#math-and-meta

1 messages Β· Page 517 of 1

austere sandal
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how much oil is in the map now?

upbeat tide
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Lil over 11k

austere sandal
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clocked?

upbeat tide
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Greeny’s calc has the total

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Yes

austere sandal
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whats greenys calc?

upbeat tide
#

The one linked above

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Satisfactory tools

austere sandal
#

okay so oil is like

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very abundant

upbeat tide
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They added two oil wells like the nitrogen ones

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One of them conveniently in the Swamp region

fierce ruin
#

how much can i get from a S normal mine with mk2 miner?

upbeat tide
#

Well, convenient for me

fierce ruin
#

and it is 300/min

austere notch
deep root
#

The problem with that late game is how much sulfur it uses

upbeat tide
#

^^

fierce ruin
#

and apparenly blender is at T7 that i dont have so i will need to fing a way to make it work without it ( it mustn be a min max build but i have 600 crude and i want at least a few GW net gain

austere notch
#

Plus once they are built you dont need to build more. For this purpose```

Doesn't really matter if there are alts for canisters - still bringing in additional unneeded materials and machines. Unless you can show me the math that you can achieve the same flow of turbofuel using less power, more packagers, and overall less resources in your system utilizing it --- it's worse to use the packaged fuel combo for turbofuel.
deep root
austere notch
upbeat tide
#

Always remember U4 alts are still up for changes

deep root
#

Of course, before having access to blenders the recipe is great. But once you get blenders it will make sense to switch and use that sulfur for batteries

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And other stuff

ornate swift
#

I'm planning on making a railway going around my entire world just to grab resources from various factories, nodes, have rails branching off etc etc. I've sat here for a while trying to work out the best location to place down the rail. I don't want it to be so huge that it ends up taking too long for the train to get around the rail but it still needs to be big enough that I could branch off a separate train line to anywhere in the world from this loop.
My main base is the red square thing is there any kind of meta thing for rail placements?

deep root
#

Do you want a flat train rail or are you willing to go up and down following terrain?

ornate swift
#

I'd love to be able to incorporate the train line into the terrain

sullen cloud
#

You can follow the natural paths pretty well. Just activate that layer in the interactive map

nimble ridge
#

so i was originally planning on doing a 1200 uranium nuclear setup but i just run the numbers and that would be stupid

fierce ruin
#

@deep root how do i force that tool to only use certain recipes like no blenders?

austere notch
nimble ridge
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natural land bridge here

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ive used it for trains alot

deep root
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@fierce ruin don't activate the blender recipes, also if you remove the base recipe the calculator won't use it

nimble ridge
#

the forest and the rocky desert both have pretty clear paths you can follow after that

frosty owl
austere notch
#

that wasn't in mine -

deep root
#

Same thing, no blender, using 534 Sulfur per minute

austere notch
#

hmm

deep root
#

200 less sulfur but 200 more oil when using the blender recipe

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In my case of 666.67 turbofuel

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Which is 148 gens at 100%

fierce ruin
#

since i can only realisticaly get 300 sulfur there

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i can get much more crude there but sulfur is the hard cap for me atm

austere notch
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Trying to figure out where the math differed and why...

deep root
#

you used heavy turbo instead of blended?

oblique hollow
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@frosty owl i can now confirm that the pipe shape influences manifolds.

Any setup that is fed from below, with pipes going up to the buildings, is doomed to starve.

The most stable seems to be having the pipes level to the entrances

frosty owl
frosty owl
frosty owl
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Referring to the issues with long manifolds of pipes junctions

oblique hollow
deep root
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Long manifolds, like a 148 gen turbofuel setup!?

frosty owl
#

I like having my belt on refinery level, so I usually feed from above hehe
I'll see how that goes when I turn on some factories

austere notch
frosty owl
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Someone, throw him the link!

oblique hollow
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I found this out thanks to @ember lintel and their coal generator setup

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they were feeding their gens from below.
I redid their connections, and now it works

deep root
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That doesn't make sense to me...I feed coal gens with 360 water from BELOW my gens and they never starve

oblique hollow
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i had to level the pipes though

oblique hollow
frosty owl
oblique hollow
frosty owl
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The classic

oblique hollow
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this is how it looks after i redid it

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before, the central pipe was slightly below, and it was feeding up into the gens individually

frosty owl
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Heh, double ended feeding rarely fails hehe

oblique hollow
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yep

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its very stable

frosty owl
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Tbf, I find the need to have pipes rather then belts on the floor not much to my liking :/

deep root
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I feed mine to a single pipe with double end just like that, but I have 2 rows of 4 and they are fed from the bottom

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  • extractors
austere notch
deep root
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single pipe under the foundations in the middle

austere notch
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By leveling them out you would have reduced required headlift by a factor of 8

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increase elevation of main feed line by 1/2 meter = 1/2m of headlift needed. increasing elevation of each smaller feedline to the gens by 1/2m = 4m headlift required

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so long as there's enough headlift in the system - they shouldn't starve... but clearly your rework is a more efficient design so I'm guessing they didn't have enough headlift to start with.

ember lintel
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According the the readings I had. More interesting though, while @oblique hollow was testing I continued with a second series of generators with the same setup, and that one works with no problems. Difference is less overall pipe length before I needed to pump it upwards

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This was the readout of the top most pumps

austere notch
ember lintel
frosty owl
austere notch
#

how many meters below is the water extractor?

ember lintel
#

Good question xD

austere notch
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call it below the feed line

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1 wall = 2.5m I think?

austere notch
#

4m is extractor difference or wall?

oblique hollow
#

but no, not of Timelog's pumps were exceeding their limits

oblique hollow
austere notch
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how many walls or meters was the extractor below the old main feed?

ember lintel
#

48 meters if I can count

oblique hollow
#

that doesnt matter, it the central manifold pipe that was important here

austere notch
#

how were the pumps setup if you don't mind?

oblique hollow
# ember lintel

In this picture, their central feed pipe fed the generators from below
thats what i mean. thats the problem part

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not the fact that the water was being pumped up from the lake below

austere notch
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right

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sorta

ember lintel
oblique hollow
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and their pumps were set up correctly

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i checked that

ember lintel
#

this is the setup from afar.

oblique hollow
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everything else was perfectly in order

austere notch
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how much distance from the last pump to the old central feed pipe @ember lintel ?

oblique hollow
#

so way below the pump's limit

austere notch
#

20m headlift on the mk1s right?

ember lintel
#

From this side with the same generator setup it works fine:

oblique hollow
#

mind you that the pipe feed i built is even higher than this old one

austere notch
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looks to be between 1/4 wall to 1/2 a wall of lift required per smaller upfeeding pipe on the old setcup

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so that's between 1 to 2m of additional headlift per pipe that would have been required

oblique hollow
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yeah, but head lift in parallel pipes doesnt add up, its all the same

austere notch
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multiply that times 8

oblique hollow
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nononono

austere notch
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you get an additional 8 to 16m of headlift required

oblique hollow
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thats not how head lift works

ember lintel
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Personally beginning to think it has something to do with pressure as well, not just headlift. idk but on the old system I do have some lengths of pipe that are no completely full

oblique hollow
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head lift is calculated from the highest point of any connected pipe, not the sum of all pipes

austere notch
oblique hollow
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Nope

oblique hollow
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1000%

austere notch
bleak coral
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Headlift is a maximum height not something that is used up

frosty owl
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@austere notch ,why keep doubting the headlift, you realize that in game one just needs to check with the pump to know wether the headlift is enough or not, right?
And if course, they BOTH checked that already

austere notch
bleak coral
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Yes

oblique hollow
ember lintel
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I think this might be the problem:

bleak coral
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If you doubt us go test it yourself

oblique hollow
bleak coral
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We've all done enough piping here to know how it works

austere notch
oblique hollow
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I've been extensively testing pipes from the day since Update 3 released

I can very much claim im the most extensive source on Pipelines

austere notch
frosty owl
austere notch
oblique hollow
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the problem is there is no precise math here

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the only way would be to get the simulation equation from the devs

bleak coral
#

Simple test to see for yourself: Set up a system where it goes up and down and up again

oblique hollow
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and thats not gonna happen

bleak coral
#

You'll see it can go up to max height once it goes up again because it's a height limit and not something being used up

oblique hollow
#

The only kind of equation i have is the splitting ratio of junctions, and that isnt needed here

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180 water / min is needed, 180 water / min goes in
Head lift is never exceeded.
Yet it fails

austere notch
oblique hollow
#

the same principle applies here

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static head = density * gravity * fluid level height

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there is no mass involved here

frosty owl
oblique hollow
#

so the pressure is the same in each and every pipe

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and adding more pipes will not increase the pressure

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except when you add taller pipes

austere notch
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Does someone have a better mathematically sound or evidence based explanation?

bleak coral
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We do because this is a principle of how headlift works that we know about.

austere notch
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Based on what you all are saying - you should be able to set up and infinite number of bottom fed coal generators with a single pump

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somehow I don't believe that is true

frosty owl
oblique hollow
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but the issue is flow rate

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and cumulative calculation errors

frosty owl
oblique hollow
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pressure in this game doesnt work like in real life

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Dont try to apply real life hydrostatics or fluid dynamics

bleak coral
#

Look if you want to challenge a well documented and known principle of how headlift works, go prove that it works differently. If you want to see documentation go to wiki article on headlift.

austere notch
#

So I could setup a series of 8 coal gens on a single Mk1 pump* being bottom fed by 15m pipes from a closed loop feed that was 15m below the rest?

oblique hollow
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go ahead an try this little setup. youll see it works

frosty owl
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@oblique hollow Please link the Water Tower thing. I think that can sum up the explanation quickly xD

austere notch
oblique hollow
#

I dont make the rules, i just find out what they are

bleak coral
austere notch
#

Except that's just not how the game code works apparently

frosty owl
# austere notch That seems so silly that it works ><;

This system allows you to have 1 pump power all fluids of the same kind, as long as you connect the all in a single pipe system
Eg: you could pump all your water with a simple pump put high enough by linking all the water pipes to one another :hehe:

oblique hollow
austere notch
oblique hollow
#

all i did was raise the supply pipe 4 m

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so its level to the machine inputs

austere notch
oblique hollow
bleak coral
#

ok guys I think he gets it we can put away the beating sticks πŸ˜›

frosty owl
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@oblique hollow Pipe rating of 3?
Is that sf_yespipe or nopipe? thinking_helmet

oblique hollow
#

thats thinking_helmet
meaning "i gotta look into that"

frosty owl
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More testing on that too? Noice!

bleak coral
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To be fair I see where your conclusion came from, it does make logical sense. It just unfortunately doesn't match with how headlift works.

oblique hollow
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also, as far as i see it, it wouldnt add up with how total dynamic head works irl either

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4 seperate, smaller collums of water are the same as one giant

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as long as they all are the same height

austere notch
fierce ruin
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draw io > ms paint

oblique hollow
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sorry, total dynamic head, not static

frosty owl
#

More pipes means more friction, so loss of pressure

oblique hollow
#

pipes here have no friction xd

frosty owl
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1 pipe> more pipes

austere notch
austere notch
#

That was the general thought process before not knowing how the code works

oblique hollow
# austere notch

that doesnt explain why the one after the 3rd coal gen gets fed though πŸ˜‰

ember lintel
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Fixed it 🀷

frosty owl
bleak coral
oblique hollow
#

xd

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i mean, i guess

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but we cant confirm that

oblique hollow
#

this is the reason why Water Towers work in the game: each pipeline shares the same pressure

bleak coral
#

oh does the shared pipe headlift cheat still work? y'know the one where you give headlift to just one pipe and attach it to more and it spreads it to all of them?

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I haven't heard anyone test it in U4

austere notch
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I dont' think that really addresses what I was talking about? it assumes an unknown variable of "pressure" when what I initially thought (that I am being told is incorrect) is that the game subtracted headlift as it progressed down the pipeline

ember lintel
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I still think the half empty pipe segment was the problem. I moved the pumps to the other side of the generators and everything works fine now/

austere notch
ember lintel
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Well I know aquarium pumps don't like half empty hoses 🀷

glacial hemlock
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If you have a water tower you can pump up water using 0 power

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The 0 power mechanism is introduced in 3.5. Previously you have to use small amount of power

austere notch
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Anyone know if Greeny's calculator automatically chooses the most efficient factory combination between alternate recipes?

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Or do I need to manually select the most efficient ones I want it to use?

iron prairie
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It'll pick the best according to its internal logic.

fierce ruin
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I think some cases have exceptions, but it's very very accurate

deep root
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It is very accurate in terms of efficiency, but sometimes you don't want to be efficient but instead you want to use specific materials πŸ™‚

iron prairie
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In that case, you can play with either the "Items, Input" tab or just manually select/de-select recipes.

fierce ruin
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^

deep root
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Yeah, my point was that you have to manipulate the recipes because what is efficient isn't always what you want...In reference to Thorn's question of efficiency

ember lintel
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What is efficient is sometimes up for debate. I unlocked bolted frame and it insisted on using it. Setup would've been easier, but it would have used more resources

deep root
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I believe Greeny's calc uses weighted efficiency, which spits out the most efficient production line based on the combined weights of the process. Whether that means less power but more resources or vice versa

austere notch
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Thanks for the input!

iron prairie
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To be fair, the power savings from bolted frame are considerable if you have any sort of screw alt.

fierce ruin
deep root
#

Could that be simply because blender is new?

iron prairie
fierce ruin
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it's a small power gain using the blender though

ember lintel
#

It it ever worth it saving power over resources?

iron prairie
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When I did the math, I think it was something like 5 MJ per fuel saved by using the blender recipe. A nice perk for new factories, but so tiny that if you already have a DPF setup, it's not worth switching out.

deep root
iron prairie
deep root
#

Um....

ember lintel
deep root
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How is mine different???

iron prairie
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On diluted fuel, my guess is they're considered equal by the current tool, and some tiny difference (e.g. browser) makes one have precedence.

fierce ruin
#

lol

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I'm on edge if that makes a difference

iron prairie
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My solution would just be to disable the almost universally inferior diluted packaged fuel.

The only two advantages to DPF I can see are "don't need to unlock the blender" and "if you want to send the fuel up several hundred meters, eventually pipeline pumps cost more than 5 MJ per fuel".

deep root
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LOL!!! Maximize vs items/min

iron prairie
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Maximize has been a touch buggier.

deep root
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I was wondering why mine will prioritize blender over packager...It seems maximize is the issue?!

wind spade
deep root
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There's the man himself

wind spade
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maximize currently doesn't optimise for raw resources

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so just get the max number and copy it to items/min for both maximized and efficient setup

fierce ruin
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k

deep root
#

Why would that make it choose packaged instead of blended?

fierce ruin
#

AFAIK it can't tell the difference

wind spade
#

maximize optimises for max resources and if there are multiple ways to the desired result, it picks one seemingly at random, but it's not really random

iron prairie
#

It could be as simple as "it's earlier in alphabetical order"?

wind spade
#

meaning you can get pretty much any setup that leads to desired result, but for a given set of inputs you'll always get the same result

deep root
iron prairie
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If there are two inequal options, the tool should pick the better one.
If there are two equal options according to its internal logic, best guess is it picks one at semi-random.

wind spade
deep root
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Yeah, that's my point

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The "random" selection is based on what though? lol

wind spade
wind spade
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(which is as close to black magic as one can get)

iron prairie
#

You mean linear solver internal implementation black magic.

deep root
#

Would that change my result from someone else's, or will it always be the same for everyone?

iron prairie
#

That depends on whether the linear solver internal implementation black magic is platform-dependent.

wind spade
iron prairie
#

Ah, I keep forgetting that.

wind spade
#

given set of inputs ALWAYS resolves to the same output

deep root
#

So, the random choice is made as soon as the recipe is created in the calc?

river night
#

it likely means its not random, just not based on factors you can see

wind spade
#

the random choice isn't made anywhere. It's just what the linear solver deems as "best", in case there's multiple options, it probably has it's own way of determining "best"

deep root
#

Which makes it not so random πŸ™‚

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I'm just trying to understand why more steps is deemed "best" LOL

wind spade
#

it's not random as in "roll a dice to get a result", but random as in "the result can be any of the possible options to get to the goal (but always the same for given set of inputs)"

river night
#

its optimizing for output, you are trying to optimize for multiple things at once πŸ˜„

deep root
#

Dammit, why can't the computer think like my brain!!

fierce ruin
#

I guess a workaround is using maximize then setting the limit where cost is factored

river night
#

the tool could of course do that step itself, determine the max output first and then use that internally, but i'm sure there is reasons why it doesnt

wind spade
#

since I do not know the internal workings of the solver, this would be just a guess, but I'd say either total sum of variables to be lowest as possible or a tree that was defined "earlier" (they are defined in fixed order based on data file)

wind spade
river night
#

thats always a good reason

deep root
wind spade
#

I have API v2 that already can do this, but it's not finished yet and also the calculator would have to support v2 which has different data structure, so it's not coming in next day or something, but it's most likely the next big update

fierce ruin
deep root
#

Yes, I just do it for 1 raw at a time and not multiple

iron prairie
#

So, side question: is there a term for "MJ per m^4"?
I'm trying to calculate the power consumption of adding X meters of headlift to Y cubic meters per minute.

wind spade
#

what's m^4 lol

fierce ruin
#

time juice

iron prairie
#

Volume times headlift, basically.

fierce ruin
#

*ceiling(x/20)?

wind spade
#

I'm pretty sure the term is MJ/m^4

iron prairie
#

(it also works out to the energy required to pump Y cubic meters of fluid up X meters)

river night
#

arent pumps relatively low power usage in general

iron prairie
#

Yes, and I'm trying to do a ridiculous calculation: how high would you have to send the fuel for diluted packaged fuel to be more energy-efficient than diluted fuel.

fierce ruin
#

depends on how much you make since that can determine how much wiggle room you have in terms of energy

wind spade
iron prairie
#

Well, you see, diluted fuel starts off more energy efficient, by 5 MJ per fuel.
However, conveyor lifts are free, so if you use diluted packaged fuel, after a few hundred meters, it actually becomes more energy-efficient.

#

That this is absurd is no reason not to calculate it.

wind spade
#

the question you need to ask is: why do you want to move fuel

iron prairie
#

With U3, I got accustomed to making diluted fuel factories vertical by making the packaged fuel on the ground floor, conveying it upwards, unpackaging it on the top floor, and letting the fuel flow downwards by gravity.

deep root
#

You could also use a train instead of pumps and move it infinitely vertical for the same amount of power right?

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In terms of the train will use the same power NOT the same as pumps

iron prairie
#

Trains are almost always more expensive than pipes.

wind spade
#

still... there's pretty much no reason to ship fuel

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power plants should be onsite, the few packaged fuels for jetpacks would be sent in solid form anyway in both cases and plastic/rubber production from fuel should also be onsite

iron prairie
#

The primary reason why I'd do the "send it upstairs" thing was to reduce the footprint. Big diluted fuel/turbofuel plants could take up a lot of area due to the sheer number of fuel generators involved, so I liked to make them multistory affairs, with oil processing on the ground floor, unpackaging/turbofuel on the top floor, and fuel generators on the middle floors.

wind spade
#

and my point is that sending it higher makes it less energy efficient πŸ€”

iron prairie
#

With diluted packaged fuel, U3 style, you could do the verticality for free. With blender fuel, it's not free.

My point is "how tall would you need to make the fuel plant for the free verticality of diluted packaged fuel to outweigh the 5 MJ extra it costs versus blender fuel?"

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So, operating on the constraint that for some reason, you want to send the fuel up by more than 132 meters*, diluted packaged fuel costs less energy than diluted fuel.

*The smallest break-even point, assuming T1 pipes and T1 pumps.

fierce ruin
#

Could you build it over the edge of the map and build down?

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Though that is an interesting question, something like Ceiling(y/20)*(Energy cost of a pump)

fierce ruin
#

So with 600 fuel you avg a 50mw difference

bleak coral
fierce ruin
#

It should

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Also depends on how full your pipes are

frosty owl
#

Doesn't it all depend on wether you use pumps or not in the first place? thinking_helmet
I mean, making fuel without pumps isn't unfeasible on any of the coasts, is it?

deep root
#

I made fuel without pumps at the pink jungle oil location

frosty owl
#

That's impressive

iron prairie
deep root
#

It's all about going up 8-9m each liquid process πŸ™‚

fierce ruin
#

Blue crater you can build into the void

deep root
#

Not down πŸ™‚

fierce ruin
#

Where n is the 8mw of a mk2 pump

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That gets you electric consumption based on x meters above the blender

frosty owl
#

I like the left part of that graph hehe

fierce ruin
#

Very accurate

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Forgot to set domain lololol

deep root
#

Crude comes up ~8m to make HOR, that goes up ~8m to make DPF, unpackaged right infront of the machine, that goes up ~8m to make turbofuel, then that is on the same level to feed 148 gens (not done with all the gens yet)

fierce ruin
#

So at 600 fuel the limit of 50mw is capped at 310m above the blender out pipe

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So vertically speaking it’s still a waste to use packaged fuel

deep root
#

But the "waste" is reduced the higher you go

fierce ruin
#

Yes, if you like building stupidly tall buildings and the other logistics around traveling up it

deep root
#

I'll stick with my semi vertical build going up ~8m each fluid process

fierce ruin
#

There’s not much point since as greeny said it best to keep it on the spot

deep root
#

Right

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You just have to adjust based on some minor terrain tweaks

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Which is what I did when building the above monstrosity

frosty owl
#

I was referring to getting energy back from fluids going down jacelul

fierce ruin
#

Yes please

#

Water power confirmed

deep root
#

Buildings take nuclear spaghetti to construct! Lol

oblique hollow
#

sample image, buffer not needed

bleak coral
#

Oh that's neat, that's exactly what I just did with my wet concrete setups to be safe πŸ˜†

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glad to know my gut feeling was right

oblique hollow
#

yeah, this is the safest approach.
Priority list for safe pipe manifolds:

  1. Make it a closed loop (ie. feed from both ends)
  2. Make sure the flow indicators are full (like through prefilling the whole system)
  3. add valves for extra safety and to avoid machines from consuming too much (cuts out internal storage)
  4. add pumps to add back pressure into the system. Pumps might not speed liquids up, but they keep them in motion
fierce ruin
#

Don’t valves prevent backflow?

oblique hollow
#

yes, that too.

abstract copper
#

Since both overclocking and underclocking are exponential curves, what is 100% representing?

fierce ruin
#

Could I run this system clock and counter?

abstract copper
#

Is my understanding wrong?

fierce ruin
#

Since this pushes it one direction

oblique hollow
#

the formula for overclocking is Base power * (OC / 100)^Exponent

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when OC = 100, 100 / 100 = 1

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and 1^something is always 1

oblique hollow
fierce ruin
#
  1. Also isn’t the pump redundant?
abstract copper
#

Don't mind me I'm just pondering out loud

oblique hollow
#

all i can say is, they simply give the system a boost here

fierce ruin
#

Unpowered?

oblique hollow
#

powered

fierce ruin
#

Oof

oblique hollow
#

unpowered means no head lift, and thats bad

#

that can make pipes back up

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powered pumps simply do something that valves cant

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i should look into this more

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and find out what exactly it is

abstract copper
#

Isn't the valve redundant?

fierce ruin
#

Hm k thanks

abstract copper
#

With the pumps in place?

oblique hollow
fierce ruin
#

Valve can control flow rate

abstract copper
#

Ahhh oh ok

oblique hollow
#

so you can evenly split the flow onto both paths

fierce ruin
#

Makes 2:32 split

oblique hollow
#

oh and the last important step for manifolds:
6) try to avoid using maximum flow rate (300 or 600 mΒ³/min)

fierce ruin
#

But traveling horizontally w/o junctions is still safe?

oblique hollow
#

should be

#

1 or 2 junctions wont hurt you

#

but as the number increases, it gets worse

deep root
#

That can't be right

oblique hollow
#

it kinda is though

bleak coral
#

it's the magic of 🌈 floating point errors 🌈 (probably)

oblique hollow
#

most likely

bleak coral
#

imagine the troubles possible with like a 1200m^3/min pipe

deep root
#

Hmmmm, loading my old turbofuel setup save right now to see if it starves

bleak coral
#

I hope my turbofuel setup is safe for U4, I haven't loaded it in a version where they fixed the fuel generator bug yet

#

it's a full 600m^3/min but it does split in half before going into any generators

#

but it does have 32 junctions where the turbofuel is being made so.....

oblique hollow
bleak coral
#

it first popped up with HOR right?

oblique hollow
#

HOR seems to be the most common one

#

and water the least, kinda

#

which coincides with some of ther former viscosity values

bleak coral
#

I still wonder if those viscosity numbers that greeny found are affecting it somehow

oblique hollow
#

right now, the only thing viscosity tells us how much of a pain in the butt each fluid is simon_smile

bleak coral
#

we're on the same wavelength lol rolljace

oblique hollow
#

i have yet to find out how this all is for nitrogen....

deep root
#

148 generators use 666 turbofuel per minute...Which should mean if that is true and I'm only making 666.67 per minute I should see generators on the end start to have less than max fuel stack inside the generator (50)

bleak coral
#

correct me if I'm wrong, but the problem is really unlikely to happen if you're well below max flowrate

#

and I'd assume that's being transported in 2x mk2 pipes

oblique hollow
deep root
#

1x mk2 and 1x mk1 actually, and they combine to make the whole loop a circle πŸ™‚

oblique hollow
#

if the old values are still true

deep root
#

It's less of a circle and more of a tree with branches at this point though

#

This was my first attempt at a huge power setup lol

oblique hollow
deep root
#

It's a circle BEFORE the gens, then tree branches off to the gens lol

#

It SHOULD be a circle after the gens, I know that πŸ™‚

#

Been staring at the generator for the past 5 minutes and still going strong πŸ™‚

oblique hollow
#

some stay strong, others not

#

its usually the far away sections that make trouble

deep root
#

Yup that's what I'm looking at

oblique hollow
#

how full is the pipe?

deep root
#

And I have AT LEAST 75 junctions on the system πŸ™‚

oblique hollow
#

these are the old values according to the old data greeny extracted from the json. the middle value is the viscosity

#

turbo and water are both veeery fluid.
water does actually make the least trouble

deep root
#

Okay I take that back

oblique hollow
#

oh?

deep root
#

It's 337.5 fuel per 2x mk2 pipeline

oblique hollow
#

thats barely above 300, so very much within safe range

deep root
#

Yeah for some reason I thought it was 1x mk2 and 1x mk1

oblique hollow
#

might still cause issues, but less so than full pipe setups

deep root
#

But if junctions "consume" fluids wouldn't they do so in every situation

oblique hollow
#

its less that they consume and more that they increase error accumulation due to rapid flow changes

#

the liquid inside simply doesnt have enough time to react to every change and cant flow everywhere equally

#

thats my best guess

#

im not certain

#

What i know though is
Big manifold = bad

deep root
#

Basically make your pipes always a circle and you will rarely have an issue?

oblique hollow
#

that seems to be the best solution right now, tbh

#

no single ended feeding. keep the pipe flowing

deep root
#

That doesn't make my preferred turbofuel plant setup happy 😦

oblique hollow
#

if it doesnt die, be happy

#

some setups get lucky and simply work

#

others crash and die before they are even finished

deep root
#

LOL

oblique hollow
#

the way you lay out your feeding pipes also affects this.

deep root
#

Well, I'm using the feed from below method for pipes, so I'll see if I start to experience this problem when I start building bigger

frosty owl
oblique hollow
oblique hollow
#

and reduces fluctuations

frosty owl
#

But does not assure that side draws ENOUGH, does it?
It's been a while since I used them, but the times I did the flow wasn't that stable...

#

Oh wait, you mean valves on the machine inputs or just the sides of the manifold? thinking_helmet

oblique hollow
#

they need pressure to force the liquid through

#

like i wrote: its not needed, it just adds another layer of security

fast urchin
#

what effect does the viscosity have here?

frosty owl
#

None

bleak coral
#

no one knows, we just know fluids have a viscosity number and it may or may not have something to do with the errors that lead to less flow sometimes

fast urchin
#

So it doesn't limit max speed or something?

bleak coral
#

I'm suspicious, but honestly for all we know viscosity is just a leftover number from a different model and doesn't actually do anything at all

fast urchin
#

alright

obtuse scroll
#

So, I have 720 Iron Ore and Coal going into 16 Foundries, how do I split that up so that it fits evenly? The Foundries are in rows of 4.

bleak coral
#

16 is 2^4, so if you want to load balance you can just split it in two 4 times

#

wait, are you just starting with steel? what mk belt do you have?

obtuse scroll
#

I have 4 seperate Conveyors.

1 - 240 Iron ore
2. 240 Coal
3. 480 Iron Ore
4. 480 Coal

bleak coral
nimble ridge
#

can someone check my math that with 600 uranium i can make 6 fuel rods per minute, running in 30 reactors to make 75,000 mw?

#

im looking at you @frosty owl

bleak coral
#

you're on U4 right?

supple mural
#

30 reactors seems low

supple mural
#

i got 32 reactors in U3 with 300 uranium, using only one of the alts

nimble ridge
#

hm ok i'll look at different alts

frosty owl
supple mural
#

is nuclear fuel unit the recipe that uses oscilators?

nimble ridge
#

..sure?

frosty owl
#

I cut out the rest so you can figure it out if you want ;)

supple mural
#

how many rods/min do reactors do of each type?

bleak coral
#

0.2/min for uranium, 0.4/min for plutonium

#

pending changesℒ️

supple mural
#

i think its a bit silly that the material which has a longer and more expensive production chain has a shorter burn time

#

so i kinda hope they buff plutonium a bit

#

also its a real shame that that calculator doesnt have nuclear waste as being a recipe made in a nuke

worn bobcat
# frosty owl

whats this website called again? i haven't played in a while

supple mural
worn bobcat
#

thanks

bleak coral
#

make sure to pick the version you're on in the upper right corner

worn bobcat
#

thanks (again)

supple mural
#

that link should already be U4 version anyway (i tihnk)

worn bobcat
#

should i play in experimental or stable (im starting anew after a year or so break)

supple mural
#

experimental doesnt have many bugs

#

the biggest one is goofy conveyor rendering

#

but that also saves your GPU some effort

nimble ridge
#

oh god oh no please i dont want to use crystal oscillators and beacons no

worn bobcat
supple mural
#

lucky boi

worn bobcat
#

it was the last one in stock in my local store

supple mural
#

i want to get one, but my 1080 works fine enough

worn bobcat
#

i upgraded from a 980 so i was a bit overdue for an upgrade

supple mural
#

its not like im going to be pushing it anytime soon with a 1080p monitor

#

oh yeah 980 is weak stuff these days

#

pascal is just so much better than maxwell

worn bobcat
#

weak but not useless for my 1080p monitor

supple mural
#

but the 20 and 30 series arent that impressive to me who is a 1080p gamur

worn bobcat
#

yea im saving up for a 1440p monitor

supple mural
#

thing is, 1440p monitors which are high refresh and have g-sync are costly

#

almost as much as the GPUs to run em

worn bobcat
#

yea... fair enough

supple mural
#

though, g-sync isnt that important at 165hz anyway

#

so could easily shave off 200$ right there

worn bobcat
#

the monitor i wanna get has a 144hz refresh rate

supple mural
#

most of the 1440p ones ive looked at go to 165hz

#

but that might just be cuz the ones i look at are the ones with g-sync

worn bobcat
#

what does g-sync do?

supple mural
#

it eliminates screen tearing, which is what can happen if the gpu sends the next frame before the monitor is done displaying the last

#

basically makes the monitor match the gpu

#

i think there's also a setting that makes the gpu match the monitor?

#

so idk if its even necessary these days

worn bobcat
#

yea i think its v-sync

bleak coral
#

g-sync/free-sync/adaptive sync is that setting

#

v-sync is the old tech

supple mural
#

v-sync bad

worn bobcat
#

yea well i have an old monitor lol

supple mural
#

the setting i was thinking of is fast sync, at least for nvidia

bleak coral
#

v-sync is fine, adaptive sync is just better

worn bobcat
supple mural
#

i think free-sync has compatibility with nvidia stuff too these days

bleak coral
#

and adaptive sync is super important for high-refresh monitors, it only might not matter with like a 60hz monitor and a nice GPU that will never drop below 60fps

supple mural
#

its practically the same as my current monitor just bigger

#

(actually i think the base is literally the same)

worn bobcat
#

i have a samsung SyncMater S27B550 so any modern monitor is pretty much an upgrade

supple mural
#

that nme makes it feel old thats for sure

worn bobcat
#

yea its an old af 60hz monitor

versed violet
#

Mind that some screens have issue with brightness flickering when fps drops below certain value. (really annoying)

royal mountain
#

I recently got a 165hz monitor and i adore it.. Update 4 has tanked my frames though and it barely goes over 100..

#

Used to get 150+ in game

fierce ruin
royal mountain
shrewd yacht
#

its weird as FPS drops with session time

#

5600X and a 2060 with settings on high, far, ultra AA give me around 100fps after a while, but it always starts out at 120 which I've limited it to in game

unkempt acorn
#

screw recreational drugs... the natural high i get when the conveyers line up perfectly is just πŸ‘Œ

lusty oar
#

how would i calculate how long solid biomass will last?

#

i got 6283 of it

#

my math might be wrong and i got 2 months :/

vast jungle
lusty oar
#

Ahh good point

#

Well god damnit my calculations are way off

#

Ok around 20 days if Im correct

wind spade
#

if you run 1 constructor of it, it's different than running entire megabase

wicked tinsel
#

you can compute how much it will last if you just afk for x days

#

but its pointless, you will expand soon enough and it will decrease usable time

tiny sentinel
#

Good Morning! I have a plan to make a Coal gen setup with 80 coal gens fed by 6 MK2 pipes of water. I'm trying to figure out an efficient way to distribute the water to the coal gens but am bad at math. I know the 3;8 ratio, but I'm getting lost in the numbers when I try to scale up? I'm hoping someone here already has a nice layout since I'm probably not the first to do this. I'll be using the 4 normal coal near the lake to the north of the green fields starting area.

wind spade
#

and I'd recommend not maxing pipes

tiny sentinel
#

yeah, I know i'll have 30 water extractors

wind spade
#
  G  G  G  G
E-+--+--+--+
E-+
E-+--+--+--+
  G  G  G  G

just build this 10 times

tiny sentinel
#

that's only 40 coal gens if I'm reading your symbols right

#

wait, nevermind

wind spade
#

G = generator
E = extractor

tiny sentinel
#

whats that middle extractor doing?

wicked tinsel
#

3 extractors to 8 gens

wind spade
#

pumping water, same as the two others πŸ˜„

tiny sentinel
wind spade
#

just build the same setup multiple times πŸ€·β€β™‚οΈ

tiny sentinel
wind spade
tiny sentinel
#

the water distribution.

wind spade
#

you need 3 extractors, so I've shown you a setup with 3 extractors

#

- is pipe, + is pipe junction

tiny sentinel
#

the middle extractor only connects to the first 2 gens

wind spade
#

no, + is a junction, not a bridge

tiny sentinel
#

I want everyone to realize I've built a setup of 16 coal gens already. so I know how to distribute 360 water to 8 coal gens. I just suspected the pipe layout might be a little different if piping 3600m^3 of water through 6 MK2 pipes to 80 coal gens. true, I could build the same 3:8 layout 10 times, but I was hoping there might be a more optimized way to go about it.

wind spade
#

as I said, I do not recommend maxing pipes. The game has issues with maxed pipes and you may run into power problems because of that

#

also I don't know why do you want to merge it to 6 pipes just to split it again anyway

tiny sentinel
wind spade
#

never bring water to coal, bring coal to water

vernal smelt
#

heyyo just starting out here. just finished space elevator 1.
what early materials are good for the sink ?

patent bough
#

(and are they on the bug report site?)

#

i should say i haven't personally observed any issues with maxed out pipes yet, nor had i heard there was any problem with them before...

wind spade
patent bough
#

hm i see.

wind spade
#

but it happens often if you have lower FPS or a few lags

tiny sentinel
#

G G G G G G G G -+-+-+-+-+-+-+-+ | | E E E ----+---+---+

#

I was thinking I'd do this. Elevated platform, 3 water extractors below the 8 coal gens and a single MK2 pipe carrying the 360 water. the water should be able to reach the last coal gen right? (and I'd be using a pump MK2 of course)

wind spade
#

why not πŸ€·β€β™‚οΈ

regal canopy
#

Yes that setup works.

sterile light
sterile light
vernal smelt
#

okay thanks

knotty yarrow
#

I’m trying to make diluted fuel, store it in a container and burn the excess in fuel generators. How do I design it so that the constructors make canisters only when it’s needed? If all the fuel is being burnt, then the canisters need to be reused but the constructors need to make canisters when the container with the fuel isn’t full

The fuel generator will get backed up when the constructor replaces canisters that are meant to be recycled

I can sink the overflow to prevent the fuel generator from being backed up, but is there a better way than sinking 50% of the empty canisters

unkempt acorn
#

heck... my game crashed when i was on the menu screen

verbal hemlock
#

@knotty yarrow i'm new but I'm thinking you could put some sort of splitter somewhere just before it goes to your Generator, have a lower Conveyor speed that would go to another route, while the one that goes to your Generator has a higher conveyor speed.. somewhere along those probably... that way, when your Generators are fully fed, the excess will be diverted elsewhere. That's what I did and made a loop for some of my resources so that rather than staying in place, they are rerouted and split to other areas..

manic oak
#

@knotty yarrow If you un-package the fuel, you can separate the fuel from the containers and recycle the containers in your diluted fuel setup. Then set up a separate packaging facility with a constructor for plastic containers. It's more complicated, but will give you complete control over how much you want stored and how much you want burned. You can also use valves to limit the amount of fuel going to the fuel generators.

tall stratus
#

Anyone have a nice diagram for splitting plastic, rubber and turbo fuel for update 4 with alt recipes?

frosty owl
vast jungle
wicked tinsel
#

^

frosty owl
#

Unless you wanna skip making fuel for the turbofuel for whatever reason, yes πŸ˜†

vast jungle
#

and with U4 you can use "Blended Turbofuel" which skips the fuel step

#

needs more Oil but less Sulfur/Coal

frosty owl
#

Fuel+HOR+Sulfur+Coke

#

So keeping some HOR DOES make sense hehe

tall stratus
#

That's great, thanks!

torpid robin
#

For the oil and plastic . Just do the enclosed loops .

knotty yarrow
torpid robin
#

300 oil to 900 plastic/ rubber

cedar mica
#

20 uranium fuel rods, 40 plutionium fuel rods. That works? Also, how much waste will I end up with per minute?

torpid robin
#

2k waste from uranium right ?

#

You work your plutonium from the waste of your uranium

versed violet
#

Is there a way to fit 65 smelters into 8x14 foundations, while also having some space for splitting / mergin at end of platform, so ideally 13x8 foundations or less?

bleak coral
#

sure, if you do like 4 floors of it, I'm doing it in 6x15 foundations right now with room to spare

#

do a double manifold each floor

tall stratus
#

Im doing some math on my 1800 crude oil. I have a lot of work ahead of me...
1800 Crude => 60 Refineries => 2400 HOR + 1200 Resin
40 Water Extractors => 4800 Water
2400 HOR + 4800 Water = 48 Blender => 4800 Fuel

versed violet
#

Has to fit on single floor 🀣

bleak coral
#

then no, not anywhere near enough room

#

oh wait I'm doing foundries not smelters, misread

#

but still probably not enough room

#

double manifolds are your best bet though

versed violet
bleak coral
#

one where you use both sides of the splitter or merger instead of just one, like this (but simpler cause smelters)

versed violet
#

Oh, so its just a regular manifold

torpid robin
#

No . It’s a double manifold

#

Sheeesh

versed violet
#

Oh, so single side one is called single manifold?

#

Monofold?

torpid robin
#

Lol

bleak coral
#

you could even stack two doubles side by side to save one side of the outside mergers, so like 4 rows of smelters could use 2 rows of splitters and 3 rows of mergers

#

if the bandwidth allows

#

still not sure you could fit all that on 8x14, but you could sure try

versed violet
#

Its the only sensible approach that fits 4 smelters within 8 foundations wide.

deep root
#

OR you bring both ores in on the same belt and smart split them into the foundries!

versed violet
#

But bandwitch does not allow, couple machine sshort on mk5 belt πŸ˜•

bleak coral
deep root
#

That's no fun!

bleak coral
#

3000+ ppm steel ingots sounds fun to me XD

deep root
#

Challenge: use only factory carts and truck stations to transport materials more than 1km

bleak coral
#

aka the clown car challenge

torpid robin
#

Oooof

#

2000 factory carts lol

#

You would need to build roads for them all lol

versed violet
#

What if I put foundries 1km from miners, then contructors 1k farther, then assemblers 1km farther and final kilometer into the base, all by conveyors?

bleak coral
deep root
#

Still meets the intent!

torpid robin
#

Well technically you would be within the rules of the challenge lol

bleak coral
#

what are you smelting?

torpid robin
#

Ore

versed violet
torpid robin
#

Hehehe

versed violet
#

Pure iron into iron ingots.

#

2x780 belt + 1x390 of ore

#

The other 390 went into copper factory

bleak coral
#

oh that's an easy solve, do insertions

torpid robin
#

Oof I started my smelting last night. I need 560 iron refineries . 580 copper and 180 cat

#

Ain’t looking forward to it

versed violet
bleak coral
#

that works too

#

though with 14 foundations you may be able to do a gap for a merger and insert from above

#

let me get a picture, hard to explain

versed violet
bleak coral
versed violet
#

Aaargh, just realized I haz to pick the output from both sides too. Iron aint caterium to shrink in the dryers

bleak coral
#

well you have 3 output belts, so just do smelters like this:

O           O           O
| 16.5 | 13 | 13 | 16.5 |
       I         I
versed violet
#

Pretty sure 19.5 smelter won't fit in a line

#

But it is an idea to think about

bleak coral
#

16.5 not 19.5

#

or was that a typo?

versed violet
#

I assume type on Yours side, since 65 - 13 - 13 = 39, and 39/2 is 19.5 not 16.5

bleak coral
#

oh yeah my bad

#

or you could move the output of the middle up one level in the same gap where you do the insertions, if you did it like in the pictures I showed

#

that is if 16.25 + merger length isn't too long

versed violet
#

Actually, that gives me an idea

cedar mica
#

Okay, let me refrace, how much waste is plutonium giving per minute?

versed violet
bleak coral
cedar mica
#

40 rods, that 100 reactors, so 500 waste a minute

bleak coral
#

yeah

bleak coral
#

I like it

#

You'd need a 3:4 balancer right? if you wanted each row to be the same length

versed violet
#

Don't think an actual balancer will fit, so planning on feeding the edge rows with mk5 and pout overflow into two mid belts + the 390 iron one

cedar mica
#

If you can fit splitter + lift, you can balance somewhere else

bleak coral
#

overflow works too, and is smaller

#

don't know why my mind didn't go there first haha

versed violet
#

mk 5 on the edges, with smart splitters, and mk4 coming in the middle, split into half, then join the overflow with mk4 halves for mid rows. Looks simple

cedar mica
#

The only usage I can see for a balancer, is a power plant, as you want to garanty it dont take long to start working

versed violet
#

Output might need an balancer though - have 4 floors with diffrenet ingot needs

cedar mica
#

Just overflow, the belts will sort them self out to usage

versed violet
#

I could really use half-foundation bricks right now

bleak coral
#

do mind using mods?

cedar mica
#

If you dont mind clipping, you can use walkways to get new snapping points

versed violet
#

there is one with half blocks?

bleak coral
#

yeah, foundation industries

versed violet
cedar mica
bleak coral
#

oh right if you're on U4 no mods yet

versed violet
#

aww, still u3 here

bleak coral
#

I make no guarantee the foundation industries foundations won't have janky snapping though, just as disclaimer πŸ˜›

versed violet
#

This is absolutelly unmodded legal, right?
[might replace the bottom floor of 1m tiles with 2m tiles so pipe sunks a bit more. but belts connect in this positiontoo]

bleak coral
#

nice

#

out of curiosity, why did you want this to be just 1 floor instead of 2?

cedar mica
#

With foundation frames, you can have input and output under the smelter, freeing more floorspace

versed violet
#

Oh, mostly falvor/realism - smelters (hot stuff) needing access to open air, so nothing gets built above them

bleak coral
#

not sure it would always line up with foundation frames

versed violet
#

It doesn't, and you can't build smelters on frames

cedar mica
#

With a 1m foundation, you can

versed violet
#

That makes whole contraption 5m high, of 2m needed

bleak coral
#

you can fit foundations inside of foundation frames, which is what crazy is talking about I believe

versed violet
#

Right, remember seeing it once

bleak coral
#

honestly though I don't see a reason to switch to foundation frames when what you have works

versed violet
#

But half pipes sf_yespipe work better here

split rain
#

Not sure if this is the right channel, but I am not sure which of these 3 alternatives would be best πŸ€” Any suggestions?

nimble ridge
#

im a big fan of solid steel

bleak coral
#

solid steel is amazing

frosty pawn
#

solid steel first, then steel screws, then bolted plates and bolted frames become relevant, but steeled frame is better than bolted frame if you dont have bolted plate

#

bolted plate and bolted frame work very well together

wind spade
frosty pawn
#

stitched is way better on its own but the two bolted together have good math

bleak coral
#

I prefer screwless recipes, never understood the love for steel screws myself

frosty owl
oblique hollow
#

Screw screws SnuttTongue

frosty owl
#

I love the smell of fresh bammer in the morning

oblique hollow
#

Here, have one

bleak coral
#

screw screws evildoggo

#

flexible in particular sucks, why would you use that?

frosty owl
#

Again: conveniency
It's not like everyone always play with the endgame resource efficiency in mind :P (flexible is one of the fastest while still using less steel, if you get to oil coast you're bound to have more oil then you need in most scenarios anyway, so the rubber input is no big deal)

bleak coral
#

flexible undoes itself cause it's so resource inefficient, you may build less manufacturers but you build more other machines

#

I can see the bolted frame + bolted plate for a simple setup, but it also does the same thing where its resource inefficiency actually makes you build more machines to feed it

frosty owl
#

Wdym more machines to feed it?
They're the fastest recipes, thus require the least machines (at the cost of a bit more resources of course)

bleak coral
#

they are so resource inefficient that the total number of machines required to feed them resources is more than the total number of machines required to feed the more resource efficient recipes

#

on their specific step they reduce machines by being the fastest, but they do that by needing more resources and thus more machines in the earlier steps

#

this is even if you choose these kind of recipes from beginning to end

frosty owl
#

Nah, I'm pretty sure for the same amount of item/min you use less machines. Can't check on greeny's stuff now though as I gtg

bleak coral
#

I just checked, and I did the analysis ages ago for flexible

torpid robin
#

I use bolted frame

#

Then steel screws . Cause it removes the need to make rods

bleak coral
#

why are you avoiding rods?

torpid robin
#

No reason in particular lol

#

That’s what it was gonna be for update 3

#

But I may change things up a bit for update 4 recipes

#

Kinda the way my factory is built . If I can save a whole factory il do it

#

So either screws or rods

bleak coral
#

I'm doing a spreadsheet, cause I'm being petty about this I guess :P, and I'm taking a look at steel rod

#

and I think I've been underestimating it

#

it's pretty freakin' fast and efficient

#

12/min steel ingot -> 48/min rods

torpid robin
#

And it very well could be

#

But I always look at end game efficiency right . And I needa save ma steel lol

#

Hmf expensive

bleak coral
#

I mean that's kinda the point I'm making, steel rod > steel screw if you're trying to save steel

torpid robin
#

well i ended up looking at casted screw

#

but i had never made my mind up whatg way i wanted to go

#

it often came from going bolted frame

frosty owl
torpid robin
#

as i felt that was better thna the steeled frame. but i never looked too much into it

bleak coral
#

steel coated plates is the resource efficient one

torpid robin
#

i just alwasy look at it and go. if yit can be made from just iron. do it,even if it was efficient

wind spade
#

speed is pretty much useless to look at πŸ€·β€β™‚οΈ you can always build more buildings

torpid robin
#

thats my exact thought with iron

#

just the resource and build more to get the same amopunt. and not use a limited resource

#

cause good luck using all iron on the map

#

any other resource could be tapped out. pretty easily tbh. iron never will

bleak coral
#

coal isn't really that rare, you'd be hard pressed to use it all, but yeah not to the extent iron is

torpid robin
#

you would be surprised though. i know i was when going through things on the calc

#

i tapped coal out before quartz cat and oil

frosty owl
torpid robin
#

on the bright side of steel though you can make coke ingots. which is much better this patch

wind spade
#

we have tons of oil in U4, I'm hoping people will stop thinking about it as rare resource

torpid robin
#

yea i agree. and the use of it too i have realised is much less.

vast jungle
#

20% more is not "tons more"

#

its "a bit more"

torpid robin
#

with one of the biggest things being the sucomp alts. you use less plastic anbd rubber

bleak coral
#

I mean U4 + fluid update increased oil by 70%

wind spade
#

I'm including the extra alts that make you use less oil for more

torpid robin
bleak coral
#

I don't think we have ever had that little, due to diluted fuel and recycled recipes

vast jungle
#

okay... haven't looked that deeply into the new Alts.. but the oil cost for everything tier 1-6 should be pretty constant

bleak coral
#

people just saw the absolute number and thought of it as rare, even though it can be used very very efficiently

#

moreso than other resources

frosty owl
#

The numbers I ran:
1 is standard recipe. 1.5 GW
2 is Flexible frames, Bolted everything, coated iron, steel screws. 1.1 GW
3 Is the most efficient one but with normal reinf plates (didn't want to get the stitched ones in the equation, they just up the machine count anyway). 0.89 GW
@bleak coral

oblique hollow
frosty owl
torpid robin
torpid robin
#

just make MOAR POWA πŸ€·β€β™‚οΈ

bleak coral
#

noted the analysis is footprint, I didn't go over machine count in it

#

so flexible may have less machines

#

so I shouldn't have asserted the machine count for flexible was more, my bad

frosty owl
torpid robin
#

and tbh thats somethign to p[ay attention to

bleak coral
#

encased is just king, flexible needs a buff

torpid robin
#

the machine you place.refineries are cancer compared to say a smelter lol

torpid robin
frosty owl
bleak coral
#

small scale I guess, but the bigger you get the less convenient anything that uses screws is

#

cause any convenience in reduction in complexity by using less types of stuff would get undone by the number belts you need to manage

torpid robin
#

so ya know what. i just looked at it

#

felxible for resources isnt bad. i looked at the numbers for 50pm

frosty owl
torpid robin
#

less iron limestone for 300 mopre oil. its not terrible.

frosty owl
#

Also, let's be real: stitched plates is a PAIN compared to bolted plates + steel screws, to set up

torpid robin
#

oh wait

vast jungle
#

of course "Oil = Rows of Refineries" makes everything with Plastic/Rubber questionable

torpid robin
#

reeeeee

#

it was using oil for coke to steel lol

#

thats what i get for not looking better

torpid robin
vast jungle
#

I have just setup 80 refineries for a new turbofuel production... I don't want to setup more SOON... πŸ˜‰

frosty owl
torpid robin
#

i did all mine.. place once cry once. now i dont have to worry about power for a wee while

bleak coral
#

blender diluted fuel does change stuff

vast jungle
#

yes, thats true... looking forward to it

torpid robin
#

i can throw one up in a couple hours now

#

mind you. thats after doing 8 of them πŸ˜‚

vast jungle
#

even if the numbers are a bit "off" in the other direction... HOR production is 40, diluted fuel need 30... that was 75% UC...

Blender Diluted Fuel needs 50, right?

bleak coral
#

yeah 50

vast jungle
#

I am looking into the numbers to transform 60 Fuel and 240 Polymer Resin into Gas Filters and Packaged Fuel... I really like the numbers I am getting πŸ˜‰

#

so 125% OC is the new 75% UC (for Blender DF)?

frosty owl
#

Also, praise be made for the CTRL+C/V QOL JaceGasm

bleak coral
#

If we're doing 1:1 HOR refinery to diluted fuel stuff, I'd rather give up the power and shards to do 125% OC and not have to do a loop

vast jungle
#

I did the 1-1 HOR/DPF for my powerplant and it was really nice to do

torpid robin
#

yea

#

and i aint changing mine lol

vast jungle
#

I will NOT change anything... I had to built an additional powerplant

bleak coral
#

me either, wouldn't fix something that's not broke

torpid robin
#

even without changing fuel. you will get to use it all any way in other productions lines

vast jungle
#

but after getting this powerplant running I can finally get my "cargo station" up and running... and then prepare the space elevator parts for T7 πŸ˜‰

torpid robin
#

how much power are you expanding to now?

vast jungle
#

I had 500 Turbofuel... now I have 1250

#

so its from 16.5 GW to 41.25 GW

#

(when I built the 150+ new Fuel Generators)

torpid robin
#

arrh nice

vast jungle
#

it was a decision limited by 600 easily available sulfur ^^

torpid robin
#

yea sulfur is a pain to get. i had to do so much prep work to get all of mine

frosty owl
torpid robin
#

yes

#

you got to the same numbers as i roughly did

#

i talked about it a week or so ago

bleak coral
#

I've never looked into that, even talking theoretically I find map exhaustion too outside the realm of possibility to entertain

torpid robin
#

hence why i say i feel with where they have nuclear now i feel is balanced for end game

bleak coral
#

and nothing has made me interested in looking at it yet

vast jungle
#

Turbofuel Region "Middle"

torpid robin
#

i looked at it cause someone said there isnt enough power in the game and they felt nuclear was nerfed too hard

frosty owl
bleak coral
#

does one of the new ones use the new frame part?

torpid robin
#

yes

frosty owl
bleak coral
#

the frame line is good for pulling all the resources

torpid robin
#

it goes into pasta

#

which is where your coal and copper go

frosty owl
bleak coral
#

one of us has to remember its name lol

#

or look it up

torpid robin
#

fused frame

bleak coral
#

there it is, a working memory πŸ˜›

vast jungle
#

Fused Modular Frame

torpid robin
#

hay there is alot to remember in the game

bleak coral
#

FMF, hmmm not quite as nice as HMF

frosty owl
bleak coral
#

looks like a typo

torpid robin
#

you could go HFF

#

heat fused frame

vast jungle
#

sounds too much for me like FMN... (NATO abbreviation for Future Mission Networks)

torpid robin
#

which is the alt

bleak coral
frosty owl
#

Fused frame is much worse then the volume thinghies. Those are the versatile ones I refer to ^^

torpid robin
bleak coral
#

of course you go big enough with uranium power it's not practical to handle the waste without uranium processing

torpid robin
#

oh i had 331 875 mw

#

but. things may have changed . as that was worked out on the 5pm waste befopre people knew it was 20

bleak coral
#

393,750MW from 31.5 uranium rods

torpid robin
#

so that means more waste. more plutnoium which means more uranium used on that

#

you have it up on calc atm?

bleak coral
#

best power actually has less uranium fuel rods, cause it switches some of the ore to plutonium

bleak coral
#

max power is harder, cause it doesn't do waste automatically

#

I don't remember what the balance is with uranium rods vs uranium ore to plutonium alt

torpid robin
#

im about to look

#

so 20 waste now right?

#

so its 100 pm per rod?

#

just double chekcing if im retarded or not

bleak coral
#

yeah so you could figure out max with 31.5 uranium rods, and yeah it's 100 per rod now

#

that also uses uranium ore, and the max power does use that alt

torpid robin
#

yea so you gotta find the balance

frosty owl
bleak coral
#

no problem πŸ™‚

#

so maybe fertile uranium isn't viable cause of the nitrogen limit

#

I had thought even with the nitrogen limit it was used for max, but I guess not

torpid robin
#

and using all your bauxite pretty much

#

so max nuclear is actually out of the question now

wicked tinsel
#

Feasible max power is much much lower as you need both bauxite and nitrogen for actual items

torpid robin
#

thats exactly right lol

wicked tinsel
#

Fuck autocorrect

torpid robin
#

dammit, what am i going to do with my 207 nuclear reactors just chlling here now lol

#

i guess there is the option of just going max nuclear which is pretty cheap

#

but still gotta deal with te waste

#

you could then turn to plutnium and sink.but gonna cost. and then you may as well just burn for power

frosty owl
torpid robin
#

well no hold up

#

so 10 rods pm will make 1000 waste pm right?

bleak coral
#

right

torpid robin
#

burn time is .4 for plutnium ae?

bleak coral
#

yup

torpid robin
#

from 10 rods you can get 66.67 plutnium rods

#

like. thats alot

wicked tinsel
#

The whole u4 nuke rework feels completely pointless imho

torpid robin
#

the plants still make 2500?

bleak coral
#

yearp

torpid robin
#

so 125,000mw from 10 rods.

wicked tinsel
#

It got more complicated, power output is lower, we got 4 times more waste if we dont go all the way and we still got premium waste if we do

#

Like why

torpid robin
#

turns into 416,687 mw from plutonium

#

it gives you the choice to sink if you want

bleak coral
#

I'm not sure you can make that many plutonium rods, I think you run out of nitrogen first

torpid robin
#

it will give just under half the amount fo waste

#

that uses 8800 gas

topaz hedge
#

from what i've heard the waste is super nasty too :3

wicked tinsel
#

I feel the whole sink plutonium was added to spite people who disagree with game designer’s bad ideas

#

They could had addressed whole process properly but we are left with old stuff with extra steps

topaz hedge
#

I dunno, I kind of like the rework.

torpid robin
#

i like the rework too

#

you gotta think about it all a bit more

#

cause you also cant go max cause you need the other resoruces

topaz hedge
#

it shifted the bulk of the power from uranium to something else you can't sink and it gives us a choice

#

also if you do no alts on plutonium processing, no fertile uranium, and it's a nice 100:1 ratio rather than 100:6.666 or something

torpid robin
#

it makes my massive turbo fuel set up so much more worth lol

wicked tinsel
#

Yeah, i dislike the shredder, but obviously the game is designed around it so cant be helped

bleak coral
#

oh I misunderstood, I thought you hated waste not the awesome sink

torpid robin
#

so the no alts op[tion may very well be viable

#

gets rid of the waste

bleak coral
#

wow, I haven't seen anyone hate on the awesome sink before, now I'm curious why you don't like it

torpid robin
#

without making a heap more. so either sink or use for a small amount of waste

#

and saves on other resources you need

#

and the sink was added so all factories could just keep on running cause people complained so much IMO. but then its nice how they added the store to it. gave it a bit more of a use

bleak coral
#

compared to U3 the 100:1 option makes half the waste, but I think you actually end up making more waste compared to U3 if you make plutonium rods efficiently enough

#

which I think is good, maybe the specific numbers need tweaking, but I like this dynamic of waste reduction vs power production

#

all the way from sinking plutonium rods to making even more waste for more power

bleak coral
torpid robin
bleak coral
#

I always figured the main purpose was byproduct disposal and the awesome shop was a bonus

torpid robin
#

but. at the same time. i have never used a sink to keep my factories going from by products. i always re use my by products

bleak coral
#

if you don't have byproduct disposal everything turns into nukes that aren't closed loops

frosty owl
bleak coral
#

and that's really annoying

torpid robin
bleak coral
#

(problem in DSP at the moment, cause there's processes that make byproducts than can't be turned into closed loops and no awesome sink equivalent)

frosty owl
#

Tbf, the rich uranium recipe kind of sounds like a way to get lots of plutonium power and consume nornal waste efficiently for whoever has a small/medium sized nuclear plant

bleak coral
#

rich uranium? fertile uranium?

frosty owl
torpid robin
#

ok. so correct me if im retarded please

frosty owl
#

I'll try to be less retarded then you jacelul

torpid robin
#

but max nuclear uses the 2100 uranium and makes 31.5 rods

#

that will make 393,750mw of power

#

with waste of 3150

#

using no alts for plutonium

#

you use only 2.5k bauxite

#

no uranium

#

and 3.4k gas

#

thast not bad.

#

you then get 47.25 rods from that

#

you either sink. but hay why not make more power

#

that will get 295,312mw from that