#math-and-meta
1 messages ยท Page 523 of 1
there's was no problem with the calculator, but with my line of thought
I should've seen that
no, it's a flaw in the calculator. calculator isn't set up properly yet to handle uranium waste
Always check your inputs, at least the most important ones :P
why not both?
๐
https://docs.google.com/spreadsheets/d/1jGUXDD5jmpozKs5YRKYCA0N0E71vEr0GayePjiblbxc/edit?usp=sharing
This is the calculator I've been working on if anyone wants to try it! Just make a personal copy
How to Use
Permalink to this sheet:,https://docs.google.com/spreadsheets/d/1jGUXDD5jmpozKs5YRKYCA0N0E71vEr0GayePjiblbxc/edit?usp=sharing
What is each sheet?
Recipe Database: ,The "M...
I still need to make some updates to it (formatting and recipe ordering is a bit wonky, and it's not set up for fuel or coal power) but it should be set up to handle plutonium/all recipes should be up to date
!ban RowanTheDragon [self-promotion]
tears will be shed
yeah be prepared to be blamed for any mistake you make but not a single helpful feedback ๐
oh of course ๐
Right now there's a lot of oddities with the sheet that I'm fixing up since I built it for personal use originally
that's how my tool started as well ๐คทโโ๏ธ
i try not to blame greenie, unless it's rounding errors.. then give him hell
wow, I just blamed myself, not the calculator... don't know if it was directed at me or not... just saying
I have a weird as hell rounding error in mine that I can't track down. for some reason it's spitting out something like 7*10^-15 instead of 0, like it should be
I don't blame greeny, unless we're blaming greeny. Then I'm all down for blaming greeny 

I think we've all complained at one point or another :3
lmao. I should clarify I'm not blaming greeny, I'm just saying the calculator has a bug ๐
#praise_greeny
when in doubt blame floating point imprecision ๐
I know enough about development to know that bugs just happen
hey my tool produces extra 0.03 of some random stuff at random places
so 10^-15 is still good
I'm pretty sure satisfactory itself has rounding errors is game too. it would be nice if they all just... rounded themselves out
Yeah I'm updating the master copy to check for < -.000000001 or something
Serious point: there probably is a way to set up your logistics so that errors DO balance themselves out 
here's the part that's weird: it shouldn't be a floating point issue, because the bugged calculations are only using decimals out to like...a single place
don't forget ABS ๐
that doesn't matter bcs computers don't know how to store precise floating points ๐
I dunno, I've pretty much given up on satisfactory things world exactly as the math says it should
what would I be using absolute for? I'm a little brainfogged so functioning a little slow XD
That's the point 
so that you check for +- 0.0001
meanwhile here i am.. I can't excel enough to work these sheets D:
yep, brain finally turned itself on xD
the only precise decimals in computers is fixed point, which is just integers with some extra information
To be fair, making this sheet actually work, and making it work cleanly, involved some combination of occult rituals and satanic magic
Remember to sink the excess fog before it clogs up again :P
||OK I'm done, I fear the bammer||
it's not you, your sheet looks fine. I just.. was never taught how to work these things. and never needed them in my life.
no that's what I'm saying - the complex sheets can be absolutely arcane even for people who are familiar with them xD
I think this works?
jesus christ
I didnt expect it to be that complicated
it does look more compact than if you do out to 20ths as needed and merged lines
if you have a particular belt demand for one of the lines (e.g. it's exactly 1/4th of a 60 belt) then perhaps belt overflow would help
Interestingly I think you can build that really compact, it only needs to be 4 splitters (2 foundations) widem 5 splitters long and 3 splitters high
Dunno. did need one up pull exactly 9/min crystal osc off a 45/min belt
nope, my bad, 5 splitters wide, the loop back in the middle forces an extra aisle
That's just 1/5 
my method would be to just hook up an overflow smart splitter, and turn the 6.5 machine on once the 3.5 is full, but clearly ppl here have already provided better solutions
looks like heatsink points got changed a bit. not sure how i edit that in the wiki, but i think this belongs in here
So, opinions: Classic Battery vs regular Battery?
Seems like Classic Battery reduces Sulfur and Bauxite usage in exchange for oil
Id trust our lord and mathematical savior greeny with https://satisfactorytools.com/production
whatever his tool chooses, so shall it be.
question re: hypertube launchers, does anyone have a formula with height adjustment? the one on wiki only provides distance, i assume at same height of takeoff and landing
The alt also saves you a lot of fluid headaches
-No need to turn sulfur into acid
-No need for nitrogen
-No water byproduct to deal with
-Need 4 resources instead of 3 and more oil
Yep I'm looking at it and I think the alt is just way better overall. Oil is the least concerning of the bottlenecks, especially with our increased amount in U4, so I don't mind using a bit to stretch out that sulfur much further
Trying to make the biggest possible drone fleet xD
I'm also hurting my brain trying to figure out recycled rubber/plastic loops again -.-
I think the best use of oil late-game is: wherever it's handy ๐
Turning oil into HOR can be a good start regardless. Then just use as much HOR for rubber/plastic things as you want, leave the rest for other things
All the resin can be used to kickstart the recycled setups ^^
I'm basically doing, in priority:
-absolute maximum of any "minimum processing" resource (maximum pure iron ingot, etc)
-Maximum Uranium, sink plutonium
-Maximum batteries (working on this)
-Baseline production of every item
-Figure out leftovers
-Maximize for sink points
Though, I prefer to have simple 300 oil - > 200 plastic/rubber setups and deal with the resin separately
Basically what I'm doing for oil is just turning it all into HOR, making the coke I need for aluminum, and then turning the rest into fuel to use for rubber/plastic
I'm building under the assumption that uranium power will be enough - I'll be reassessing down the line, I'm going as far as I can until I hit a roadblock
They buffed plutonium fuel rods to make them 4x better, sinking plutonium isn't worth it
Notably, this gives me about 42,888 Plastic/Rubber to work with )interchangeable) not counting the rubber I'm making from polymer to start the recycling loop
Sinking rods gets rid of the waste, it's 100% worth it
Trust me, I'm fully aware of exactly how much power plutonium can generate.... stares at giant threads and spreadsheets XD
Well, I don't know, that was just my opinion on things, I would like to send my waste into the far corner of the rockey desert, no one or nothings going there ever
I think you can ignore the maximizing of ingots. Many of them are most compressed in ore form, so it's more convenient/clever to turn them into ingots only around your main production (Eg: have coated plates assemblers feeding directly from pure iron refineries with OC, then feed that into reinf plates and so on until it's inconvenient to bring more materials at that place and you're satisfied with the "compression ratio" of your inputs compared to your final output)
I think you misunderstood XD I'm planning this as an overall view of "how much can I use" - it doesn't matter where I'm processing them, it matters that I'm using "Pure Iron Ingot" instead of the regular recipe, since I have more iron ingots to work with that way
The actual breakdown of where everything is being made is totally separate
If you go for max production, you'll probably have to tap into plutonium
The current max power allows for (VERY RAUGHLY) a max production of everything while still having machines run over 120%
I'm assuming there's a fair chance of that, however I was able to maximize production for under 400GW in U3 (using a lot of oil for fuel, mind you)
so I'm pretty confident that the ~630GW I have access to now will be plenty to get a solid baseline, and then I can adjust/underclock as needed
I don't think you can compare power needs with U3
Not only we have more resources to process in total, we have more steps for items that in U3 were considered "final tier" and some of these steps require humongous amount of energy (accelerators)
Also, FPS wise you want to overclock rather than underclock, that's for sure 
I ean, yeah, that's why I said "solid baseline" XD I need to have my control test before I start making adjustments to match the actual available power
I also need to leave a lot open for infrastructure. Planning something like 100GW at least for drones and trains
For reference, a calculation I run for space elevator parts being made at 60/min (for the ones you need less off) and 120/min (for the ones you need more of) + processing for max uranium and plutonium spit out an estimate of ~500 GW without the accelerators
And that still had raw resources left over
One simple way to do it is with output recycling and smart splitters.
that's plenty of wiggle room ยฏ_(ใ)_/ยฏ
How I did it:
I have one industrial storage of rubber, feeding recycled plastic. The output plastic gets merged, and hits a splitter. Normal priority goes to the industrial storage feeding the recycled rubber refineries, and overflow goes to another splitter.
The second splitter then has normal priority to the output bin, and overflow to an AWESOME sink.
the bigger problem is that I had to remember some of my calculus xD
That is actually relatively simple IMO.
50/50 refineries have a 2:1:1 ratio of input fuel to output plastic & rubber.
Each rubber refinery converted to plastic then increases plastic yield by 90/min while decreasing rubber yield by 90/min.
uhhhhh not quite. the actual ratio is something like 2:3 fuel:output
(alternately: 2x plastic + 1x rubber refinery has a net 90 fuel -> 90 plastic, and 1x plastic + 2x rubber has a net 90 fuel -> 90 rubber)
Double-check. Because I'm 99% sure it's a 1:1 ratio of fuel to total plastic+rubber (ignoring residual rubber)
When I need to do things quickly, I have the plastic and rubber refineries in 2 rows in front of each other, split by half
First rubber/plastic half is connected to the inputs (passing through a storage), the other half goes to the factory's output/sink. To start the system, just load rubber/plastic in the storages
brain is moving slow so taking me a sec to explain, but core problem is:
60 rubber costs 30 fuel and 30 plastic. that 30 plastic costs 15 fuel and 15 rubber. that 15 rubber costs 7.5 plastic and 7.5 fuel, and so on
so the actual fuel niput required to get 60 rubber is 40 fuel, not 30, as that's where the function graph approaches infinity
Just think about it this way: you make as much rubber/plastic as the half of the fuel you can get out of your HOR. As simple as that
Then to that you can add the rubber/plastic from the resin
No? You can make way more than that. recycled loops are "step-up" loops so you have higher output than input
... No, it actually approaches 60 fuel.
A vastly simpler way of looking at it comes from chemistry.
30 plastic + 30 fuel -> 60 rubber
30 rubber + 30 fuel -> 60 plastic
Sum:
30 plastic + 30 rubber + 60 fuel -> 60 rubber + 60 plastic
Simplify:
60 fuel -> 30 rubber + 30 plastic
But are you accounting for the fact that the plastic and rubber on the elft half of the equation also consume fuel? that's the thing
Duh, but that's because you can make a lot of fuel from HOR (double the amount) :P
Eg: have 300 oil, make 400 HOR. That is worth 800 fuel or 200 plastic and 200 rubber (excluding the resin)
Extension: 800 fuel become 400 plastic 400 rubber. But you need HALF of that to feed the system, so the output is 200/200, half the input fuel/min or just as much as the HOR if you prefer
And yes, this is including the amount of rubber/plastic used to feed the system itself
Yes. Because you're taking away output from the right hand side.
You are doing some goofy calculus, and making a mistake in your assumptions about the problem setup.
Greeny's tool agrees with the 1:1 ratio:
https://u4.satisfactorytools.com/production?share=J7ZGcyDKtz65hYwuNk73
Ok no, I figured out where the error was XD gimme a moment
You forgot to sink the excess fog again 
So the calculus still matters for determing how many iterations of the recipe you actually need (which is the core issue I need to solve)
One. Just loop back output from the recycled rubber to feed recycled plastic, and output from recycled plastic to feed recycled rubber.
I think the iterative way is the worst one to approach the issue, so Imma leave it to the experts and head out ๐
This is way simpler than you think it is.
Note: I edited one of my messages earlier to make the example clearer, Rowan
Ok I fixed my numbers and now I'm seeing the 1:1, I have no idea where my brain was at -.-
I feel like trying to do math while sick is probably a bad idea xd
As a minor bonus, you also get 1 residual rubber per 8 fuel: you wind up with 1 crude oil to 3 output.
The whole setup produces a quadrilateral of output space with corners at 0:1:8 plastic:rubber:fuel, 2:0:7, 0:9:0 and 9:0:0.
(per 3 input crude oil)
oh I think I figured out where my error was in the calculus. Just no idea how to explain it in text right now xD
i cant believe it but i actually solved a flow problem with a Flow Equalizer
Proof or it never happened 
something something didn't account for leftover plastic/rubber and actual ratio was approaching 1:2 or something' (and not 2:3)
My Refineries: need exactly 420 /min
my 3 extractors set to 420: "430 - 450, take it or leave"
Funny choice of numbers but... Go on ^^
$5 on bauxite refinement.
peak design
it was bauxite indeed
oh god. anyone have the resource numbers for the three turbo motor variants?
I just do not feel like doing that math right now XD
ok, water extractors really dont output what they show
Where the hell do those vertical pipes go?? XD
they come from the upper refineries. feedback water
Btw, do you think the equalizer is worth the hassle compared to placing a single buffer between extractors and refineries and let it fill to half before turning the refineries on?
i actually had a normal buffer that kept messing with my flow cuz "mimimi im a wittle buffer i need head lift"
Yeah, I can see that happening if you don't have space for horizontal pipes/pumps around it...
equalizers are basically restrained buffers
Interpolators are also possible but they dont like having input drop out
alright, found the problem why my extractors were backing up
i only needed 400 water / min 
Damn it Mark !

So the equilizer provided the correct flow, until the buffer got full?
pretty much. equalizer was set wrong too (to 420)
now its set to 400 too and all works fine
So... It was all because you wanted to push a 420 joke too far :smh:
it was the most complicated thing i've never done with splitters and mergers yet. I was very proud of myself lol
Balancing feels good <3
So, I was thinking of a max aluminum build. If I use sloppy + electrode scrap + pure I will get 9780 total ingots. If I drop pure, it jumps to 13040 but astronomical amount of silica needed
What if you drop the sloppy too to get some of that silica back?
Well, save 4k silica for 1k extra allu ingots. Seems reasonable
Im not gonna bother to show instant scrap, as its the same max of 13040
Welll, 4.7k raw quarts is almost half map total
Instant scrap
It's all about how much quartz or sulfur you can yeld to the process
Yup
So if you want to divulge silica or sulfur from the process entirely, its a 33% reduction
With how you seem to set things up, you're probably safer using the sulfur and saving on quartz as much as possible though
You'll need tons of HSC and Oscyllators after all
Oh 1200 raw quarts is marked for crystal osscilators for sure.
I did raze my build, but do plan to get that back up and running
And yea...high speed connectors eat alot of silica
Ill actually have to calculate left over sulfur. Im gonna use 1200 for a 2400 TF build, 600 at least for batteries, and nuclear which I havent calculated yet
And id like to automate munitions, may have another 600 go for that
Yup instant scrap wont work
My sulfur plans will use 6012 sulfur and only 6840 on map
1200 - TF
600 - black powder
600 - batteries
2100 - uranium fuel rods
1512 - plutonium rods
600 for black powder seems overkill by a large margin, imo
I mean, if you can spare it...
I'm kinda disappointed sloppy is just so damn bauxite efficient that neither of the recipes that also make silicon seem worth it.
Like it feels like something that makes it simpler shouldn't also be the most efficient thing for making ingots.
But the silica tradeoff is substancial. It kinda forces you into using pure alu, which is a 33% penalty
You can always introduce more silica to make it better, that's a recipe neutral multiplier.
33% or bauxite in = al out with pure ingot
The question is does the extra silica from the other recipes make up for less alumina solution, and the answer is no
but classic battery uses the manufacturer, the blender is cooler 
classic >blender
eventhough I'm using the blender for mine.. I don't like byproducts.
Classic seems to use alot less alu products too
Gonna have to check that tho
Yea classic uses about half less bauxite
I would've used it if I had extra copper
some one didn't use quickwire CBs ๐
Would it be more efficient to use the fluid platform or freight platform? Btw I just got trains so I have zero idea which one would be more efficient.
fluid, freight means you have to spend the extra energy packaging and unpackaging it
Ah. Appreciate it.
might not hold up for nitrogen, cause it compress 4x when packaged
so you might or might not cut out enough cars to reduce engines and save energy, depends on the route and amount
and train
What I'm planning on doing is moving oil from a really horrible area (bad for building and I hate floating factories) out to an open area (probably edge of map.).
yeah for oil just doing fluids is probably better
Is there an app/webpage tool to plan out what you are doing?
Quite a few 
Great thanks ๐
could anyone please help with my crude oil pipes im having abit of difficulty thanks in advance please msg me if you can helo
Balancing recycled plastic/rubber cycle is a pain ๐
if you do it right it's the easiest thing in the world...
if you're having issues, then you ain't doin it right ๐
I know my numbers are right, but some tweaking to my splits and merges seemed to have improved my situation ๐
Want the protip? Don't treat recycled plastic and rubber as one factory. and leave residual rubber/plastic out of the loop. build one set of refineries that output plastic, or rubber but not both. doing it this way lets you: not have to sink any of the output (if built the otherway, a backup on one output will cause the other to suffer) it completely removes the "loop" and you can process poly resin seperately
Yea, already did that. This was just fuel to plastic/rubber setup (the resin goes off to it's own section)
I'm not 100% sure what the issue was, but definitely had something to do with my manifolds and how they split and where they went.
Some adjusting seems to have everything running at 100% now
it hurts me when I see people building recycled setups that do both.. I did it once and had nothing but issues D:
Yea, I've just been sinking the resin till I got the recycle loop working. Just to keep everything running
Yay. I'm still sinking resin on my setup.. until it's needed or has a good use it will all be sunk
oh wait wtf
Yea, I haven't quite scaled up to that yet ๐
This layer was just doing 900 rubber/plastic (well 700 rubber w/o the resin)
There
yeah, you don't really need that much I don't think. this was built before u4 and i was expecting it to go ham on oil... nope lol
Yea, 900 of each should cover me for a while.
And I can just duplicate the layout on another floor if I need more of something
This is 4 "units" each one produces 480 rubber or plastic (they're switchable, just have to empty the belts and machines)
Smart, I didn't think I would run into a challenge, so I didn't consider that option
I might do something like that for the upper floors when I come back
much more repeatable that way
Yeah, duplication is good. you might decide you want to make something like. a bunch of acus or assembly directors and need rubber cable
Yea, I'll have to see where I'm at when I get to the final parts
rubber cable only worth it if you plan on building like.. 10+ assembly directors when the cable requires shoot up into the several thousands
besides that, building your rubber/plastic setup as it's own little.. or big self contained factory, and outputting via train is definitely the way to go.
I don't have the blender yet either, haven't unlocked Tier 7/8 yet. Need to finish automating rest Tier 6
I mean, I could rush it for that hoverpack...but
I'm not sure I could build another setup as compact as that one, even with a blender. that was like the height of my packagerloop and recycled loop skills lol
I've been trying to force myself to build slightly more spacious setups
Makes it easier to build path ways to get around afterwards
it helps to have room. I'm guilty of trying to cram as many machines as possible as close together as possible, but I try to leave space between different sections of the same factory, and definitely leave quite a bit between different parts of it
Yea, my habit tends to be build a box and cram it as full as possible
i'm messing around with mods so i have unlimited resources but if i have 300 copper ore per minute coming in on a Mk 4 conveyor belt, how do i load balance it among 10 smelters?
is there like a way to set splitters to output an exact amount of resources per minute onto one conveyor and another amount onto another?
yea, was looking for the example, but the server is being sketchy
Currently you can't set exact outputs on splitters, so you need do a bit of a setup to do exact load balancing
shame
Although, we might see something like that in the future, I know the devs want to improve the programmable splitter. As it's not very useful in it's current form.
But the diagram I posted will do the trick of 1 to 10
But you are limited on belt throughput, can't use the full belt speed, due the merge portion
But 300 on a 480 line should be fine
So, lets say a rotor costs 5 rods and 25 screws. To make 4 screws it costs 1 rod and I start with 807 rods and 28 screws. How many rods can i spend on screws while getting the most rotors possible.
I always just skip the middle man and grab a alt recipe or two before starting.
I ligit HATE working on that setup.
Casted Screws ftw
Can someone check me on this - is my math right? I calculated that from 300 crude oil /min we can yield ~342 turbo /min which in turn will give us 11,43 GigaWatts of power with 76,19 fuel gens. All this math used new recipes for diluted fuel and turbo blend fuel.
For giggles I tossed a few numbers into this calculator, just the blender recipes iirc?
https://curzona.github.io/satisfactory-calculator/calc.html#items=turbofuel:r:400&alt=alt-turbo-blend-fuel,alt-diluted-fuel
300 oil to 400 turbo
Its been a hot minute since I worked on oil and up, started a new game since I had to pretty much rework my entire map with my old save.
Yes, reworking megabases is brainblowing...
Thank you for the link, I was indeed wrong with something.
I could've used the calculator myself but it's always more satisfactory when you figure things out for yourself. Well, I failed here along the way but now I know here and I can move on with stuff.
I'd be careful with that site, it doesn't show byproducts
also not sure how much is it updated, considering it has like 50 forks and not all authors are active (idk about this one, never heard of it)
Yeah, I can never remember which site is updated ๐
I legit just grabbed one off my recent history.
well for example my site is updated ๐คทโโ๏ธ https://u4.satisfactorytools.com/
Tbf I havent been paroosing though here for a hot minute, cant blame a guy for not being proactive ๐
the answer is 72.36 rotors ๐ https://u4.satisfactorytools.com/production?share=8qjdkgpxPxQ6Z95vTONU
I was using that one a while ago too, so many calculators in my history ๐คฏ
I think I was checking old ones too, much confusion.
3.33x means that I need to place 4 buildings and 1 must be at 33% clock speed?
Or you can overclock 1 out of 3 at 133%
It depends on how much you have regard for the space and power used.
oh ok
Or have 4 underclocked to 83.25%
I love how many options gets the same task done.
good choices are either 3 or 4 blenders; make the choice depending on how you would like to balance the ins/outs of the rest of the recipe & also consider the power demand- overclocking is more expensive than building extra machines for power, but cheaper in materials, space and design headaches ๐
or do it properly: 333 machines at 1%
Hi, since the fuel consumption of the fuel generator dropped from 15->12 mยณ/min in the Experimental Build), does anybody know if the turbo fuel consumption also has changed?
I think it doesnt say anything about it in the change logs. Not sure tho
Still 4.5/min I believe
ok thx, then I plan with 133 generators xD
I already nearly raged out when I had to make 16 coal generators lmao
Using compacted goal for my generators for the first time, and it's quite nice. Overclocked at 250% and the amount of generators needed is dwarfed. Have a nice clean powerplant now :)
That's... almost designed to trigger people like me.
- Compacted coal (or the sulfur used to make it) is better used for turbofuel/turbo blend fuel.
- Power generators are low priority for overclocking, with miners/oil extractors getting first priority.
- Due to the polynomial scaling of power generator overclocking, ratios tend to become miserable to deal with.
On #3: a 250% overclock doesn't actually get you 250% of the power, it gets you 202.4%.
The formula is (clock speed / 100%)^(1/1.3); the closest to a nice even ratio you can get is 246.2289%, which almost exactly doubles power production (and resource consumption).
this is interesting, this balancer wont work if you have a full belt coming in
I'm not a fan of burning compacted coal either mostly cause it's basically the same as burning 2 coal but with an extra step.
That's why i need so much generators.
My plan is to use 1080 oil -> 720 fuel (+480 compact coal) -> 600 turbo fuel.
That would be consumed by 133.3 generators. The there any potential to optimise it?
The heavy oil residue + diluted fuel chain can hugely increase fuel production, by a factor of 4.
ok, needs the mixer, I'm at T6 atm.
Technically, you can switch in diluted packaged fuel, but that can be an absolute bear to set up.
(for the record, for the same inputs minus 480 coal, you could make 960 turbofuel/min + 960 fuel + 360 rubber: https://u4.satisfactorytools.com/production?share=eHmsP0Yf8NbjCPqqMuXL)
Yes, correct
ok thx, i'll save this for later when I need the rubber.
did i get it right that you can feed 100 PowerPlants only with Uran if you use the right recipes? (mk3 miners, no overclocking)
uran mk3
Uran Cell alternate Recipe
Uran Rod also alternate Recipe
If your patient and get turbo blend fuel, it cuts out the need for compacted coal altogether. You just need sulfur
But its a blender thing
Current (in U4) max nuclear fuel rods is 50.4 which can keep 252 nuclear reactors fed
thanks, i thought i made a mistake there
You need two critical alts, infused uranium cell and nuclear fuel rod alternate
And then you can plan for plutonium making on top of that
got all recipes ofcourse, i dont worry about that
i want to sink the plut rods - as far as i know you can do that too now -- no waste left
Eh you can do that, but the energy those plut rods can give you is nuts, and the waste made is a drop of water in comparison
3 ISCโs per reactor and you wont have to even care for a few decades ๐
well i dont need the power with 100 PowerPlants, do i?
All depends on you. My U3 world used 150k MW before I restarted for U4
well thats less than 250 GW, by a lot
I know but just saying its all up to your build goals
well i wont go for more i guess - on the other hand, i'm in the middle of my calculations
I mean if you ever need it you can just set up the waste storage and reactors and stop sinking it.
thats true
It's not exactly a permanent decision lol
- Sulfur is not being used, as I am not using turbofuel. Compact coal is very nice when you're not needing all of the sulfur yet.
- I have had no shortage of slugs, yet.
- It's more of a nicety than pure optimization. You can build a handful of coal generators with underclocked assembler and water pump and generate a nice amount of power in a very small space, with not a lot of work. For leaving biofuel, previously when using normal coal I had to design a massive powerplant to do everything I wanted.
Will it become obsolete? Yes. Guaranteed. But it's very nice at my stage in this playthrough
All coal plants become obsolete anyway 
I hate coal plants, early game they are a god send but tier 5 and 6 they take the piss
You fix it, it works, then it breaks again, cycle repeats
The main thing I like about them is the humimg noise
sounds more like rattling than humming to me
To me it sounds like humming idk
Im partial to the sounds of the fuel gen and sloshing of fluid in the pipes
Locomotive and power grid shut down noise is my fav
Locomotive.. the hum of the fuel gen.. and refineries/pipes. Haven't quite figured out the sound of the nuclear reactor yet.. I suppose that's supposed to be servo's moving?
someone has probably figured this out before - but i thought it was cool so i thought i'd share for the unfamiliar.
so here's an area where the rock unfortunately grows a bit into the space above the foundation. previously, i'd have used Smart to side-clip parts into place a portion of the through.
but, no mods. so: catwalks. they snap to foundations and are half the size. and because you can also snap them at the midpoint, you can also get 1/4 position snaps with a little fuzting.
the point is more the technique and the math behind it than the pictures, but sure.
60 versatile framework/min is too much or never enough?
depends what you need it for ๐คทโโ๏ธ
Given that it's only used for space elevator unlocks and magnetic field generators (another elevator part), I'd lean towards "way too much".
and decent sink points ๐คทโโ๏ธ
If you want sink points, I'm pretty sure HMFs are a better use of the modular frames & steel.
I've usually found a single assembler to be sufficient for most space elevator parts, though the last phase in U4 consumes so much that I might upscale a little.
it's all up to you ๐ figure out how much you need in total, how long you want to wait before it's done, check out how big the build is and how many resources you have and after you've seen all of that, you will have a pretty clear picture of how much do you actually want to build
now have pipe v.2?
Just getting into oil tech, already have the start of it planned out, but the goal is to prep a U3.5 world for U4 when it's stable (and the alternate recipes stop getting re-worked). I'm assuming stoping at Tier 6 and starting to build infrastructure (trains, highways, beltways, hypertubes, etc.) will be pretty safe, but are there any whisperings of re-working the Pure Ingot alternate recipes? Or would it be safe to start constructing some processing facilities?
iirc aluminium and up were changed around, and if you had all tiers unlocked in U3 you would have some parts of the new content unlocked. aka drone tech.
Also if I remember hearing correct, they are pretty much done with edits? Just a few things like jetpack/hoverpack goodies and some bug fixes left to go.
Okay, cool. Thanks.
wow the magnetic field generator is only worth 16,130...
when building a computer industry, should I focus on producing supercomputers later on?
always
depends on what recipe you plan to use... there are two of them in U4
is there a specific multiplier for power draw vs oc %
always plan ahead imo
if you even have a suspicion that you might make something in the future its best to plan for it
I think I saw the other day it was quadratic, but I don't know the exact formula off the top of my head. The ui will tell you though
There's a bit of a complicated equation that ties OC and power draw, but raughly: 100 OC, 100% power
150 OC, 200% power
200 OC, 400% power
i need to power it for it to tell me
so 250 would be around 500%?
You can get a preview of consumption if you check out the machines on greeny's tool, btw
You can change the clock and see how the power changes immediately there
nice thx
I MIGHT be able to guess the issue (though it's hard without pictures xD)
In the software dev world, it's fairly common to see a programmer with a rubber ducky sitting on their desk. Whenever we encounter annoying bugs in our code that we can't solve, we talk through each line of code and what it does. Usually, just saying everything out loud makes you realize your own mistakes :)
Oh, and we talk to the rubber ducky if a real person isn't available
I love human rubberducks instead ๐
You may either have made a minor mistake in balancing or... Need some buffering or replace the MK4 sections with mk5
That is because the "stream" of scraps/min is not much consistent (you get a lot at once, then none until the next cycle finishes) leading to possible weird priority orders depending on how you set your balancing up, and filling up some conveyors while others only get the "holes" in production @Clairness#6305
All depends on the kind of balancing being used ^^
For only 300 / min those mk 4 belts look awfully full
5 days of nonstop running?
Yeah, after that nothing is guaranteed
Unless the 24 hour resets actually occured
Do any of the end smelters or foundries starve?
That miiiight be the mk 4 limit
See, mk 5 already can only carry roughly 774 / min
Instead of 780
So perhaps the speed of mk 4 isnt that negligible either
It could be that they can only carry like 478 / min
If input and output is mk 5, it should be fine
Are you sure that it's an issue with both conveyors in general reaching their limits, or is it an issue fo reach up to 780 items per minute? I always thought it was because the engine could not run up to that 780 limit, not the conveyors in general being unable to reach their limits.
The engine could run 1200 too, but because of rendering stuff, its too fast and lossy right now
Hmmm, ok. I have had mk 4 conveyors running full capacity and never ran into any issues, so I think this rendering issue is only with mk 5 right now.
It could run anything, the problem is could it run savely, within an error margin?
Could be, I think I had a minor error margin as well.
It is so interesting that in a factory sim, we also have to consider tolerances, in addition to everything else, just because of engine limitations. I feel like it adds a nice layer of complexity for advanced players (it's a feature, not a bug lol)
Btw, before i start on writing my next Infographic guide:
Which specific things should i go through?
My current plan is:
- Seperate the Valve & Junctions guide into 2 seperate ones
- Guide on feedback management and overall "how to keep pipes happy"
Not sure how much need there is in the broader community (Discord / Reddit / wiki / etc), but I was unaware of some of the manifold things until my conversation with you a few days ago. Like, when manifolding pipes, feed both the beginning and end of the manifold at the same time.
That may fit nicely into "feedback management", I just wasn't sure what you meant by that
Feedback as in: managing recycling of, say, water from bauxite
It kinda ties in with general pipe management
@frosty owl how bout you?
Any suggestions?
Do with it what you want. If you don't feel like that's something that is commonly asked about, you can leave it out
I just want to make sure to explain important things.
well, the pipe underperformance should be something more visible ๐ค
earlier this week someone discovered you cant overclock nuke for example
Points I think could use explaining (though I'm unsure where you would fit them)
-How buffers affect things (flow stabilization, ease of check...)
-How to avoid the max flow issues
-How avoiding short pipe segments can help have less issues (ties with buffering)
That's what I can think of at the top of my head ^^
Short pipe segments are bad? Uhoh
i wish satisfactory used proper flow network for pipes instead of copying that crap solution from factorio :<
With how you have balanced things (using only exact splits) you can safely use MK5 and that should solve the issue, much like McGallon pointed out :)
I don't think they're bad, but I'm pretty sure they give you a higher chance of encountering any of the usual issues (the more buffering the pipes have, the better, generally)
According to dylan to many shor pipes are bad too, because excess new calculations
A few short segments is ok, but not too many
Short pipes basically means bigger deltas, doesn't it? 
flow networks and zero-capacity pipes would be best solution :x
Idk honestly, its just what dylan said. Idk the details
How is flow networks different from pressure networks
not sure what pressure networks is tbh, never heard of such algorithm
for flow network you basically solve how the fluid would go and you are done, it flows at maximal allowed rate
instead of current waveing behaviour
In graph theory, a flow network (also known as a transportation network) is a directed graph where each edge has a capacity and each edge receives a flow. The amount of flow on an edge cannot exceed the capacity of the edge. Often in operations research, a directed graph is called a network, the vertices are called nodes and the edges are called...
That doesn't sound like something that allows pipes to be treated as containers too (more like simple connectors)
Pipe 1 says "oh i have x pressure"
Pipe 2 says "i have less pressure"
So Pipe 1 directs flow towards pipe 2 based on the pressure difference
having pipes modeled as open air trenches is kinda bad, you cant really have air inside pipes or stuff breaks in real life
isnt it just factorio's solution with extra? steps. they basically have "pipe X have 15, pipe Y next to it has 20, flow 2.5 from Y to X"
its not too bad solution but it causes issues when pipes and connectors get saturated
Saturated as in max flow, or full internal volume?
Because Satusfactory Pipes do not like being empty
in satisfactory case, max flow
basically, what i think happens is
when you have cross like branch toward machien in manifold
then both that branch and input lane have equal input priority
so you randomly cannibalize input by flowing from branch
=> you decrease input consumption => stuff eventually breaks
Heres my interpretation:
Based on internal volume fill status, pipes have a certain capacity to transmit / generate pressure. A full pipe can experience no fluctuations in that capacity, while nearly empty pipes have heavy fluctuations
And so far that seems to be accurate
Since every time ive turned a half empty system into a saturated (here: full internal volume) system, all issues vanished
No Valve nonsense, no Junction nonsense, no starving, nothing
And that kind of makes sense realistically: there is no "empty room" that could eat up fluid flow or pressure or anything
No cushioning
hmm not sure, based on the experiments i had seen
the root issue seem to be enforcement of max flow
all solutions i had seen just make sure there is no max flow anywhere (like feeding manifold from two sides -> halves flow)
One would have to find a test case where:
- the system is saturated (volume)
- the flow rate is max at some point inside the pipe.
That could for sure prove the true nature of pipes
isnt that the standard manifold test case i had seen?
input was 300 and it was split into packagers eating exactly 300
this ultimately leads to some packagers being starved as input cant keep up 300/300
The problem is that at a single end, you cannot keep up the volume
Its always the half starved pipe where the machines starve
So the issue seems to be somewhere inbetween our 2 interpretations
if pipe system was filled completely before machines were started, it should never get empty later
if it got empty then it means that not enough input was provided in first place
this is what happens i think, based on testing
the backflow that happens while machine is working causes input to be temporary blocked and that missed flow is lost forever
=> stuff eventually starves as it happens from time to time
probably easy solution would be to limit machine fill rate to match it's consumption rate ๐ค
That backfeed should therefore happen at the very first few machines and directly imoact the incoming flow, showing as a decrease in input flow
yeah, and its what happens isnt it
flow indicator isnt super reliable unfortunately so it cant really be based on it ๐ค
tho it should be provable with water extractors and pile of packagers
seeing if water extractors will miss 100% performance
If not, then the flow is simply lost due to math errors. So not due to backflow
CSS did mention the issues being related to math ||which is related to science ||
in double feed manifold, there is never a 300/300 saturation on input side even if backflow is massive as it can redirect the backflow back into the manifold's other side -> it works
well, rounding issues are always possible, but errors on the pipe system seem quite massive compared to what would be expected from float rounding ๐ค
The problem is that finding out x could turn out quite hard
Urgh, I so hate to make double feeds 
I prefer to just stay below 580/min
oh wait, yeah @wicked tinsel
If max flow really didnt work, then splitting flow in half should also not work
so it cant be max capacity thats lower than it seems to be
Thats a 300m3 TF pipe
mk 1 should work there too then
Max flow works "fine" as long as you don't try to split it more than once before a manifold
But split it in two pipes and looped in back
that loop means that the pipe has no dead end for pressure
agh, i hate it all
its really hard to say what exactly makes that bug do its thing
I can safely confirm that a single mk2 pipe manifold could do the job fine in that situation ๐
Maybe but too late and im not redoing this...8 times ๐
Item count goes brrr
can confirm too, recently fixed someones TF plant, was a mk 2 pipes, without feedback even
clearly blueprints/copy-paste is the solution you are looking for
Item count meaningless number
i mean, game director mark wasnt opposed to that
im looking forward to fixing my turbofuel production once u4 hits
Thats a older screenshot, piping is done
I just made a 450/min system, single feed, 3 "double rows" of generators fed centrally. Works like a charm
2400 TF divided into 8 pipes of 300
thats pretty much the same type of plant i fixed, each arm was about 108 tf plus some extra smaller branches
idk what the max flow was.....
Max flow is kind of the point here though xD
more than 400 for sure
@frosty owl view from the ocean floor
Holy moly
Guys, what are you doing with the water from Aluminium Scrap?
sending it back to the alumina solution
there are many ways of doing it effectively
one such way is making sure you water input from extractors is equal to alumina requirement minus scrap output
and just combine all the pipes
(while making sure that no individual pipe needs to deal with more than 600/min)
also make sure that, no matter what, the water extractor pipe cant input more than it should
should they back up for some reason, they will try to output at maximum flow
@oblique hollow @wicked tinsel wouldn't one way to test if it's junction errors or that problem amelek described be to use a 200% speed nuclear plant and send the water through a bunch of junctions. Provide the water with two 250% clocked water extractors to minimize factors there.
cause that won't back up cause it wants 600m^3/min, so if it works with a bunch of junctions it's not a max flowrate + junctions problem
possibly.... idk
but if you send the water through the junctions with no splitting off it wont tell you anything about why manifolds are wonky
I meant split it a bunch of times arbitrarily and then bring it back together.
so then make a bunch of dead ends?
but then would it not just choose the shortest path to flow through?
I thought liquids did path of least resistance, not psychic find the shortest path
They go to the lowest spot first.
so if you put them all flat it'd go in all directions
Yes
at first, yeah
exactly that, itll flow everywhere equally at first
you'd not let it saturate first, the reactor would be on
but the pipes that have the shortest path (or least resistive. same thing if its a flat plane of pipes) would end up taking the majority of the flow
you'd then compare it to a reactor that's just connected to the one junction between the two extractors
i think it would be better to compare a system that allows backflow with a system that doesnt
with lots and lots of valves, and a bunch of packagers in a manifold
where you have valves between every pipe junction
cuz that would almost disallow issues of backflow
why packagers specifically?
idk easy to set up
also important to try: flat pipe manifold vs feed-up manifold vs feed-down manifold
oh packagers are also good for flat pipe
also adds the wrinkle of packagers are difficult to flat-feed
?
pipe is on top, how is it easy to flat feed?
.... stackable pole
by putting the pipe above hte conveyors?
its the exact right height
cant do that with refineries
unless you put the belt manifold above or below the pipes
i always build stackable poles, then connect them with a pipe, slap junctions on there and then connect the packagers
? or at the same level on the foundations?
same level = flat
yeah I'm confused how refineries are worse for that
bigge
if the pipes are at the same level as the pipe connections its the same as flat
flat ๐
Flat ๐ smooth ๐ง
infinite feedback loop packagers
yeah
in modules it works very well
I guess, I'd just go with HOR to avoid solids input, and sink the coke
HOR has polymer resin output
HOR seems to be the worst offender when it comes to bad behaviour
oh wait, read that wrong
that's also been the trouble child in the past, so it'd be a stress test
i always have problems with my recycled plastic/rubber
TF and Water are quite nice, fuel eh, but Oil and HOR are a pain inside manifolds
(i blame viscosity)
[stares at your Diluted Fuel Blender setup before being fixed]
it's big brain time
those werent HOR refineries
ik. its just HOR in general
like HOR in the pipes, not HOR being made
ye
hmm i seeee
(we're out here slut-shaming our pipes)
how bout thicc oil residue: TOR
i think one of the problems is that things that craft with fluid dont do it smoothly
neither are the producers
its all fluctuations
thicc heavy oil tar-stuff: THOT
yeah, none of it is smooth
which means you get constant jumps
and that might be part of this backflow problem?
but wouldn't buffers help with the fluctuations? I thought it had been shown they generally don't make a pipe system more stable
if that were true then nothing should work
buffers right before the machines, in the form of a pipe with a valve on it
seem to do that
Yes, one Flow Rate Equalizer before every machine 
idk, that's not really backed up by any real observations, just thoughts'
that's a big build
Do it, i dare you.
Extra points if you use Flow Rate Interpolators instead
what are these?
"Flow Rate Interpolators" sounds like a lot of fun
One is basically a Lowpass FIlter, the other an even slower one
wont the fluid just bypass the limiting valve entirely?
funny enough no
is backflow prevented with more vavles?
thats not their point but.... yea, just add one at the entry pipe and at the exit pipe, after / before the junctions
i just like to use pumps for that instead
since thats the safer
i c
yknow, with valves and the whole pressure reliability
but electricity
thats the one key difference between pump and valve
shhhhh, 8 MW, you have Nuclear Reactor, you have 8 MW
I'm on TF
shhhhhh
my second one
8 MegaWatt
8MW times a lot is still a lot ๐ค
might even call it TF2
tf2 in 4 emotes
stop giving @red plover ideas
xd
also ๐ซ
> ๐ซ
and ๐ฅ
how could you forget ๐ฉ
i didnt
too much ๐ ๐ for you
Meem
waaaaaait...... @frosty owl i just MIGHT have thought of the first useful case for one of the fluid logic gates:
Tiered Liquid Power Usage: By using the NOT gate, once a certain type of fuel is insufficient, (and thus a generator thats been powering a pump stops working) the flow gets redirected to other generators.
That can be: Once Fuel fails > direct water to coal, once that fails > use liquid biofuel or whatever
In my experience, they generally do
I always have a buffer before the input of a manifold, usually I let it fill up to half before I boot the system
Wouldn't that be useful only for pre-U4 setups?
welll..... once you run out of fuel, this could pretty much act as a second type of power storage
by using perhaps packagers and packaged fuels
Oh, one could actually use that as a "failsafe" mechanism when adding generators (so consumption keeps going up)
So: you add too many generators, they start starving, the coal kicks in
exactly, a storage that kicks into action
im still conceptualizing it right now
Kinda redundant since power storage but I can see people using it
sounds like a lot of extra effort compared to building a power storage
but its fuuuun
or would it be like a backup for a backup
exactly: more power management
got excess fuel? package and store it
got too little? unpackage and use
power storage
also effort might be better spent making it so your fuel producing facilities can't trip in the first place by giving them their own grid
the priority switch would make all this so much easier.....
it could actually take one some of the logic
if x then (A)
else B
logical
I think you can have the same result if you don't pack it and save on power xD
this is bootleg power storage
Careful when you go big brain, you might loop back around at being an idiot 
brain overflow error
if grid fails then:
activate liquid biofuel generator backup 
I get it, but what's the point of packaging? Wouldn't it work literally the same with fuel in buffers?
Or is the packaging needed to make the circuit work?
yeah but you get the benefit of being able to use the empty canisters for more logic
also you can store more fuel in an ISC than an industrial buffer
I'd be skeptical the compression is worth the power needed to package/unpackage though xD
gimme a few hours or days and ill come up with a few ideas
So if I give you a few ideas, will you give me a few days?
maybe
an average house in the US draws 2 kW
any idle building here draws 100 kW
I always wondered why the power is so inflated in satisfactory
big number = cool
like what's wrong with starting in kilowatts?
Conclusion: average houses in US are like puny manifold enthusiasts compared to stilish balancer enjoyers
you could argue the long deserted streets are manifolds
You can daisy-chain houses, but can't machines (yet)
power storage ๐
the poor road maintenance are our max throughput errors
highways aren't even mk5
My country is limited to Mk1 roads then ๐คฃ
Well duh, they don't work properly even at MK1

mine is Mk -1
Anyone know accurate the transfer number on the drone platform is?
mk5 belts only transport at less than 60 km/h... maybe you live in the wrong country? ๐
even with roadrunners running along its less than 110 km/h... that slow for a highway ^^
Its quite simple, every building in satisfactory has built-in fusion reactor that splits and recombines atoms of source into ones suitable for output. This is why you can make plastic out of steel and place screws in it. Ofc, that fusion reactor needs the power to function
That moment when you were just planning a massive expansion to your infrastructure just to get your hands on a little more copper for a computer factory... and you notice you missed a pure node basically under your base that you haven't touched since early game.
Hate to see it
my old "mini mega base" is sitting on the "speedrunner spot" in the northern forest... and I should really dismantle it to make them accessible... but somehow I have kept it alive, even if it doesn't produce anything useful anymore
(on the other side, Copper and Iron is not that rare, so there is no reason spending hours to deconstruct a base ^^)
hmm
bonus points if you would have build your main base right above the new uranium node ๐
bonus ducks*
I mean, so far I'm up through Tier 5 and have only used about half a biome. Goal was to make a factory that can build factories, then work on infrastructure, then start the big projects. The expansion would have meant harvesting the northern half of the Rocky Desert, and I'm... really not sure what I would have used that iron for, my last expansion is still basically unused.
but it can quickly happen... you use 3 pure iron, 3 pure coal and 1 pure copper to make thousands of steel and copper and thing... "thats enough for the rest of the game"... and then you finish your HMF factory and think "where do I get more Steel?" ๐
XD Oh, I have no illusions about that. I'm just of the mindset "let's exert the minimum amount of effort to achieve the desired result" at this stage.
build a good "bootstrap" factory first is a good plan...
So, my HMF automation is all of 1 machine because that's what I can sustain with my basic Steel foundry.
I wanted to play with LOTS of trains... and got sick of hand-crafting all the HMFs... so my HMF factory now produces (among other things) 14 HMF/minute... not that much, but it just happened
Yeah, I think a decent-sized HMF factory is gonna be my first real mega-project.
Iโve realized I wonโt really use that many HMF because I have to build everything around them as well
good idea... and a nice "electronic factory"...
(computer/circuit-boards/ai-limiters... and maybe highspeed connectors)
these 4 can be combined quite nicely
Mhm. Actually already had AI Limiters automated in Tier 1/2.
for Smart Splitters?
Mhm. Whole item room is actually smart-split off from the main production lines.
Well... also blade runners.
Dropped a world image in screenshots.
this is my current state... currently waiting for U4 to drop in EA, which will trigger my space elevator and my work towards Aluminium!
https://photos.app.goo.gl/1NfGRToXL6ZSFL9C9
already prepared Bauxit nodes, some copper ingots and all the HDs left in the world ๐
Noice. Fan of outposts, I see?
yes... each of the outposts produce 3-4 items with 3-4 inputs
all connected with trains
Have actually not gotten the chance to play with trains yet. Looking forward to it, but just haven't gotten there yet.
only the space elevator factory is different... because of all the damned differences in inputs ๐
XD Yeah, I don't even bother with space elevator factories. Set up some temporary machines with storage containers, fill 'em up manually, wait.
Tier 7 needs 2.5k versatile frames... and the tier "9" unlocks (not really) are all 4 thousands of items
making 100 ACUs "by handfeeding" would also be painful
Mmm... that's fair, yeah.
Never gotten past Tier 6, so was not aware of the thousands needed. Stage 2 isn't horrific with handfeeding.
I handfed Tier 1-4 too
So to set up a single Computer production line, I'll need to...
- Double oil processing
- Expand screw production
- Expand Circuit Board production
...lot of work for 2.5 Computers/minute, but okay.
silly concept number 1: Fluid Coupler
Once the orange line has no more flow, the canisters go to the lower packagers and allow the liquid there to be transported through
Also my new icons are done c:
censor anatomy drawings >:(
Lewd
๐ณ
But also seem like it can work ^^
theres also something regarding "if power goes out" that ive been working on, but that takes more time to refine
Though, I liked the idea of the pump that gets unpowered more... Too bad that only works for fuels :/
well, couple it with this and you can make fuel act on other fluids
though that WILL require power
Overkill xD
there is only one other thing that could work, and that is having a NOT gate with the bottom pump powered. once the power goes out, the flow goes to the top path.
But you really need isolated generators to act as power switches for this kind of stuff
if you wanna mess around with some of the icons, heres my first every publically accessible draw.io file
hmmm, so like now I'm thinking an interesting challenge could be how robust can you make your power system and then let me loose in your world to do my best to sabotage it
perhaps with some limits to the sabotage
hidden power storages everywhere
im just gonna clip into the ground and hide all my power shit there xd
ok that's cheating
Just place some nuclear waste on random belts, possibly before some smart splitters ^^
Put hub outside map boundaries next to nuclear waste storage, take the only hazmat suit & med inhalers with me.
Gl trying to run to safe area.
You did not specify boundary conditions.
Be especially careful when doing that around AI (or djinnis)
@signal nimbus get caterium comps and cut out plastic, cables, screws, and less circuit boards for more computers
Oh, I'll do something like that for the megaproject computer factory, but I've only collected 2 hard drives so far.
Well, you'll need to collect more, trust me it's worth it, but I'm yet to switch other to caterium comps
Don't get me wrong, I know they're great. The plan is to collect from where I build infrastructure and just get them as I go.
Good idea
If nothing else, because dying far from infrastructure sucks.
Didn't even register as rude to me, you're good.
what would you guys recommend would be the ebst way to deal with this? should i just set up all constructors next to each other and just do the overflow method?
Mhm. If you want it to spin up a bit faster, you can feed the constructor line from both sides.
Dont really mind about the spin up time as it will be on constantly, just trying to think of other ways so i dont have to balance the input lines haha
Then yeah, just overflow.
thanks ๐
hmm this looks like it could be used for... logic gates
and i thinnk you might need a buffer for the canisters
but that probably falls under "not drawn, but obviously there"
So, after a week and some more design revisions, we are now up to a 3-bit calculator (plan is to do 4 max), and it works pretty well for the most part. Building it is rather exhausting though, since you have to look out for buffers and overflow everywhere, and for example one mk2 instead of mk3 ruins the thing and debugging is kind of annoying. We'll make something more comprehensive when its finished, explaining what we are doing (there are a lot of little intricacies that made it a pretty iterative process). Here are some WIP screenshots though
And yeah this is very alike a part of our thing
Why is empty canisters worth less points in the sink than plastic on its own?
can it run crysis tho
(very much a good effort on your part)
building enough RAM to even hold 1 pixel of one texture already sounds like something i never would wanna do
we just waiting for the in-game logic system
so you can wire up machines to logic gates directly, and then make a display using belts
or something like that
yeah, most likely
Repost from experimental but maybe someone here has a clue:
Is Greeny's recipe data correct up to the current experimental branch? I found one weirdness in the AwsomeSink values for Alumina Solution recipes that might be a bug but I haven't gotten my EXP base up fast enough to check. Sink ratio is the OutputSumOfAwsome / InputSumOfAwsome.
Two recipes:
AluminaSolution(6sec IN: 12xBauxite 18xWater | OUT: 12xAlumSol 5xSilica) Sink Ratio=1.8280
SloppyAlumina( 3sec IN: 10xBauxite 10xWater | OUT: 12xAlumSol) Sink Ratio=1.8462
The major strangeness is that the standard recipe is a ratio other than 2.0000. Over 95% of all non-alt recipes are exactly 2.0 ratio. The interesting thing is if you change the normal recipe to:
AluminaSolution(6sec IN: 10xBauxite 18xWater | OUT: 12xAlumSol 5xSilica) Sink Rato=2.000
Which just makes both recipes have the same Baux to AluSol conversion rate then the ratio is what I would expect for any other normal recipe.
BTW I hate that the Sloppy version is basically better in all ways given the above looks like a typo in the dev spreadsheet.
as to whether its up to date i couldnt help you, but it is strange that the default recipe doesnt follow that typicalness of 2x. i think it might have something to do with the fact that aluminum has gone through a few changes. but, its probably going to stay not 2x if its not a typo, because then in order to maintain this typical 2x for all the other recipes ahead of alumina solution, they'd need to up their point values as well
also, is the point value of a product that cant be sunk without packaging (and is a terrible waste that way) that important?
Its no so much that I was going to sink it, it was more that because it didn't follow the typical expected ratio for normal recipes it looks more like a typo than a conscious design decision.
New design for Pick-abrick.
Does this look too cramped?
two lines of ISC, 32 total for all building materials.
Bottom ones embedded halfway down in floor, so you can reach the top ones belt from the ground.
Left side uncovered to show the setup.
Or, someone has nice shopping mall designs?
hmm, actually they'd likely just lower the point value of bauxite if they were to fix it to be 2x...
i think you should give yourself a little more room there, like onne or two foundations more room. also, i wish i had that idea of stacking them like that in a way that lets me access two at a time like that
If they fixed the recipe to 10xBauxite it just makes the normal a standard 2.0 just like all the rest. Shouldnt have to change anything else and then the "sloppy" recipe doesn't beat the normal one in everyway
I personally think it's a bit cramped but other than that I think it's fine
I'd show you how mine is laid out once I get home, if you're willing to wait an hour and a half lol
Two foundations in prev design looked a bit too wide. well, more like 1.5 foundations:
sloppy doesnt make silica, making it a terrible recipe if you like your quartz
my storage room is nice n spacious
Or a good one, if you use pure scrap alt?
my storage room^
its a poor angle but im not playing the game right now
the space is almost a requirement to not feel boxed in lol
pure scrap is a nice n easy way to throw out your aluminum
Looks too spacious. I would probably squeeze a manufacturer/assembler/constructor in that space to have them close to materials
it also serves as my garage
i place down a truck and fill it up with mats to bring elsewhere
Depends whether the cost of hauling silica is less than mining more bauxite. I prefer simplier setup, since I don't need it too much yet and havent maxed the nodes
That explains things. dat turning radius!
I plan on driving explorer through for the same, but only ones ways
if its only a foundation wide i feel like youll end up getting the wheels caught on something very often
Actually, explorer fits, with couple centimeters to spare
"centimeters"
"millimeters"
Does design #2 look ok?
It leaves a gap that user can fall into, so either use fences (ugly overlap with belts) or the Cheatcrete โข๏ธ?
Made it a bit wider + Cheatcrete flooring. Hopefully the last iteration.
How do you clip a floor into the container? Does it just let you do it?
Cheatcrete โข๏ธ
Use the up ramp 1/2/4m, they allow clipping.
Which devs have blessed as sacred technique and decided to keep ingame after it was 'fixed' accidentally
Does that not work in current experimental build?
@versed violet since you mentioned ideas for pick-a-brick, this is mine, there are smart splitters behind that sort things that come from an airport in the south exit, in case you'd need to upgrade, I'd imagine building more floors is the way
it's kinda spacious even.
Partially. You can still build ramps into things, but you can't build things into ramps. Not containers at least.
See I personally don't like how foundations clip into each other when you do round shapes so I've never bothered to do so
my storage: each item has 2 industrial storage boxes, the top ones facing in, bottom ones facing out. below 2 mk5 belts sorting at 1.5k items a min (smart splitters) with on overflow in the middle. You dump your inventory in one chest and it sorts it all out
Unless you wanna open a discussion about sorting systems and central storages, #screenshots is there for ya
Neat.
How do you manage items that you dumped but do not have dedicated containers for? An overflow container at end with programmable splitter sending "known" items to sink?
I'd argue it might be worth to send stuff off such as slugs or color cartridges, send them off to be processed real quick, then bring them back in to be stored.
One day, I'll make a system that takes in my inventory, and spills out a curated set of plates/rods/concrete/whatever that I always carry on me.
Yes, it would be easier with single container at correct ratios and just grab all
Ask for mods over at the official modding discord. It is linked in #welcome @strong pecan
<3 @fierce ruin
Alternate: Make a minifactory that makes the exact amount of stuff needed, all routed to single container.
Jetpack, runners, filters, ammo, and building mats all in one.
Manuafcturing exact quantities takes care of that
Things would get iffy when you only take a part of the contents of the container though. Skme items would pile up, leaving no empty slots for others
Yes, that is why the whole routine is 'dump everything, run through bath/decontamination, pick fresh copy'
I built a train mall, it's pretty much a station full of empty platforms, lined with storage containers. grab what i need and throw it in the train and off to factorie building
but setting it up so you have freightplatforms that load your construction train with most necessary building material would be easy enough to setup.
I have automated train that gets loaded with 2 wagons of concrete and one of plates, with last one filled manually with rest. Useful when you run out of concrete - just autopilot it to base and back
easy enough, you could expand that to do copper sheets, something like 80:20 mix of cable and wire, industrial beams, steel pipes/beams and mix some rotors/rip/ etc in there. and you'll be set. setting up a system like that seems more trouble than it's worth though
At some point it will be needed. Add some fuel for jetpack, ammo, and expedition is ready
Anyone know the conversion from game coords to actual in game meters offhand?
oh, nevermind, looks like its just the coord / 100 = meters from center ( 0,0,0 )
saw that
you saw nothing, I totally didn't think more than 100 centimeters was in a meter ๐
What do you guys usually do with the excess water produced when processing Bauxite?
you recycle it back into the process
you can use valves to make sure that the extractors don't give too much water, or isolate the refineries to only take fresh or recycled water and not both
hmmm, that's a good idea. Just have to decide on if I want to haul it all back to my main factory for processing or do it along the way

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@d155a715f1ed#9999 recycled back in the system. Underclock the water extractors
guys do you prefer instant scrap or sloppy alumina + electrode - aluminum scrap
as the aluminum scrap per bauxite ore is the same
Instant scrap is a hard no for me. Mostly due to sulfur. I have calculated my build plan allocates for maybe 200 remaining sulfur in the world.
Im planning sloppy + electrode + pure + alclad casing + alclad sheets
What time is U4 out today?
When they announce it ๐
Nobody knows exactly
Sometime, same time as always
Shit, I posted this in Math and Meta.
My b
Not the first, neither the last for today, I bet xD
No worries ๐ those of us that lurk here dont care much
I'll be around when update becomes diluted...
Also my other issue with instant scrap is that it still has a water byproduct, and does not provide any silica. Even with cheap silica, the needed amount is about 70% of the gameโs raw quartz supply if you wish to smelt all bauxite
Same problem as sloppy, but sloppy looks like its designed to work with pure alu in mind
Pure is the best way to save on silica. I managed to couple my battery factory with nuclear by having a normal alumina refinery and using the pure + sloppy combo. Normal alumina gets turned to batteries and it's silica goes to nuclear recycling
Comparative analysis of all the options for the aluminum scrap setup
Im planning to use classic battery alt.
Aluminum and Nuclear are tied real freakin close
Because it uses half needed aluminum goods
Nuclear uses no aluminum products. Which recipes?
Infused uranium cell + nuclear fuel unit alt
The recycling mostly.
Ah true im looking at mostly vanilla recipes for that to keep sulfur usage low. I should need 1512 ish for that step
@oblique hollow check my latest screenshots in #screenshots, especially first one you may wnjoy
Hrhr fuellll
Ikr? Think some of my best work. Astheticlly
Can you recommend a good bus design
was having good looking ones but those create fps/expand-ability problems
no bus = best bus.
Red bus or blue bus?
conveyor bus
Suggesting trains or having single conveyor belts everywhere
long distance, large capacity: trains
long distance, small capacity: drones
short distance: belts
I feel like having less control over efficiency when using trains
Also what about mountainous terrain like between dessert and oil biome
And large quantities of liquids
How to make sure train is keeping up with 780items/min delivery
feed it enough.
Well if i produce 780, cant feed it more
put industrial storage containers before the input station and after the output station so you will always have a supply going
and i need all of it
And thats it? No long term suprises?
Also what about liquids
There are fluid trains too...
Though I prefer to just process fuilds on sites and ship the solid products
Cant do that to water, and im cheesing lift with pumping water on top of waterfall in dune dessert
fluid is just liquid solid. nothing different about transporting it
So if i have to have bus going up there, it just seems easier to extend it to oil procution on the other side
If you're cheesing lifts you need to keep the pipe system continuos, so you don't have any other choice than using only pipes
Whats better, long trains for multiple resources or multiple trains
Preference ๐คทโโ๏ธ
Well, time to build another enormous building, coz adding trains at 4th floor doesnt make sense
Just don't have trains share stations. They'll have to wait on eachother and add to the round trip time reducing max bandwidth.
guys do you know if they changed the fuel consumption of fuel generators with update 4? In the wiki it says 15mยณ/min but the generators in game show 12mยณ/min
check the patch notes. its 12 /min now
wiki is still being changed ( updated)
ty, so time to recalculate the whole fuel setup ๐
how many canisters do i need to sustain a diluted packaged fuel setup
at least 400, but maybe 800?
I dropped two industrials and said "screw it that'll be fine"
well, you can "recycle" the canisters very easily
depends how you set it up
if you just make a 1:1:1 loop, then around 20 should be enough
i have a 2:2:2 that merges at the fuel unpackagers and splits at the water packagers
imo it's better to just wait for blenders and get diluted fuel there
if 20 sustains a 1:1:1 without hiccups, 400 should do the trick
same ratio (1 HOR + 2 water -> 2 fuel) and no packages to worry about
yeah but i don't have blenders or that recipe yet
i only have the packaged version right now :\
why do 2:2:2 when you can do two 1:1:1s
so i can save space on the loop leading the emptied canisters back to the water
well you want to put all the buildings close together anyway ๐คทโโ๏ธ
but it's up to you, I'm just saying that I prefer 1:1:1 setups because of the low canister requirement
tbh i do 2:2:2 since it naturally fits the ratios better, 120 water and 60 residue means they all wind up next to each other
so it's 1:1:1 outside of the canister loop
residue is 3:4 iirc
well i don't have the heavy oil residue alt yet
so i'm making plastic/rubber via base recipes and getting 60 residue that way
Does anyone have the equation for turbofuel consumption per MW or clock %?
you have to do like 235 or something to get exactly double consumption and generation
i don't remember the exact numbers
turbofuel is 2000 MJ, fuel gens are 150 MW ๐
so 60/(2000/150) = 4.5/m burn time
4.5 seconds? isn't it 4.5/min?
you can always change the clock ratio
fixed, played too much factorio and got used to do /s
For reference, leaving just 2 foundations total between the packagers and the refineries (all in row) you need MINIMUM 35 canisters ||if I don't remember wrong, it's been a few days since I set it up||
have the pinned links, tools, and such been updated for update-4 yet?
Greeny's is. The wiki needs some work still
anyone got a stackable blender design?
hi man, awesome tools! is it possible to migrate my factory plans from U3 to U4 in your tool?
uhhh, for now there's no user friendly way to do so
but you can click the share button, replace www. in the link with u4. and then put that link into a browser, which would import your U3 setup in the U4 tools
I'll eventually do something to resolve this but I don't have much time right now
Didnโt realize that wet concrete was actually so space efficient, even using refineries
120/min per machine with no OC
depends on what for, but I kind of do
is wet concrete 120/min now? o_o
Hey so I spent way too long designing this but imma just drop this here for anyone who comes here asking for a basic aluminum setup to get them started
I already see one mistake lmao but it's more of a design thing, there's ONE rounded corner
fixed, I also moved the line inward slightly...
Do valves automagically ensure that recycled water goes first? otherwise, it may be safer to run one of refineries on recycled water only
given the ratio here, we can't run it on recycled only
if we tripled this, yes we could - three refineries making scrap and 120 water/min could supply purely recycled water to two refineries making solution and silica
The main problem with aluminium is not getting the ratios right, but avoiding the loopback deadlocks
oh I know
I set up my system like the graph shown above, with the help of @fierce ruin - I haven't run into any issues with it yet.
they may happen the moment any output backs up
I'm aware
But, again, I was only going for a small setup for aluminum at the time, to get my foot in the door - I'd much prefer preventing mixing recycled with fresh water.
As a blueprint for 'new people', I'd rather err on side of caution to avoid the common pitfall.
That's fair. I can whip up something new later tonight, I leave work in 40 minutes and I have some stuff to do.
Made this two days ago. Maybe it'll help with aluminium setup.
Quick question, are any information about improved rail networks with stops at junctions, or are they planning on leaving it like it is now with clipping and all?
Might be between now and U5
Cool, So if I plan on keeping this save, I should make one way tracks, rather than 2 way if i plan to use them for more than one train
Thinking ahead, that's a good plan ^^
ideally I can see a U4.5 being any revisions to drones that need to be made + train rework.
anyway, I'll set up something for the aluminum processing plant when I get home so that there's no mixing of "fresh" and "recycled" water.
The machine numbers work out better that way, no weird clocking or anything.. everything will be at 100% ๐
tripling it fixes the only two sets of machines that are like that - silica and copper production.
@versed violet, apart from the mixed water situation, do you like the way that it is laid out? Should I do something else to it in the second iteration?
A final nitpick from me -> In diagrams, I prefer the crossings to be marked with dot, so you can see which arrows connect into mesh, and which ones just cross over. or do the "hoops" if tool allows ๐
OOH I can change line color. Would that be acceptable?
I can place in shapes for merge points and split points as well (and a third shape for pipe junctions, probably?)
No need to visually indicate splitters, just avoiding the ambiguity
does that setup still work?
I haven't run into any issues yet
I can go check on it tonight when I'm home if you'd like a follow-up from when it was built
yetโข๏ธ
yeah yeah
how did you design that
I basically drew that from scratch, if that's what you're asking
is it like a website you used to plan it or something
check pins
no this is important meta
biofuel op
normal fuel is now literally the same as biofuel
just that you cant turn this green gunk into turbofuel
it literally only keeps itself powered
stonks
the entire Biofuel facility needs around 300 MW
aaaand i got 3 gens so i can only power like.... one thing extra right now
Liquid biofuel is probably something I'd never do
In comparison, that's once every never
about 0/13
ca 0%
Use liquid biofuel power your factory making bullets and bombs and go forth and destroy the world and all it's greenery
i had an entire truck full of plant shit
I dunno how else to react other than.. 
So liquid biofuel needs a buff? I mean what's the point even if it's good lol
Or did you deliberately overclock stuff so it'd be as low net gain as possible?
I think rather than getting a buff it should get another purpose. Like crafting a rarer resource with it or something. That would give players a reason to create it.


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