26 feed balancers sucks more ๐Ÿ˜›

wind spade
#

since it's basically a balancer and works 100% from start, I'm not including these in my calculations

magic shadow
#

purist

wind spade
#

nah, it's just irrelevant to calculate something that you can answer without calculation

magic shadow
#

yes

lethal shell
#

Does anyone have a graph of the cost of points for the awesome sink? I'm having trouble wrapping my head around the formula

lethal shell
#

Does it increase exponentially?

wind spade
#

yeah

lethal shell
#

Yikes

wind spade
#

it's something along the lines of 500*(tickets/3)^2 + 1000

#

(tickets/3 rounded up)

lethal shell
#

aye

graceful storm
#

isn't that quadratic?

#

sort of

lethal shell
#

I forget the definition of quadratic

graceful storm
#

ax^2+bx+c

#

b=0 in this case

#

but it's cieling of a group of three so it's not a true quadratic, because it has "steps"

lethal shell
#

ah

graceful storm
#

exponential would mean tickets would become impossible to get very very quickly

lethal shell
#

do they eventually become impossible to get?

wind spade
#

no, it'll just take A LOT of time to get them

lethal shell
#

alrightyy

graceful storm
#

quadratic keeps it viable for a short time, late game it's a dumpster

wind spade
#

well considering that you can get over 100m points/min

#

if you have that amount of points, you can still get 1 ticket per minute at 1500 tickets

#

and considering there's only finite amount of stuff in shop to purchase, I think you're fine ๐Ÿ™‚

lethal shell
#

Watch me spend all my tickets on Color Cartridges

graceful storm
#

why flowers are everywhere

lethal shell
#

I'm in the middle of a desert

#

and I was 85% joking

#

Thank you to whoever got rid of that

graceful storm
#

^

frosty owl
graceful storm
#

balifold sounds better

oblique hollow
#

semi-fold

torpid robin
#

Who needs a bashin !! Who thinks manifold sucks . They suck

graceful storm
#

no wonder my vacuum cleaner doesn't make straight lines

young aurora
#

If I was to transport items long distances what would be better conveyors, trucks, or drones? If I couldn't use trains

oblique hollow
#

belts

#

you dont even have access to drones yet

young aurora
#

Then why do people use trucks?

oblique hollow
#

usually no because the truck ai is bad

torpid robin
#

Cause they want to try them out and they are available . But yea belts is the better option

#

Belts wonโ€™t cause you problems. Itโ€™s set and forget

young aurora
#

Performance wise like with fps, is conveyors better?

pulsar edge
#

and they are fun to mess around with, and done right, they can also look super cool

full raptor
#

How is the poly resin rubber forced into recycled plastic machines before using rubber from recycled rubber?

#

Trying to figure a way to make these machines make more of rubber or plastic, whatever is needed

#

I guess just mk1 belt is a good idea

oblique hollow
#

so.... input priority

oblique hollow
#

they feed each other

full raptor
#

if you dont use that rubber, dont the crude refineries just turn off

oblique hollow
#

produce something else

#

im just guessing, its not like i know your production setup

#

so i can only throw wild guesses out

#

if you were to describe it, then maybe i and others could make better suggestions

iron prairie
#

With recycled rubber/plastic: you'd just hook them up in sort of an X-shape, where rubber feeds back into the recycled plastic line, and plastic feeds back into the recycled rubber line.

oblique hollow
#

then they only need fuel from refineries to keep their act up

full raptor
iron prairie
#

With 50/50 rubber/plastic, you get 1 rubber and 1 plastic from 2 fuel.

Each refinery you switch from recycled rubber to recycled plastic increases plastic production by 90/min, while reducing recycled rubber by 90/min.

full raptor
#

there two are what im doing, but i dont want just 900 plastic or 300 of each

iron prairie
#

You will have to have a mix. Even if you want 100% plastic output, you still need one recycled rubber refinery per two recycled plastic refineries just to keep the recycled plastic refineries fed.

For now, I'd just ignore the residual rubber: that's mostly a side gig.

#

So, at 1/3 rubber refineries, 1 fuel -> 1 plastic. At 50:50, that's 1 fuel to 0.5 rubber + 0.5 plastic. At 2/3 rubber refineries, 1 fuel -> 1 rubber.

#

By changing the fraction of rubber refineries, between the limits of 1/3 and 2/3, you can thus alter the ratio of rubber to plastic as net output.

#

The residual rubber lets you get away with slightly breaking that 1/3-2/3 limit, but with the HOR/DPF/recycled rubber+plastic alts, it's a mere 1/9 of total output, so that's not a huge effect.

full raptor
#

Thanks a lot, appreciate it

iron prairie
#

When I've done recycled rubber/plastic setups, what I'll usually do is have ISCs for the inputs and outputs, with a total of four smart splitters on output lines.

Splitter 1: Input: Recycled rubber. Priority line back to the rubber input ISC (feeding the recycled plastic refineries), with overflow sent to splitter 2.
Splitter 2: Input: Splitter 1. Priority line to the rubber output ISC, with overflow sent to an AWESOME sink.
Splitters 3-4: Same as 1-2, except replace rubber w/ plastic.

upbeat tide
#

My current rubber recycled plant is very steaight- forward

  • 6 yoyal pipes of fuel, 400m3 each
  • 300 injected rubber from residual rubber
  • I have a dedicated section of recycled rubber plants feeding my recycled plastic machines with the remaining 500 rubber need

Each output belt has a smart splitter overflowing into a sink for never ending cycles.

I do not have ISCโ€™s, but I do buffer the fuel and HOR

frosty owl
upbeat tide
#

Trucks can he interesting. I used to have a truck highway between blue crater and the grasslands. Went south into the void and crossed over that way.

Sure was interesting. Sometimes I seore they would self eject into the ether

upper harness
#

So not sure if I'd want to put this into here since I am on experimental, but here we go!
SO I've recently been trying to min-max my factory.
Steel is a problem child right now, and I am stuck on which recipe to use.
I want to use Compacted Steel Ingot recipe but am worried I wont have enough sulfur later to do a max nuclear setup (with trashing the plutonium into the sink so I won't have to deal with radiation build up)
Looking at Max Resource mining rates, I feel as if I need to value sulfur a ton since its the 3rd rarest resource in the game, capping at 6840/m
Any tips? like a better steel ingot ratio? I am not worried about Iron usage, just the other resources used.

frosty owl
#

Yep, I'm with the flully one.
Solid steel all the way. Use compacted coal only if you're SURE you can spare the sulphur (sounds like a waste to me, since I don't think you need that much steel, but not the point xD) @upper harness

#

Oh right... If everything else fail... there's still the Coke Steel you can rely on :D

upbeat tide
frosty owl
# upper harness hahaha ... no

Don't underestimante its usefulness. Unless you use tons of it for something in particular, you can "waste" a little oil here and there, whether it's on steel, coated plates or whatev ^^
Let it "lubricate" your production, if I give the idea

#

We got more oil after U4 after all

upbeat tide
#

Gonna drop this here

frosty owl
#

Just 10 foundries for the coke xD

upbeat tide
#

Still, solid steel > coke steel > vanilla > compcted steel

#

Just because far better things to use your sulfur in

upper harness
pulsar edge
#

i think that's neccessary

upbeat tide
#

Nope. Turbofuel, nuclear, nuclear pasta, etc

#

I do automate munitions but not alot

pulsar edge
#

nah we came here to destory the ecosystem and i intend on doing so

upbeat tide
#

Munitions look eeh on belts tho

iron prairie
# upbeat tide Nope. Turbofuel, nuclear, nuclear pasta, etc

AFAICT, nuclear pasta doesn't require sulfur. It's just copper and pressure conversion cubes, with no sulfur anywhere that I can see.
That said, as of U4, the demands for sulfur have only gone up. Batteries for drones, nuclear is still sulfur-heavy while producing less power, meaning turbofuel is more important, etc.

frosty owl
#

The order of what needs it the most (from an end-game perspective) now seems like: nuclear, batteries, turbofuel, steel, weapons
Just gotta divide it in those, but once you get good nuclear you can rule out turbofuel and probably have way too many weapons too xD

upbeat tide
#

My base already sucks up 3780 sulfur ๐Ÿ™‚

2400 -> turbofuel
1200 -> encased uranium cells
180 -> munitions

graceful storm
#

why 180 in munitions?

magic shadow
#

all of the boom.

upbeat tide
# graceful storm why 180 in munitions?

Left over sulfur.

I use 3 normals and a pure for my turbofuel plant.

The left overs plus tad left over compacted coal = enough black power to automate some munitions

frosty owl
#

What will you use for batteries? thinking_helmet

graceful storm
#

improvised sponges

upbeat tide
#

Still got 3060 unused sulfur on the map. Plenty

#

And now my 2333.33m3 TF plant is more important

frosty owl
#

Right, I forgot how much was the total sulfur jace_smile_2

upbeat tide
#

6840

#

Thats just not cool

#

Sulfur need for max uranium cells in U4

#

Why not straight 1200? Or something?

iron prairie
#

You're also forgetting max plutonium, which IIRC drives the sulfur consumption up to something like 3.5k.

upbeat tide
#

Well, I already have 1200 sulfur used in uranium soo its not a huge deal

#

2441.5 specificlly for max plutonium rods, 52.5 rods to be exact

#

But only 300 for normal recipes. Which maxes at 10 rods

frosty owl
#

Are you using the rich uranium recipe?

upbeat tide
#

There are no alts for uranium cells in U4...that work

#

But in U3 yes im using the encased uranium cell alt

frosty owl
#

I mean the one that uses uranium and waste, don't remember the name

iron prairie
#

Maybe he's referring to fertile uranium? Which I see as an alt of last resort, as it really drives up plutonium waste production.

upbeat tide
#

Yea its not a good alt for sure. Ans Snutt said today alts are still in a not finished state...thankfully

#

Just hope they have decided that most of the alu alts are good as it, besides instant scrap

iron prairie
#

I... like fertile uranium as a gameplay thing, I just wouldn't use it unless I absolutely needed those last scraps of power.

frosty owl
iron prairie
#

Based on the math I've done, you can actually get 88.42 plutonium fuel rods/min with use of fertile uranium.

#

2100 uranium/min, 16/19 of which becomes uranium fuel rods.
100:75 uranium to the uranium waste w/ nuclear fuel units, so 1326 waste/min.
Then, you have 15:1 uranium waste to the plutonium rod w/ all alts, so 88.42 plutonium rods per minute max.

upbeat tide
#

what Greeny's tool tells me with all alts on

iron prairie
#

How much uranium waste are you feeding it?

#

Hm. I may have, in my initial math, messed up on the uranium to uranium fuel rods ratio. Now I'm getting 26.53 uranium fuel rods and 44.19 plutonium fuel rods.

upbeat tide
#

787.5 is absolute max atm

iron prairie
#

If I did my original math right, which I may need to question (as I originally overestimated total uranium waste), you'd need to multiply that by 16/19 to account for uranium going straight to fertile uranium rather than uranium fuel rods.

timid yew
#

if someone can send the prod line from greeny to plutonium rods? bc it don't work for me

upbeat tide
iron prairie
#

You need to go to "Items, Input" and manually add uranium waste as an input.

timid yew
#

got rekt by by the prod line ๐Ÿ˜’

#

do u use power shards on lines ?

iron prairie
#

On miners and oil extractors, almost always.

timid yew
#

bc greeny prod line made me sick just at look what i need

iron prairie
#

On anything else, almost never.

timid yew
#

oh i see

#

bc when ulook how many building u need to be efficient look like that line will take so much time

iron prairie
#

To be fair, that is max nuclear power.

timid yew
#

yeah but power are always no enough xD

glacial hemlock
timid yew
#

i just take like 10h to make maths and build for rework my turbofuel with the blender

frosty owl
timid yew
#

just for looking nice and no spaghetti (or at least not something ugly)

frosty owl
torpid robin
#

Isnโ€™t that using too much uranium . I thought when I was looking at it you could only use 320 uranium or something for the plutonium

frosty owl
#

The amount used in that recipe is based on the max possible amount of waste you can produce if you used all uranium so that sounds about right

iron prairie
#

(3/19)*2100=331.6, so "320 uranium/min for fertile uranium" sounds about right.

frosty owl
tiny sentinel
#

opinions?

frosty owl
#

Which you lack now?

iron prairie
#

Usually, those are asked in #screenshots , with numeric emote responses serving as the voted answer.

tiny sentinel
#

i'm thinking I get the steel coated plate, then later get the bolted iron plate since they math input and output

frosty owl
#

Good thinking

tiny sentinel
#

silly me, thinking to ask alternate recipe advice in the #math-and-meta channel simon_smile

iron prairie
#

But, I'd go for #1 (steel coated plate). Bolted iron plate is OK, but a bit of a sidegrade: saving a marginal amount of power at the cost of marginally more iron input. Steel coated plate does take a small sip of...

Yeah, no, enjoy the blocklist.

tiny sentinel
#

um... anyone gonna finish what they were saying? I was actually interested in the constructive answer.

frosty owl
tiny sentinel
#

indeed. I'm not new to the game, but I'm not 1000+ hours deep with all the alternate recipes memorized by heart. I honestly don't know which recipes might be good or bad and the math/meta behind those conclusions.

frosty owl
#

Their numbers match up really well

tiny sentinel
#

the community seems to have a good handle on it, so I'm looking for educated discussion from veterans on which recipes are good and why.

tiny sentinel
frosty owl
#

That's why I suggest to always get the one you need the most atm jacelul

snow maple
#

As a starting point, the Wiki has a list of all the alternates with some basic advice on how good they are.

tiny sentinel
#

I've got up to T6 unlocked and I've neglected to hunt down many hard drives, so I'm out on the hunt now getting caught up.

#

i have checked that out a bit.

frosty owl
tiny sentinel
#

I'm mostly looking for the oil related alts.

tiny sentinel
iron prairie
#

I, for example (going off Vencam's response), respond really poorly to sarcasm in response to me noting that a particular style of question usually goes in a certain channel.

You're still not getting off my blocklist.

frosty owl
tiny sentinel
tiny sentinel
frosty owl
#

Ye, be efficient! ๐Ÿ‘Œhappy_hannah_2

#

I usually end up analizing half the drives by the time I get back ahahah

tiny sentinel
#

it does seem kind of cheaty, but the only other alternative would be for them to allow parallel research of multiple drives at the same time.

frosty owl
#

Eh, vanilla enough to not be cheat imo xD

tiny sentinel
#

the portable mam trick only works because all the mams are linked

#

i think

frosty owl
#

You can think of it that way. Though, I'm not sure you even need to have 1 MAM on the map in order to use the trick

tiny sentinel
#

I'm pretty sure the caterium computer is the obvious choice here, or am I'm completely wrong?

frosty owl
#

Yep yep. Unless you need quick canisters for some reason

#

Tbf, compacted steel is nice if you have the compacted coal lying around, but that's a bit of an edge case

tiny sentinel
#

yeah, I get the sense that some alt recipes are meant to solve different problems

#

rather than being a straight all around upgrade

muted crypt
#

which recipe is better overall base recipe computers or crystal computers? I don't have caterium computers rn otherwise I would probably use that... my guess is that I should use crystal computers because no screws?

frosty owl
#

It's either screws MK1 or screws MK3, really

#

You could say screws MK1 are more abundant since you can make them with iron

#

The MK3 though... Those churn out pretty fast too

muted crypt
#

are you talking to me

#

sorry I'm a bit slow tonight LizardDoggoAnim

frosty owl
#

Happens. I didn't bother add a reply since the message was above.
See, me learn :happy_hannah_2:

muted crypt
#

also as I was asking that I got caterium computers from a hard drive

#

so now I have all three options available to me

#

the question is... which do I use

frosty owl
#

Oh, I got confused too it seems xD
The oscillator computer is exoensive AF but easy to make. Great early on

muted crypt
#

I don't exactly have plans for mass producing anything else (at least in this factory) with quartz, and two pure nodes are nearby

frosty owl
#

Lemme check recipes online, don't remember the base one well

#

Resource-wise the quickwire one is probably the best. The standard can save you a BIT of quickwire, but is heavier on oil and circuit boards.
The third relies a lot on the oscillators (which are expensive) but is otherwise incredibly fast and easy to make

muted crypt
#

I don't mind the oscillators one here ngl, might do that

frosty owl
#

It is pretty damn convenient if you got them automated hehe

tiny sentinel
#

these all look so good. I think I'll go with the flexible frames for the moment, unless anyone has convincing arguments for the other 2.

torpid robin
#

Silicone circuit board

tall stag
torpid robin
frosty owl
#

Quite

#

That is also my personal favorite recipe :D

tall stag
frosty owl
#

And they're quite important ones. Also, power generators and trains take heap of those, so getting at least 10/min can be a good minimum

tall stag
#

Heavy Encased Frame is my fav HMF recipe. Oil is annoying (which is the other reason i like silicone circuit boards).

frosty owl
#

Too much steel in that for my liking :P

tall stag
#

Interesting, you prefer oil over steal?

frosty owl
#

Quite, in some amounts

torpid robin
#

I agree with the encased frame . But it does eat steel very quickly

#

But I think a combination of both Coke steel and solid steel is good

#

5.5k oil or something like that can make the same amount of steel as 25k coal

fierce palm
#

is the turbo blend fuel alternate recipe a better alternative vs using the refineries?

frosty owl
torpid robin
#

So say you try to max the end game items out . You run outta coal very fast . And itโ€™s due to a couple hundred hmf

glacial hemlock
frosty owl
#

In an end-game perspective, oil is pretty abundant so you can use it with some flexibility and generosity

torpid robin
#

Yea it really is . Along with quartz and cat funnily enough

frosty owl
#

To fill km the gaps pretty much
Need a tad more steel? Get some coke. Need more plates? Get some plastic there... And so on

torpid robin
#

Itโ€™s bloody coal . Copper and bauxite that stuff you up

frosty owl
torpid robin
#

From the plan I have set up in the calc . Using certain alts . I managed to spread the load on them

#

I ran out of copper and only used like 6k cat and quartz

#

And 22k coal

#

Thatโ€™s to make 60pm of every item . And 40 on of the elevator parts

gray flower
#

i am waiting for that turbofuel in blender recipe on my EA game

frosty owl
gray flower
#

How much does the blender make with the blender

frosty owl
#

Damn circuit boards and speedy connectors suck on both silica and quickwire

torpid robin
#

The copper powder is a big ouch

#

Cause I tried . And ran outta coal too

frosty owl
#

Nah, you can do it. Up to 61 something pasta, so 60 still leaves you some copper

torpid robin
#

Ye Ye know you can

gray flower
#

hai yeti

frosty owl
#

Don't add Lowe tier materials too, it's easier to calculate for a bigger number of high tier and just cut down on them later

torpid robin
#

But thatโ€™s one item lol. I like to look at an overall what Iโ€™d like

#

Not just maxing one item out

gray flower
#

right idc about math cause i am on EXP but when i am on EA i will

frosty owl
#

Sure, just saying: if you keep producing everything equally (60 pasta and so on), copper is not the biggest limiter. Quickwire and quartz get there soon enough

torpid robin
gray flower
#

i will be doing that to yeti

#

having decatied area and make it bigger number is better than small

torpid robin
#

Tbh I think bauxite is . Cause you need like 3.7k or something for nuclear ? Thatโ€™s a big chunk right there

frosty owl
#

Yeti, you're being rude, not even saluting back disappointed_snutt

gray flower
#

i will be testing on EXP first then EA on U4 day when it comes

frosty owl
torpid robin
#

Need better belts

gray flower
#

i am Doing math later just checking out new stuff and testing

worn galleon
#

Does anyone know if the vertical build limit is still 2200m?

pulsar edge
#

I didnโ€™t know there was a build limit

torpid robin
#

there is a height that you will take damage at. its just below 2000m

cedar mica
#

Given that some parts of the map is below 0m, 2200m of total build height, might be correct

vast jungle
#

has someone already done the math how much Power and Materials you loose when you throw the Plutonium Rods away?

sullen cloud
#

If the max of approx 32 rods/min is correct that will be 32/0,4*2500=200 GW of lost power

gilded maple
#

So, steel screws being 260 is fantastic, unless youโ€™re using Mk.4 belts, now itโ€™s just a nuisance

torpid robin
vast jungle
#

Resources necessary for removal of 100 Nuclear Waste:

  • 1 Blender (75 MW): 25 Silica, 15 Nitric Acid, 30 Sulfuric Acid (+ 75 nuclear waste) => 50 Non-Fissile Uranium
  • 0.5 Particle Accelerator (? GW): (+50 Non-Fissible Uranium, 25 Nuclear Waste) => 15 Plutonium Pellets
  • 1.5 Assemblers (22.5 MW): 30 Concrete (+ 15 Plutonium Pellets) => 15 Encased Plutonium Cells
  • 2 Manufacturer (110 MW): 8 Steel Beam, 3 Electromagnetic Control Rod, 5 Heat Sinks ( + 15 Encased Plutonium Cells) => 1 Plutonium Fuel Rod

Power: 75+22.5+110+? MW / 100 Waste

Does this sound right?

#

(so this is the overhead for 20 nuclear powerplants)

oblique hollow
#

250 - 750 MW for 100% clock speed on the particle accelerator (for the pellet recipe only) .... now to underclock......

oblique hollow
#

sooo. at an average of 164,5 MW for the PA.....
75+22.5+110 + 164.5 /100 = 3,72

#

so 3,72 MW per Waste, i guess

vast jungle
#

even without underclock you loose nearly nothing of the power of a nuclear powerplant

#

the resources might be a bit more interesting, but its not that much too... so waste removal is nearly free

oblique hollow
#

you forgot to add the refineries for the sulfuric acid

#

and the nitric acid

#

and all the other products xd

vast jungle
#

yes... I just concentrated on the primary chain... because there are too many options for the rest

#

still, the amount of power is not really that high... I would have thought it would be higher

oblique hollow
#

underclocking of the PA is overly strong because of the non-linear nature of overclocking and the high output rate for plutonium pellets

vast jungle
#

2500 MW production compared to 20-50 MW for waste removal?

oblique hollow
#

i mean, on full power its 250 to 750 MW

vast jungle
#

yes... for 200 nuclear waste

oblique hollow
#

and at 50% you straight up have 1/3rd the usage

vast jungle
#

lets talk about "power savings per nuclear powerplant"

#

in this category I think the Particle Accelerator doesn't matter, because it's not the largest power cost contributor

#

(you need only 1 accelerator for 40 nuclear powerplants)

oblique hollow
#

the endless amount of refineries / manufacturers / blenders is the thing here

vast jungle
#

even then... when I go to Greenys tools they give me an average use of 475 MW for 1 plutonium fuel rod... plus 1/2 accelerator means ~ 640 MW per fuel rod

#

thats including production of all other items

#

so its 6.4x5 = 32 MW on average per nuclear power plant...
1.5% of the power output

#

thats nothing

#

I think CSS did drop the ball on the numbers... they looked at the Accelerator and thought "thats a lot of power" but didn't consider that one PA is enough for 200 Nuclear Waste per minute

river night
#

they did say just yesterday that they are monitoring and tweaking the plutionium/uranium situation

#

U4 is far from "finished"

vast jungle
#

Its easy to see why this happened... I didn't believe it until I did some raw calculations myself and was wondering "thats all? did I make a mistake?"

#

the interesting question is "what percentage of the nuclear plant output is a good tradeoff for eliminating all waste?"

#

at what point would you consider "build a storage facility" or "use the plutonium rods for power and store the new waste" ?

river night
#

cant forget that its not only output from the plant that you waste, you also dont use the rods to make power, so have to include that in the math

wind spade
river night
#

but who cares about that if all they do is exist briefly on a conveyor and then go into a sink

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if you use them to make power, they would exist in the same fashion and just go into a power plant

vast jungle
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and each fuel rod gives 130k Points in the awesome sink

swift robin
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i used to assume using coke for steel making was wasteful but dang does it beat getting more coal over 1km away

vast jungle
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option 2) gives you what? 20% more power than option 1) ?

river night
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the best according to what factors? just not having waste at the cost of energy? Efficiency would make my "best" :p

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but as said above, they are going to balance the energy difference between those 3 to make it a more meaningful decision

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Snutt flat out confirmed that yesterday

vast jungle
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yeah...

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most important thing, they should increase the power output of 3)

river night
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you mean 2?

vast jungle
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yes (sorry)

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what they should do is decrease the amount of nuclear waste you need to make Plutonium Fuel Rods... this both makes option 2) better and option 3) worse

river night
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so you would need more PAs to get rid of all the waste right

vast jungle
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and you will be able to fuel more Plutonium Powerplants with the same group of Nuclear Powerplants

vast jungle
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the points are just icing on the cake... the "no waste" and "not enough more power" is the real problem.
I don't care for the points at all

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they could reduce it to 0 points and the "no waste" option would still be awesome

river night
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and he was wrong

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he said yesterday its intended

vast jungle
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So Snutt has more common sense than the one who overruled him ๐Ÿ˜‰

oblique hollow
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there was something interesting i heard on Kibz' stream: what if sinking rods costed you points?

wind spade
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what if you couldn't sink them

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and the waste would actually have a purpose to be ingame

oblique hollow
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Plutonium Refinement 2: Electric Boogaloo

vast jungle
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so you must balance the production of nuclear power against some other production (and side-costs)?

wind spade
vast jungle
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ok