#math-and-meta
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So I looked at that spreadsheet cowtung linked... someone reaaaaaaalllllllllllllly likes Google Sheets...
I should export my sheet to show it off lol
wow, 400 ads, a min
217 million points at the sink.. amelie sure knows how to keep that thing fed.
I got oil in abundance: what's more efficient in terms of (power put in)/(power out): Making Petroleum Coke and burning that in coal plants or making fuel and burning that in fuel generators?
Go turbo!
Are you just trying to get rid of some byproduct HOR or are you making power from scratch?
well first I was trying to get rid of some byproduct but now I actually need power
so I started with petroleum coke and fed that into some coal generators but now I got advanced power unlocked so I'm wondering if I should switch to that
I actually got power problems, my batteries drained to 15% and I'm barely making enough power now ๐
fuel generators, combined with diluted fuel, and turbofuel is an endgame power solution to many a factorie builders
I see
And for a quick solution, yes fuel generators do better than coke in any situation. But residual is only marginally better than coke.
For oil power it goes coke > residual fuel > fuel > diluted fuel > diluted fuel with the HOR alt > turbo fuel stuff
hmm
I did the math and I get a different result, actually
It's still early and I haven't had coffee, however
apparently I can't even properly screenshot right now
that's better
Don't forget to take into account the stuff needed to make the fuel/coke, net power favors fuel
you can turn 40 heavy oil residue into 120 petroleum coke per minute which in turn makes you 360 MW, which means you can turn 1m^3 of heavy oil residue per minute into 9MW
does it? Interesting
net power favors fuel. as you spend more power on refineries to make coke vs fuel
Yeah I've done the math before because it used to be the opposite so I ran the numbers again when they buffed it
We've had quite the discussion about what's better, coke or residual fuel xD both get rid of hor, quickly, but residual nets you a little extra power
But still, per m^3 of oil, just making straight fuel is better, unless you've got the HOR alt
alright
I was hoping someone had done this math before so I wouldn't have to do it ๐
Plus coke needs water extractors, that's what pushes it over
ah good point, I would have forgotten about those
do water extractors require power only when spinning up or also when sitting idle?
Whenever they're pumping water, they won't be idle if you're feeding generators though
Idle it's the same as everything: 0.1MW
ok thanks
All extractor and miners will spend 10 seconds spinning up, consuming full power while output nothing. For idle power, all building consumes 0.1MW each
good to know!
I wish trains would feed back into the power grid when decelerating
seems like a wasted opportunity (pun intended :P)
Lol, energy conservation?
just a little bit
also it would make the power grid fluctuate even more
I think that would be fun
Usually eddy current will be generated during braking, but it is difficult to extract useful electricity out of it
The trains are extremely inefficient because they do not use maglev
they use electric motors to replace an otherwise diesel engine
I wouldnt mind a Tier 8 train that is maglev, uses more power but travels alot faster
I want to launch items over the map via jump pads
Falcon 9 reusable rockets
have a conveyor belt end above a jump pad and then a big net somewhere else that catches them and funnels them into your factory ๐
Just use a truck that falls onto a series of jump pads.
I would like to launch a few large stingers across the map to clear out some rocks
It'd have to accelerate really fast to go much faster. We already have issues with too short of tracks not reaching full speed.
Should I overclock the fuel generator?
If it fully overclock it, it will use 24.28 fuel/min and give 375 Mw
and at 100% ?
100% use 12/min and give 150 Mw
unless you REALLY want to save space, don't overclock it
the you have
24.28 / 375 MWmin
12 / 150 Mwmin
That extra 0.28 give 75 MW
wrong, it'll use 24.28 fuel but provide only 303.52814 MW
oh ok, Thank
you won't increase fuel's efficiency, you get the same amount of power per fuel burned
Maybe I'm misread something
overclocking a gen just makes it burn fuel faster (therefore producing more power)
but the numbers get weird, so it's easier to just leave it at 100%
The overclocking UI is wrong for power generators, you have to look at the part of the UI that has fuel info. That'll show you the correct power number.
I'm not sure I understand the question
You want something to reference for visuals or for logistics?
Are you looking for actual assets to use in your game?
you mean blueprints of factories to build?
yes
sry i wa in-game xd
yes xd
nope
so visual references
my friend, have you heard of the small search engine known as google images
I asked visuals or logistics and you said yes
but then said no to what McGalleon said, which was logistics
๐ฆ
Okay, now we can work from there
If you want to plan out resources but build your own design to it, the tool posted in the pins here known as satisfactorytools is definitely a good starting point
with blueprint i meant "design plans for efficient factories"
ahh
obviously this is a much more complex example but this is max nobelisks
blueprints reeeeeeee
i have several blueprints
draw io helps
its so high quality i cant even read it 
x2
its so high quality i cant even play it
you didn't set it to x/min
thanks for the app
๐ค
how does that make any sense, the same amounts of nobelisks but yours uses like 40% less oil
maxismise only maximises, it can't tell two equally good x/min apart
how many water extractors for coal power again? 3? 4?
3 extractors for 8 generators
45 water/min per gen
Btw Im thinking of making a new QA post:
"Reduce the internal volume of pipes"
Less internal volume reduces the amount of time we need to wait for them to fill up, which imporves pressure and such
also decreases delays
and possibly even some manifold issues
is it 1m^3 for 1.1m length like a belt?
Very awkward.
radius needed to match belts
so just over half of the diameter of the current aprox 2m pipe
that will increase pressure
since pipes have thickness, well just say "internal diameter is less than outside one"
for obvious reasons
thicken the skin
thicc pipe
Funny
I've been shaped a lot by geometry
I can see that
jk I'm terrible at math
do fluid trains have their own pocket dimension?
nah they seem to actually have the storage space to hold everything, or at least kinda do
I hope we get some pocket dimension tech soon
fluid wagons are 2500 m3 arent they
1600m no?
hm
oh right
1600m3
tho they are 16 meters long, so it needs to be a ~100m2 circle ?
they would need to be about 5 meters high, seem to match i guess
don't forget about thickness
train tanks probably arent too thick
theres an optimum between pressure and volume
even in case of just really simple (numerical, scalar) flow model in the game
the problem with pipes is that they got copied from factorio
so they really just model open air trenches
wish we had proper flow network without all that waving bullshit
mindustry modding community
except that when full, they model normal full flow pipe stuff
but is 2D
they usually arent full tho
thats why: reduce the volume
no but then you reduce the flow rate?
you dont
the problem with pipes is that back pressure can occur and degrade overall performance of system
lol what?
it wouldnt happen with flow network
flow is mass per unit volume
pipes dont have to care about internal volume
per second
but they do
yes, and the current one is still too big
i see the point
pipe off
it basically boils down to latency: flow network would mean no delays and latency
yeah
the internal volumes add delays
well
it also adds dynamics a bit
otherwise all your factories will be instantly filled once you hook the pipeline
yeah but it messes up so many things here
but its ok
there is no point in manifolds loading for hours
you provide enough input to fill outputs and you are good
just keep your lines below the max flow rate
until you try a large fluid manifold and then boom
"my my gens not work i provide exactly whats needed :c"
or exactly on it by using power shards man
i keep seeing the same thing over and over:
large manifold, last 3 machines starve
no matter if max flow or not
hmm
yeah, im aware how this stuff behaves
need to keep flow well bellow maximum on all segments
so that backpressure doesnt mess the input
and im now actually blaming that pipe volume for some of this
it is pipe's volume fault indeed
I've been seeing some chatter recently that splitters/pipe junctions are causing loss in throughput
clearly it's viscosity /s
very minor losses, but noticeable by that point
if only
good luck avoiding pipes
the fluids have viscosities?
sorry i am a total noob to the community lol
just make kit sized segments
yea. though its a complicated topic
more that it's a bug and not something to avoid
basically, this is what i think happens right now
the temporary loss of input pulling cannot be made up later so machines eventually starve
but that would make the input back up
hmmmmm that's an interesting problem
and it never does
use a buffer
doesnt help
buffer doesnt help with anything
add hydrostatic pressure to the buffers lol
its just pipe with larger volume
yeah i guess the capacity of that network to the machine actually exceeds 30 units
๐ฎ ok i need to sharpen my knives here lol
even 10 machines would starve
well... the last 1 or 3
its always the dead end pipe manifolds
is there a fluid diode
always
does the valve act as a diode?
valve or pump
then can you try connecting the machine part to the bottom
I had the same issue in my U3 world, actually, now that I think about it
aaaaand that doesnt help either.....
with a splitter
I had to come up with a creative solution
nerds
let me log in and see if I can see it. It was a creative use of pumps as valves and backflow control (this was pre-fluid update)
Ive been testing every possible configuratiuon of pipes and pumps and buffers and valves under the night sky of Massage-2(AB)b
lol
and the only thing that seemed to help was closed loop pipelines
let me grab some screencaps @oblique hollow
ok but McGalleon
i like how everyone is now going with "Name | Title"
I figured it would be fun
whats X here?
the valve does nothing since you cant attach it to splitter
there will be always a pipe segment between valve and splitter
well, because theres still a pipe before the valve maybe, if Amelek's assumption is true
so you just shifted the problem to the left
machines are basically valves too
they accept flow but dont give it back out
ok then the solution is to make water consuming machines (or liquid for that matter) have a flush valve
however the pipe itself connected to the machine can flow both directions
i mean a throughput valve
but that can't be sovled with a valce because there will always stil be a portion on that end of the junction
valves have a limit slider
the easiest solution to backing up would be to remove the internal storage of machines
and make them pull water constantly at rate matching consumption
then there is no backing
to because whole satisfactory is badly written and a lot of logic (most of it?) is tied to FPS, it will never work properly ultimately
your system will glitch when game saves or lags for a moment
or just have a flow thoruhg the machine
you still havent answerd my assumption:
if the backflow really reduced the input, then the input machines should back up
isn't engine update supposed to decouple logic from FPS?
so turning machines into pipes basically
but they should back up, dont they
and then let them produce if the flow rate is equal or larger than machine consumption rate
otherwise you will eventually run out of fluid completely
so where the water comes from
you are still sending 30 m^3/s to the pipe system
or whatever the number is for the machine in quesitno
btw I finished fixing up one of my turbofuel systems, getting rid of the pumps between machines seems to have fixed it
the only question for that approach is: how do you get rid of the water flowing thoruhg the machine
some of the pipes didn't stay full but it's been running for 1hr+ without losing any generators
otherwise you are losing fluid somewhere
note that its completely possible that for example packagers are bugged and actually consume at different rate
cant rule that out
it's also completely possible that junctions are "eating" fluid
but then you will eventually run out of it
since nothing is creating fluid on the other side
^ that's what the machines starving is
well..... heres another possibility
all machines consume more than they should and pipes are perfectly fine xd
I think that would be more noticeable, and cause problems in all setups, not just large ones
you should do some underclock testing to identify where the drop in fluid is and how severe it is @oblique hollow
the setup is like that for test
we know that packagers at bottom starve, but then, you cant have maxed fluid at top pipe
thats what vencam built for me
its not possible
i have exactly that en masse on a QA post
but it is possible that packagers simply lie
and pack / unpack faster
might be due to simulation being tied to FPS
want the link to the savefile?
i think i had seen it before
the problem is, in that setup
btw i need to update that since U4 changed some things
does it make you fly faster
?
turbofuel
i dont remember a pipe being anywhere like that on that save
no, can't be used for jetpack
there was second setup next to it
One solution I had: with a multi-pipe system, create flow equalizers along the entire system
Amelek
yeah thats pretty much a loop
if you put the pipe between the last two packagers
it will not work anymore? then it is indeed just a matter of closing loops
the major bit was here:
no idea, cant test it right now
Just before the start of the manifold, a set of valves preventing backflow. That immediately solved my issue at the time
ill be honest, im too tired of this stuff.
I wont do any further tests until CSS throws out that magic pipe bug fix โข๏ธ they talked about
with how badly broken the simulation is, its probably a combo of various bugs
might be packagers, might be pipes, might be both
dont get me started on all seperate issues i know of
that are not directly tied to flow
but still cause issues
even such basic stuff like belts is tied to FPS and fail randomly
overflow splitters throwing items to wrong lanes =.=
mk5 not keeping up with the flow
well. overflow is defined as anything that doesnt fit somewhere
nah, its bugged
make a loop on container
put a prio splitter on it and overflow outside
it will slowly drain the container
you lose 2-3 items each time game autosaves
and sometimes when it simply lags
well, autosaves cause a lot of troubles
with belt throughput being tied to fps, wouldnt surprise me if thats the problem
game autosaves
smart splitter: "hrmmm.... this belt be slow.... time for overflow"
yeah
oh also theres that fun bug where loading the game empties pipes and tanks on some saves
and apparently sometimes belts too
me neither
various stuff is bugged like train stations with fluids are completeyl broken
always show some random fill
unrelated to anything
now the EA part of satis makes more sense
all this wouldnt fly in a "finished" game
factorio also was like what, a decade prior?
factorio is also 2d
oh look, 2016
yeah a lot of these bugs are tied to 3D rendering, something factorio never dealt with
3d games are notoriously worlds more complex to code and debug
also didnt factorio run on a different engine
the problem is
not freakin Unreal
the 101 of game development is to not tie your simulation to FPS
And I'm sure it had it's share of hard to squash bugs, people just don't remember this stuff once it's fixed
Thats not very epic
well, time to ask the devs why simulation is tied to fps
I don't like making judgments on projects I've never seen the code for, we can backseat code all day and we're still just guessing how it works
Unity be like:
physics( stuff * time.deltaTime)
so staying stuff like "it shouldn't be tied to FPS" is useless because we don't know why it is
it could be a bad reason, it could be a complicated one
we just don't know
i dont know about unreal and how it handles stuff
im salty about this whole thing due to how little attention multiplayer gets compated to how broken it is
i guess it makes noticing other bugs easier
nearly every patch contains multiplayer stuff
we arent even approaching u3 level yet :<
and virtually no bugs present in u3 got fixed in fact
beyond some useless visual garbage like train's "no power"text
i guess base game > multiplayer
yeah
and i dont blame them for that decision
unlike games like valhem, this is clearly not made with love, they are simply executing generic early access game business scheme basing on tried and known game mechanic ๐คทโโ๏ธ
they need to crunch stuff that sells using streamers and new upgrades that they can hype, you cant hype bugfixes
It doesnt get little attention
Theh tell us every week on stream
tell that to belts losing items halway through
tell that to building breaking and leaving bugged holos that you need to restart both server and client to fix
Dedicated servers arent out yet because they are working on all the mp related issues
They are literally working on fixing mp so they can release dedicated servers
Watch a stream sometime
ah yes the closed minded individual who thinks they know how to make a game, classic scenario
you dont need to be a 3 star chef to tell that food is tasting bad
amelek is a dev of some sort.... if i remember right
i am
also coffee stain seems more like they crunch nothing at all
So at what point do you accept they are working on stuff?
How many times do you need to hear it for you to accept it
i will accept it once i see some results, its not rocket science
...
right now i see massive degradation, and that is a problem
like stuff is actively getting worse
If all you believe in is hindsight, you can never be happy
Thats intentional ignorance
too bad background stuff isnt as visible
Pointless to even discuss with
honestly, at this point, i cant even tell if something is a multi or single player bug anymore ๐ฆ
like, i noticed that disassembly holograms randomly disappear during the progress bar phase
also i still think coffee stain tries it like this:
Keep game in playable state
Fix things that are too broken
Add new stuff
Fix all the performance stuff once mechanics are finalized
is this a known issue? is this single player bug too?
Well the easy way to find out is to play singleplayer
if it dont happen in SP, it must be MP
if it isn't game breaking, it's not as high of a priority, because things can change down the line that could change it anyway... so they leave it alone.
it might seem horrible to some but i literally would touch optimization of my own things until im done with the mechanics. sure, id implement things in a way that leaves some upward mobility, but i wouldnt focus on ironing out all bugs until i am done adding content
precisely what I mean by what I said.
it depends on the workflow principle imho
like, its fine to keep bugged state until you are done if you are working on it
Their workflow differing from yours doesnt make theirs worse
bu if you are releasing iterative progress to client, then having issues pile up makes for sour experience
and i literally wouldnt care
i wouldnt care at all because im not focused on nitpick optimizations until im done
We know they record player statistics... I'm curious how much of TOTAL play time, across all people and both platforms, is multiplayer vs how much of it is singleplayer.
@knotty venture this would be interesting to know ^^^
Because if multiplayer hour count is significantly small compared to the whole, that might be why these commonly-occurring, long-lasting MP bugs still exist.
It's because they're not showing anywhere near as much priority for it because it affects only a small portion, so they can get it on their final polish sweeps at the end of production.
Id also like to know playercount on steam and epic after this time
you would need a specific stats to tell this to be honest
like how much players played multi only to switch to single and dont do multi again
for example
Well I meant just like
or how many people stopped playing after playing multi
"okay out of every single MINUTE of gameplay the game has ever had when they were collecting data, how much of that is done with two or more people connected to the same play session at once?"
those would be relevant stats
Im just curious about people with more thsn 5h of MP
right now you got chicken and egg issue where multi is broken -> less people play it -> it gets less attention -> repeat
im honestly wondering how many people play multi even
Less visible development is not the same as less attention though
we would need to see statistics to make judgements
multi is mostly player to player so no
I haven't really been following this conversation 100%, but my 2 cents on multiplayer is this: it does still need a lot of work, and I really hope it's much better by 1.0 and they focus on it at some point. Like they have a fluid-update style medium patch just for multiplayer stuff. It is bad enough I had one friend who wanted to play satisfactory with a bunch of people but shied away from it when I explained what multiplayer was like
Are there though?
Ive only heard of 2 experiences in my time on this discord
I'm surprised there arent greifers
there are probably some in #looking-for-group-old but its probably not very popular
What do you mean
i mean i wouldnt be surprised if there was someone griefing people who advertise in that channel
but as tom said, its pretty chill community so it doesnt seem to happen (often?)
I don't see a lot of people talk about playing with strangers or people they met through #looking-for-group-old . That means it's not actually a very popular thing to do or they're not very vocal. Hard to know which it is.
Just realized we are in #math-and-meta lol
haha this channel gets off topic sometimes lol
talking about meta > somethings not working right > complain > off topic
part that probably prevents griefing is that a lot of those people are looking to start new game
you cant really grief in cooperative game when you start
true
like, you would be griefing yourself
I will admit whenever I've had random people join just to show off stuff or to explain something or test something or whatever, I just revert to a save before they joined. It's a singleplayer world and I don't want to risk they did something I didn't notice.
I've never felt like that might've happened, but like you said it's better just to start a new game together.
yeah
@oblique hollow I think I fixed my other turbofuel setup. Did roughly the same thing as I did to fix the other one: redid the pumps/piping so that all pumping happens before the manifold and made it loop. so I'm pretty convinced that pumps in the middle of a manifold = trouble. don't know if it's a bug or just because they act as a one-way gate and that behaves weird with manifolds, but that's my conclusion.
well to be honest, i'd probably like stuff like priority mergers or priority power switches for now
bugs can stay where they are as long as they dont start accumulating even faster ๐ฆ
they are thankfully mostly limited to large things
build small factory and all is fine 
honestly I think that's where CSS got in trouble "we'll make our casual factory game, no one is gonna go nuts with this right?"
and then the former factorio players came along and had to complain 
assumptions like this is what happens when you clone the game without playing it properly
its unfair to call 3D a clone of 2D
the core gameplay loop is same in both games, visuals dont really affect this
then every FPS is just a COD clone
people will want to make large factories, expand and so on, play this with friends
reach that perfect 100%
just look what they did in factorio ๐
the core gameplay loop is "haha factory go brr"
but factorio is procedurally generated and has only one way to make things from point A to point B, just a matter of how big you go with it
satisfactory is prebuilt and provides numerous paths from point A to point B
satis seems to be more exploration actually
They were legitimately called Doom clones back in the day though before it became a genre
and terrain management
factorio puts more emphasis on tower defense where satisfactory is exploration
I've still got a 75MW dip happening though, some rogue coal generator is getting lazy
satis is that game where you either do factories or just build a maze of suffering and jump'n'run to torture the comnity managers
is there anything else you can do in core factorio thats not factory building?
just use a mod to squash whole spagetthi into a ball
well, there is massive multiplayer in factorio
scripted community games and so on
but the core gameplay is to expand the factory / make it run better
like what even do they do there? build battles?
there are many sorts
build battles, pvp battles, escort games etc
eg there is a kind of game where you build factory inside mobile train and push it north while mobs attack from south
tbh Dyson Sphere is much closer to "3D Factorio Clone" than Satis
^I'd agree, after having played all three
hadnt bothered playing it so dunno
go watch some gameplay of it
Kibitz has gameplay of factorio, satisfactory and dyson sphere program
and i guess the core message here is: if you wanna play Factorio, then go actually play Factorio
For sure. But beyond stacking buildings, and going to space, can you build with any other verticallity?
wdym
In satis. you can layer your factory with many floors. As far as I've seen in dyson sphere you place buildings on the ground, or stack them (of same type)
you can stack in Dyson?
Research buildings at least, and containers
DSP is pretty limited vertically
it does help that you can route belts in z-axis, Factorio seems a bit clunky in that aspect.
if you wanna simplify the existance of the 3rd dimension that much, then yes, 3D is just 2D but stacked. Thus 3D is just 2D
it really is more of a 3d factorio than satisfactory + factorio blend
the fps exploration aspect of satis makes it much more atmospherically immersive
and adds many other limitations
sure, it may not be much, but it does affect things a lot
How I miss the days when I didn't know the map and every corner was a promise of new findings, and spiders. Now it's just spiders.
still beautiful though
its always spiders
people may complain about hand crafted maps because after a while you simply cant explore anymore..... but ive yet to ever see this be a major downside of any game
i do enjoy to explore the map tho
gas pillars need to be removed :<
they are definition of anti-fun
soon โข๏ธ
I come with my first hard drive on my new save file, what do I pick fellas?
at your stage id say the frames
probably frame
cuz i doubt you have refineries yet
ingots are nice but later
i dont have refineries
biocoal is pointless so dont bother
then the frames are more practical for you
biocoal is fucking useless LOL
Glad we could collectively agree on that 
biocoal best coal
Man I had to literally consume BACON AGARICS just to heal and I hate wasting them
biocoal OP with lawnmower tractor, soon โข๏ธ
what do you mean color cartridge
unpopular opinion: inhalers are a waste of bacon, paleberries and nuts
is there a joke i'm missing
you can use them as vehicle fuel
no plans for that stuff
no kidding
but wouldnt it be terrible
and they are more efficient than fuel
yeah make 'em out of organs, frames, and mycelia
its paint... how can paint fuel- WHAT
or the one that does the healing items + mycelia
Flower Power 
the one that's just healing items is crap
Massage's Flowers are freakin RIPPED
the planet is called massage. i was promised a massage
and your corpse is getting massaged by the biomass burner's grinders
cute 
its so messy I should really fix it when I get better yknow
walls and stuff so I can make stairwells to elevate
aww look at that widdle baby factory
oh i almost forgot the biggest difference between satis and factorio:
House building simulator
trUE
nah, thats valheim ๐
i rushed 8h to get coal power going anyways, i feel good
Strategy for improving factory: Move to different place and make new factory
previously: like 20 hours
then you have 2 factory ๐ง
Strategy when all factories fail: build a giant foundation over it all to cover your shameful mistakes
I'll consider steel later I just want to get some foundation done for my copper/iron factory
and actually yknow
work on it some more. maybe I can get the AWESOME Shop so i can organize all this bullshit.
i'll probably clear my current factory once I have enough rotors. I think 400 is enough for now?
you always need more
m o a r
for now anyways
refineries eat them in massive quantities
Use the rotors to make rotors
while i wait for more I may as well hand make the blade runners
time to abuse the fact that holding E and pressing TAB alows you to hand mine without holding E
then again that's kinda common in general with games.. you cant fix it
or craft multiple portable miners, I had 12 of them on caterium node that I occasionally visited in the early game
portable miners
they're small little robots so I like them
I really like the little "eye" animation when it starts digging
Is it weird to say the robot looks cute?
speaking of #math-and-meta , are the alts for Radio Control Unit a bit meh? Seems like it's a trade-off between eating more caterium, quartz, aluminium or oil? Or maybe I am missing something?
no clue to be honest
so i need help calculating how much i can overclock my refinery to use exactly 300 alumina solution can any1 help?
nevermind
glad I could help, you're welcome.
its 125
lol my brain is quite dead im going on 18 hours of straight play with very few breaks
๐ค ๐ง
has it been determined if super-state computers is more or less efficient than OC Supercomputer?
More efficient, according to my mystical calculations:
Cost is total MW per piece including raw resources, excluding transport.
Is MW really a problem?
Figured complexity is the concern
since power is so plentiful
Power is the scarcest resource in this game.
There are multiple facets to optimize - power, raw resource usage (transport), or factory size. This one is power, optimizing for resource usage probably favors other recipes.
Why is power scarce
Im still not using all 1800 turbofuel
probably closer to like...300
he means "Scariest"
oil is a trade-off between usage for power or production. Would be fun to have Uranium used as e.g a neutron source so you also need to the same balancing act for it.
not really. If you max power, you won't be able to use it all
you can also view power as the added wieghted cost of its parts and then remove those raw resources from the input limits
gooood, goood 
if I use all of the sulfur in the world how many nuclear reactors can I supply? (I need the max so if you use alternate recipes to get the max that's fine)
by the way consider that you're using MK3 miners with 3 overe clocks in all of them
you are limited by uranium not sulfur
You'll run out of Uranium first
@graceful icehttps://u4.satisfactorytools.com/production?share=N1TTC97vxZQ3RY1swsPd
Is instant scrap good? Satisfactory tools seems to want to use it, but is it really worth the sulfur?
I unselect Instant Scrap from the list and the Bauxite usage goes down...
Sloppy Alumina - Electrode Aluminium Scrap - Pure Aluminium Ingot, gives 2972.83 Bauxite and 2726.66 Sulfur```
Is Instant Scrap, really worth the extra 500 Bauxite and 1600 Sulfur?
With the nuclear setup I'm messing with, even Coal and Oil usage drops, when removing Instant Scrap from the list...
I know it sees the whole and does a balance check on resources, but using more of 4 resources, without any apparent savings, seems weird.
I personally do not use it cause it increases complexity
it increases your aluminum by a good margin, but Ive never managed to use all my aluminum
so...
How are you using sulfur on sloppy alumina?
Nuclear setup, so remaining sulfur is for that
Ahh, ya I just do the sloppy-electrode-pure bc itโs super simple and easy, you can process 600 ingots/min in like 30 minutes
Yep
At first I didnt like the idea of using precious oil for products
But now that I have resource extractors, its actually quite nice that I dont have to snake miles of coal into an alumina refinery
I know that, what I want to know is why Satisfactory tools, recommends that recipe, when you select all alt recipes
Because its technically the most efficient recipe
for bauxite to aluminum
Public opinion is "Fuck the efficiency, I aint setting up a blender and 2 more belt lines for a bit more aluminum"
Sulfur is also rare and would be better off used elsewhere
Its uses more Bauxite, Sulfur, Coal and Oil, in that setup... How is that efficent? Unless you count skipping a step as more efficent...
Oh, ah my bad
If you want like max turbo motors or something then youโve gotta use that, other than that thereโs no reason, I thought it was the most bauxite efficient?
Relooking at the recipe, its purpose is to eliminate a second refinery line
Technically it saves space at the cost of effiiciency
It would actually be more efficient to use the electrode recipe it seems
Ah no my bad again
I suck at reading this.
Aluminum is a mess of a layout
base recipe is 240 baux to 360 scrap
and roughly judging the electrode its not much better
so yes, the Instant scrap recipe is actually efficient
since it only uses 150 for 300
23 refinerys + 23 blenders for instant or 15 refinerys + 20 refinerys for sloppy... So not even saving on machines or effort, in this use case
I didnโt think you had to use refineries for instant?
I believe the idea is you can process the sulfur elsewhere and pipe the sulfuric acid in
it needs sulfuric acid
a liquid product
Plus given the saving in oil, somewhere, even less effort going the sloppy route
Oh well, its a tool, so needs to be checked
The tool is accurate
It is, but it dont take all use case into account. In this case, its not recommending the most resource saving option
its most efficient for bauxite
its main ingredient
I need to set up nuclear, but Iโm trying to clean up everything before I do. I donโt even have an assembly line for quick wire or computers still, I redirected the resources for those
I unselected Instant Scrap and saved 600 Bauxite...
Odd. I guess Ill have to double check
I think the tool might be off, I selected it in game and it looked like it would save quite a bit at the that cost of more precious resources
I also refuse to set up nuclear until I have the stuff to sink the plutonium rods
or dm greeny
40 Uranium Fuel Rods + Maximize Plutonium Fuel Rods with 2000 waste, is what I put in. Then just selected all alt recipes.
Running out of inventory is an issue anymore with how much I have to carry everywhere. I was going to move my hub, but Iโm not sure where to since I my central base doesnโt have a good place for it
If you have drones, set them up for air drop. Requires some prep, but you can do it anywhere you have access to 100MW
I would rather get the +6 inventory alt than some of the alts Iโve been having to select lately๐
I have 44 drones set up for 44 industrial storages at my storage center, only one I might* change is concrete since itโs the only one I could see having a through put issue with only one belt
About 6 min to restock the 9 stacks of concrete
If Iโm using 2,000 concrete/min placing foundations it may become a problem, especially when Iโm setting up nuclear bc Iโll be using a lot of foundations for that
2000/m is 5-6 foundation a sec...
Oh
If I set up auto click on my mouse then maybe
Didnโt realize it was that many, it feels so much faster when Iโm placing them in rows of 12
If thats really the case, its not hard to setup 4-5 drone platforms to send over concrete. Should suffice, unless you are very far away, as they can drop as low as 150/m throughput
This one is at 1096/min, I can just hyper-tube back and forth
If thats the case, its probably faster and easier, to find a local limestone node and tap it
Also is anyone else having issues with drone ports not giving all the info? Some show the stack/min, some show the item/min, some show the battery/min, and some show the batter/trip but none of them show all the above
Only the port where the drone "lives", should have all the info?
how does making screws from the steel rod alt compare to the steel screw alt?
If we base it on 60 steel, you end up with 780 screws from Steel Screw. From Steel Iron Rod, you end up with 960 screws. So Steel Screw is better for number of machines, but Steel Iron Rod method, gives more screws for materials spent.
Spend more power, but use ores more efficiently
Did a spreadsheet for the Radio Control Unit alternate recipes to analyze resource usage. I did some assumptions about using Ins.Cry.Osc and Silicon Boards because imo they are just better, and makes comparison easier. I also chose to compare Caterium Ore instead of Quickwire because the QW numbers push the chart range.
Copy of the spreadsheet here: https://docs.google.com/spreadsheets/d/1FSFC_k4fD2B1mEgNAZjAxidSgKO21QQd5ABWrwJwvRo/edit?usp=sharing
why do you think those 2 items are 'better'
like, what is your definition of better
and have you compared your results to one of the online calculators?
for example: https://u4.satisfactorytools.com/production
I've tried to compare but I can't get it to use the alts, it uses the base recipe of the radio control unit regardless. (which is also why I did the spreadsheet, wouldn't have bothered otherwise)
I prefer the insulated crystal oscillator because of lower quartz usage. In this case, the Caterium and Rubber is already needed (for Radio Control System alt and crystal computer, caterium could be excluded by using the base recipe for higher iron and copper usage)
and for circuit board the other alt to consider is the Caterium Circuit Board, and would be worth considering. I prefer the Silicon one for the low usage of rare material (quartz) and simple items.
For the the spreadsheet though, it adds another dimension that makes it harder to compare (and make)
Oh, and I completely disregard power usage or factory size, I don't find those a problem (at least for this comparison)
If it prefers the base recipe, it means that recipe is better optimized in regards to weighted resources
exactly, and I don't blame that. But I may have other priorities. E.g lower caterium usage that is needed elsewhere.
You can disable the base recipe if you want to force alt recipe usage
ah, selective vision strikes again
Bruh, connection unit takes so much Quartz it's unreal 
Excellent, then I shall compare numbers ๐
Yeah, but the tool has to decide somehow. I think it's decent solution, especially since you can enable/disable any recipe
Honestly, base + crystal/caterium computer seem the best to me. Although I do prefer the higher speed usually offered by alt, resource usage is pretty clear: you only lose out on copper or caterium compared to the others
Sure, "connection unit" has the lowest allu usage, but it's not worth its quartz (you'd be better off making that quartz into silica and pushing that into allu production)
Very nice spreadsheet though ๐
Exactly, it's not a criticism, I think the tool is awesome. It's hard enough to make a decision between these things with context, doing it programmatically means you need to put in some way to decide one or the other.
@wind spade Do you have any plans to add a tab that shows raw and intermediate items usage of production plans?
Kinda like the "input ore" tab, but with only what you need to use to produce the specified output (for intermediate products different toggable tabs could do, but let's stick to the basic form for semplicity xD)
Reason: I find it quite annoying having to reorganize the graph to get all the resource input together, then take a screen and repeat to compare the inputs of 2 different recipes, having a dedicated tab would be hella convenient
I'm planning to do tons of improvements
This on the list? ^^
Currently I'm working on merging the two versions back to one
After that I'll see how close is v2 to be finished and either work on that or start working on new features
So would this be between the possible "new features" you're mentioning? ^^
master: git reset --hard u4-dev? ๐ /jk
The issue is localstorage
ah, client-side storage, the worst ๐
Yay, numbers match, links below if anyone wants to see as well.
Radio+CatComp: https://u4.satisfactorytools.com/production?share=5STnOjqWA4ps3vKb3VVr
Radio+CryComp: https://u4.satisfactorytools.com/production?share=5cjkesDmHJ7kdQPdFxJe
ConnectionUnit: https://u4.satisfactorytools.com/production?share=QIdwv3hjQTyNXR6KpXlR
ControlSystem: https://u4.satisfactorytools.com/production?share=VcYY3ujTBFs7uYz6I1Hp
That was the biggest surprise to me, since it's using crystals directly I almost assumed it was the cheapest option. If you can sacrifice the bauxite, the Radio Control System is also quite nice.
Ohh, I just noticed: no wonder it takes so much quartz, you're using the silica alt recipe for HSC!
While convenient, the silica alt is a silica sink
Indeed, I've mostly disregarded the base because of the high QW usage but since QW can be "cheap", maybe it's worth it
You got much more quickwire than silica, so on large scale it is worth it
heh, switched out HSC to base, and copper ore input jumped to 1000/min, which does not include ore for copper sheets ๐
needs some pure or alloy ingots
HSC alts aren't really impressive
Oh wait...
now just remove embeds
all the other commands can theoretically be spammed too
and just like with everything else here, this discord is pretty good at managing itself regarding asshole-behavior lol
the wiki preview takes the first image of the gallery instead of the infobox image, perhaps due to some short-hand issue. (the infobox of every entity uses many shortcuts right now)
in this case, it's very helpful
!wikisearch turbofuel
Hot take: I like the silica HSC alt. Mixing the base and alt is the best way to manage large-scale production
hey, i have a question. I'm pretty early in the game (Barely automated iron, concrete and copper) I have a caterium ore pretty far away. What would be the best way of automating it (power wise)
i currently have 2 options
- Massive conveyor from the node (1100+m)
- trucks
but both options have me baffled as i have no idea how to automate the miners so i dont have to keep walking there to put fuel in the generators
is making a very long power line a viable option? seems like an ugly solution, i feel like i am missing something
build on site
to reduce the needed through put if possible
belt, but I'm biased on that
Get a little further into the game until you unlock better power options. Don't worry about automating biomass burners
i do hjave the coal ones too
im just wondering if very long power lines are the way to go
does the game have some sort of solar arrays?>
Use coal and just run a power line
Yep, long power lines. You can make it relatively clean if you run them alongside the conveyer belt
No solar arrays
There's a mod that adds them in, but I prefer to play unmodded
i'd like to automate everything on vanilla before i play with mods
thanks for answering my questions and have a good evening c:
i'll be back if im ever stuck
๐ good luck
yeah, you just wind up daisy-chaining power poles everywhere
it's just part of how you play the game tbh
@keen flame Could you send me the link to your spreadsheet?
I lost it again lol
Sure ๐ remind me in about ten minutes, gotta get to my computer and get booted for the day
Kk, thanks
You're in luck because I also just made some updates recently xD
About to move to make 60 High Speed Connectors / Minute (Don't ask why) all survival, vanilla, etc.
Just finalizing the numbers, but I don't know if the ore nodes on the map make this fundamentally possible or not, is there simply enough Caterium?
Numbers rounded up for sake of easier math, excess products are going to be split off line for different production circuts:
The important/relevant detail being:
1450 Iron Ore
2900 Copper Ore
3264 Caterium Ore
3714 Water
1080 Crude
Can that Caterium Ore rate even be achieved, do enough nodes exist to do it
did you not refer to SFtools?
Enlighten me
60 HSCs can be made from these resources
sorry about the wait! https://docs.google.com/spreadsheets/d/1jGUXDD5jmpozKs5YRKYCA0N0E71vEr0GayePjiblbxc/edit?usp=sharing
How to Use
Last Updates: ,Updated May 01, 2021 (Version 2.2)
Permalink to this sheet:,https://docs.google.com/spreadsheets/d/1jGUXDD5jmpozKs5YRKYCA0N0E71vEr0GayePjiblbxc/edit?usp=sharin...
I'll be posting this on reddit eventually after a few more revisions
see my above screenshot, it was done in the tool - https://u4.satisfactorytools.com/production?share=kXoGjl1Qr15h2oi5Htg9
I'm also working with a certain somebody to allow exporting to and from a popular tool
Hammer?
Ok, cleaned up with all of my alternate recipies. Is there, fundamentally, enough Caterium to support this load
there's way more caterium than what you have here
if you go to Items, Input section, you'll find map limits in there
They could also be mentioning a personal limit.
I know I sometimes mixup tenses in convos and messes people up ๐
0 votes and 0 comments so far on Reddit
can someone explain underclocking and why you would need to do it? I'm not really sure I understand it in, let's say, a basic modular frame production line.... is the only purpose to avoid overproduction?
to avoid troubleshooting errors
what does that mean?
if you overproduce you can incidently overconsume and cause starving belts/machines
this is even more problematic with fluids that slosh when your #s dont match
One example is Aluminum Production. The process both creates and consumes water. Too much water and the factories lock down because they are full of water. Too little water and they don't function. So one might underclock/overclock various refineries and water extractors so everything runs smoothly.
I'm just barely past setting up my first coal power, seems like I have a lot to study lol
you have no idea
As you go the numbers won't line up as nicely.
oh I have an idea, which is part of the reason I keep going away after a few days, only to come back later and try again lol
pulls out matrices
Silica is for allu reee 
I often go for Caterium early game. The Smelters use 45 Caterium Ore each. Often a Caterium Miner will produce 60 or 120 or whatever. Your choices are to have fewer smelters and let the miner stop working at times. Or have too many smelters and have them waiting for ore. Or you can overclock/underclock things and maximize which stat you want: Ore, Power, production etc.
early caterium is good in general, sink points until you actually need the caterium for stuff
IS there a good rule of thumb for how many batteries to use with each geothermal genny?
batteries only get used if cons>production
Ah okay.
coal generators are not nearly as complicated as aluminum, don't worry about that
I just put down the first geothermal generator
even after the changes i still love them
plop it down, hook it up, that's it
no need to do math or make an entire factory plant to get what you really want
Yeah, I was just curious to see if there was a ratio of power storage
nah, you should just treat it as a cool bonus
and only consider the minimum amount of energy it contributes when doing your power grid math
Virtually all the time you will either have too much power or not enough Power. Batteries only help long-term when you have power that fluctuates between the two -- which is super rare and should be avoided anyway. Otherwise, Batteries just buy you a tiny bit of time to build more power.
Yeah, right now it doesn't seem like they're very useful
they work in Factorio because solar provided a long term swap
batteries are basically only useful if you're pushing hard at the limit of your power generation and have buildings that cause power instability (geothermal generators, particle accelerators)
power instability can also occasionally happen as a result of generator supply issues (which can happen occasionally if you don't design correctly)
They should really think about doing solar
they have they don't want it
they didn't want to do pipes either
Solar is primarily an issue because its free power
Why bother running nuclear when you can just make a 200 solar panel array
or 2000
Now that we have batteries, they'd be even more broken
I filled up a storage with caterium wire as early as I could and I think I still grabbed caterium out of it sometime after 200 hours in game well after I had moved on from it
where can I start with nuclear?
Check pins
IF you have all geotermal generators connected together, they will smooth each other out.
As minimal setup, look at your power production graph and calculate the difference between lowest and highest point. Then build a battery per each 100MW difference (as batteries can charge at max rate of 100MW, so you don't loose power)
For a total peace of mind, build 2 batteries per geyser (double that if pure), and you will be set for all the power differences. .
unless you have a stupid amount and it provides a lot of time
I'm planning out my megabase layout...turns out I accidentally made the individual facilities look like constellations ๐
Props if anyone can guess which facility is which
the discordant colors of their arrows seem to suggest that this diagram has nothing to do with the overall arrangement/connections between these constellations. also, if each 'star' is symbolizing a recipe/assembling line, i am nowhere near familiar enough with satis' recipes except to say i dont think there are that many loops
and i dont see any meaning in your color choice
im currently going through the analysis of a lot of alt routes to make cable and im fucking drowning in alternative paths
I have 3 MK2 Miners for limestone (each 120 per minute no overclocking) which will make 8 constructors for concrete run at 100%, how can I distribute 3 into 8 evenly
just let it overflow
so true bestie...
otherwise you would have to build a 3 to 8 balancer aaaaaand lets say its not very practical
yeah
balancers? not practical? whaaaaa????
thats just a 3:4 with 4 1:2's on the end, so not that bad
if you had mk 3 belts you could do the balancer
well.... time to draw
underclock the constructors to get perfect ratios for your input belts then
wdym inderclocking is great
"inderclocking"
enderclocking
andorclocking
ondarclocking 
doorclocking
fantastic
doorlocking
also interestingly, i also drew a balancer, and mine mixes two inputs when you dont, it seems
but i guess its never necessary to mix those lanes, soooo it doesnt matter that much
heres a really fun way to make cables using the least amount of copper, caterium and oil 
each "star" is generally a single recipe or distribution center (with a few small exceptions). Purple is all oil products (for HOR), Yellow/Orange is electronics (caterium and copper), green is nuclear (waste), red is steel (steel/pipes/beams have red tips), teal is Iron (don't ask me about that color), and the center multicolor hub is processing for various major categories (dark orange - copper, dark green - iron, yellow - caterium, tan - limestone, everything else is folded into one of the bigger 4). Cyan is the destination/storage hub (and contains aluminum/nitrogen stuff)
oh, interesting
maybe i could have gotten that with a few more hours of sleep and/or experience in decoding meanings
My current challenge is actually figuring out where to place each facility on the map and interconnect them. they're generally organized so that they don't ahve to feed across the map...but that puts the major processing in the center...which is the worst spot for water XD
(I need 122k cubic m of water/min for that)
there's a few pools in the red forrest
might need some generous overlcocking of extractors though
With overclocking, I think I might be able to do it. there's a pretty substantially sized lake there
but that's also a huge power requirement for it. Can supplement it with resource wells but that only accounts for about 50 extractor's worth of water
help please
the main lake can fit about half of the necessary extractors if it's packed to the gills
okey
help theres too many cable alts xd
why not just make a tech tree with ratios that update values based on paremeters given?
spreadsheets and draw io bro
I have the feeling that, after unlocking most alternate recipes
you barely need Plastic anymore
Actually
Its more like you wanna substitute everything with oil as much as possible
because you need very little oil vs alot of raw metal/solids
@wind spade interesting.... hmm๐ rounding error?
Probably the awkward ratios of your inputs
doesnt exactly equal 6000
The machines also dont go past 2 decimal points for under/overclocking
so also probably contributes to the rounding
Is my perception wrong, or is the Turbo Pressure Motor recepie a bad choice?
Its alot more complicated imo lol
But from an economic perspective, it seems like it's using more Bauxite than the base recipe.
You might be right?
I'm fine with a more complex recipe if it uses less of the bottleneck resources overall.
Its alot more radio control units, but its also removing cooling systems as an aluminum use
Someone would have to do the math plz
Its 11:42 and I cannot calculate the total alu usage half asleep
Point, it's 2:42 here, I ought to get sleep and do math on a fresh brain.
according to the wiki
"Turbo Pressure Motor: Uses a lot of Nitrogen Gas, as well as increasing the requirement for most raw resources, especially Bauxite and Coal. More complex than the default recipe or Turbo Electric Motor, giving no reason to use it over either recipe"
So yeah I guess its a pretty bad recipe overall
Okay, so definitely not just my imagination then.
@wind spade I'm taking a crack at some awesome point-optimized factories using your calculator and well, i'm making it do some big calculations.
But that's not why I'm pinging you. I found some trends that I think shouldn't be happening when doing this optimization, coming back to the infamous 'maximize' function.
It looks like the maximize function, when placed in a factory constrained by several other production requirements, won't actually find the global maximum .
example using uranium+plutonium fuel rod production (nuclear waste is incorporated as an input) + thermal propulsion rockets at 88.9/min https://u4.satisfactorytools.com/production?share=mcMD9nJ1Jyw117Ux4LTR
It produces 84.47 assembly director systems/min via the 'maximize' function. What's interesting is if you bump the thermal propulsion rockets to either 90/min or 88.8/min, the assembly director systems produced goes down for both changes, which shouldn't be happening. Lowering the rockets to 88.8/min should allow increased production of the systems instead.
Second example: Putting assembly director systems in as an items/min entry instead of maximize, which lets them get to 86/min (possibly higher)
https://u4.satisfactorytools.com/production?share=2FCeN5TK6ZwDiY2pk2HH
This is notably greater than anything the maximize function has given for the same constraints which suggests something to be... off.
If this has been reported already I'm sorry but I figure there's a chance this is a new find. (or i'm missing something about the maximize function again)
The graph render getting screwy is... acceptable.I understand if it's getting angry at me for making it render >50 boxes
a more extreme example where I set thermal propulsion rockets to 69, maximize gives me 153.20 director systems/min while using items/min lets me get up to 203
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
I've got the Turbo Electric Motor recepie and have been using that.
Ive been using the basic recipe
if only because I dont have any existing ECR factories
Turbo Electric Motor goes nicely with the Electric Motor alt.
Im inclined to agree
if only because it eliminates the entire chain for steel
oh no wait
Just uses LESS steel
You can get it to use a lot less steel, depending on your rotor and stator recipes.
greeny's tool is very good. The maximize function has had some issues (and still does, if I'm not missing anything major with what I just saw), but using it in items/min mode it pretty much always picks the best recipes possible for what you want
according to this the most efficient motor factory basically uses every metal possible lol
including quartz and water and oil
All that for the best motor
I believe it weights the 'importance' of raw materials by availability on the map, which makes it like coated steel plates because the fractions of oil/coal use are so small that its uses a smaller % of the total maps resources (accounting for rarity) than the base iron plate recipe
it also handles getting constrained by resource maximums, and can shift around and even mix/match alt recipes to handle that
So yeah Electric motors are not the most efficient
but just most convenient
I do wish there was a setting on this tool for most convenient and most efficient, with a slider lol
I suppose just eliminating oil makes it use ECRs
would need a way to quantify 'convenience' but it'd probably be minimizing the number of processing steps/buildings to be built
if there's a resource you just dont want to deal with you can set its quantity in the raw resources to 0
so the functionality is... sort of there
Yep
hm... apparently this is all the plastic I can make from 1200 resin/min... that seems a little low D: .. I've been kind of burnt out a bit.. I'm looking for ways to produce something new in my world.. and the limiting factors I have to work out are aluminum and rubber :/
It is residual plastic
makign rubber/plastic efficiently relies on abuse of the recycling recipes with diluted fuel pretty much
definition of residual
maximum turbomotors gets weird, cause it has to start balancing a bunch of different rare resources
I think max uses a mix of electric and something else
What am I supposed to do when I definitely stored my game last night and they disappeared today.
Yeah, That's how much plastic I'd have if I switched my whole plant to produce rubber. :/
Although I'm not using plastic for anything but steel coated plates.. still xD
Im still not used to getting oil around places
Im not sure how to use trains to their full efficiency for a macroscale SF economy
I'm trying to use the calculator to maximize awesome points for 0.4 cause i dont have access to the linear program that one dude on reddit made. Currently working my way along the balance of thermal propulsion rockets and assembly director systems. until i hit a local maximum there
Im still stuck in the dunes and havent touched like a good 2/3s of its nodes
What am I supposed to do when I definitely stored my game last night and they disappeared today.
btw wolfgrim I fixed my turbofuel tower, it had a number of issues lol
guys help me pls
currently working on the assumption assembly director systems is an overall more efficient use of resources for points than nuclear pasta
so I figured out how to use walkways to do some really neat foundation shenanigans ๐
@frigid cloud #old-questions-and-help
The fuck
ok
Yay!
I dunno though. I was looking at making turbomotors and thermal rockets, mostly using defaults, or making assembly directors, using the OC supercomputer alt. both require quite a bit of rubber and aluminum, although I could probably make some changes, switch setups to make rubber than plastic, and boost the production quite a bit.
What was wrong with it lund?
problems in order of badness:
- max 300 TF line using mk1 needed to be upgraded to mk2
- pumps in the middle of the manifold, this apparently just doesn't work, don't understand why but switching to a waterfall system fixed that
- max 300 mk1 oil line feeding my rubber/HOR refineries needed to be upgraded to mk2 (I just upgraded everything at this point to be safe)
- some old rounded-up clockspeeds that were overconsuming things cause back then I figured with it scaling it'd never come up, so made them accurate with decimals
That'll do it.. nothing too major then
oh and problems 3 & 4 took like 4 - 6hours to show up too, so I thought I was done and had to go back lol
Yeah, come to think of it I had a few issues like that with my setup when u4 hit... it took a week and like 30 hours of playtime for it to show that it even had a problem (Sometimes I don't have a life, or just leave the game running >.>)
biggest lesson for both TF plants: don't put pumps in the middle of manifolds
Speaking of fluid issues, how about this? lol
it fucks it up somehow, probably something to do with "pushing" the fluids or being one way doors or something
Yeah, I dunno tbh. the best way I think, and this prevented me from having most issues I think, is my setup is uh.. well,
what's weird about this?
I pretty much pump the fluid up +300m and then drop it down another 250 meters into my fuel gen platform
Well, the werid thing is.. those pipes arn't full
Maybe this is the bug people have been talking about where fluids dissappear in pipes/machines when the save is loaded? I dunno.. they used to be full.
oh huh, yeah that's a weird one
I try not to think too hard about it if it's working though
That's my setup.. the turbofuel setup is in northern forest at the oil nodes there... and I pump the turbofuel up the waterfall, across red forest and then it drops way down into grasslands lol
moment