#math-and-meta
1 messages · Page 536 of 1
The answer to this is documented in the wiki, "Overflow valve" section of...
!wikisearch pipeline
just found out how exactly buffers output fluid
nope, no overclocking
i assume you use the HOR alt?
flush the buffer
whole system?
Buffer
k
not system
I had 2 on each line to be safe ... all flushed now ... will keep my eye on it 🙂
thanks for the tip
@frosty owl Industrial Buffer: output is proportional to: (Fill Level / 300) * Input
Normal Buffer: Output is propotional to (Fill Level / 75) * Input
So Big boi needs to be at 300 to output 1 to 1 and small one needs 75
if its above 300 or 75 it will try to output more, if it can
let it fill and monitor output rate
also no, mk 1 or mk 2
its simply the fill level of the buffer that generates the required head lift of 1.5
1.5 is THE minimum for pipes
well.... 1.5 to 1.3
the exact formula for big buffer: Output = ((300/2400)*12/1.5)) * Input Flow = 1 * input Flow
and for small: Output = ((75/400)*8/1.5) * input Flow = 1 * input Flow
any fill level below 75 m³ for small and 300 m³ for big will result in a proportionally lesser output flow
Still not answering the real question though 
@oblique hollow pog. Do you want to add them into the wiki page?
ill do that later on
i just told you. i just let 300 flow in and then i observed output rate compared to fill level and made a very accurate estimation: compare the proportional head lift of a buffer to the 1.5 m default head lift for pipes
it seems to do the math with 1.5
also, when fluid buffers are completely filled up, they can actually propagate head lifts higher then the buffer's rated head lift, which depends on the upstream pipeline
funny enough with a valve on the pipe minimum head lift jumps to 1.8 m
if a valve adds 0.3, will consecutive valves add more?
dont think so
might also be a pump inaccuracy...
see? 300 in, fill level is 273, output is 273
perfectly proportional
and for 600 in: its still proportional: 150 fill level equals 300 output
guess this is the magic behind Equalizers and Interpolators
also, it seems valve minimum head lift is a hoax: its a mistake by the pump or something
I can't believe I never noticed that making quickwire with pure caterium, pure copper and fused quickwire makes calculating ore so simple 
1 Caterium Ore + 1 Copper Ore = 6 quickwire 
fused are really nice recipes
It's the pure copper that makes the deal even though. Alloy or normal don't cut it (more copper than cat)
isn't bolted like worst in terms of resource efficiency?
Yep, but unless you wanna MAXIMIZE HMF, you don't lack the iron (obviously) NOR the steel for it (enough oil for that)
You end up tapping out of bauxite and nitrogen first
Though, you MAY have to cut on coated plates for that, the biggest plan I made had that little leeway on oil using bolted recipes (though, if you just use steel screws and not bolted recipes, the thing changes a lot)
I'd say at that scale you REALLY wanna save on machine count 
nah, machines can be built easily
No, I mean that when you build that big, you're probably already having issues with object count 😆
that can be easily avoided by not paving the world with foundations
you're super far from object limit with such a build
Like: of you build so much that you risk ending up not having enough oil because you used too much to make coke steel, you'll have LONG passed the normal object count and have a lagfest due to the 10k+ constructors alone
Quick comparison using my plan (Max nuclear, 140 ADS, 60 MFG, 40Pasta,50 TPR):
STEEL SCREWS+BOLTED: 10'565 constructors, 5'477 asses, 6294 Refs, 1051 foundries, 1441 manifs, 454 Blenders, 105 PAs (444'554 MW)
No steel screws or bolted recipes: +453 const, +690 asses, -4 refineries, - 105 foundries, -12 manifs, +5 blenders, same PA (+10'056 MW)
@wind spade
the exact numbers don't really tell the correct story. It's 4% more constructors, 12% assemblers, you save a bit on other buildings as well. 2% more MW isn't really big as well.
Probably hit the point, where there is not enough resources to make it without bolted stuff efficently
that's a small price to pay for using like 60% of the original resources
doubt so, bolted stuff can be replaced with other that uses less iron
But why would you ever care about using too much iron?
We have literally more than we can use to make end-game stuff
you never know when you'd need more iron
Less resources used, normally translate to less machines overall
You know if you make a detailed enough plan with your tool :P
and then you want to max HMF and MF from the remaining resources 🤷♂️
Uhm, bolted is generally LESS efficient on resources 😅
It gains in speed and less machines needed
When you say max nuclear, what do you use for numbers? Cant match your numbers with 50.4 Uranium and 44.8 Plutonium
No thanks, I already maxed out FUSED frames and already have HMF and MF to spare too
Seriously, at that scale having less machines is more than a big enough appeal to me to go (if not just steel screws) for bolted recipes
Simpler Beltworks, easier HMF setups
In fact, not enough resources, with those numbers
Nah, I cut down a lot on plutonium to get more end-game items
Your biggest number of machines, is probably the 100 excess ADS...
6k less contructors, just by dropping it down to 60
It's a plan to convert as much stuff as possible into end-game ones for fast elevator delivery and fast statues acquisition
So, the ADS are close to the limit (leaves some wiggle room for any extra need)
Could even get more rockets by lowering the MFG, but 60/min seems slow enough to get the 5k needed
You need 4000 of ADS. 4000/140 per minute is 28.6 min...
Yep. Imagine unlocking the cup in less than an hour after booting up the factory 😆
10 a minute, is 6.67 hours for 4k. Its takes you longer then that, just setting up the rest of the factory...
Not saying its a waste, but it can be nice to leave some resources for next tier and other stuff you need
I mean, this is sending everything you have to space elevator/sink and power, leaving nothing to build with
That's quite exaggerated.
Bolted compared to (Coated+Adhered+ standards) [planner's choice] is
17.8% more iron
13.1% more coal
(I took out steel rods and steel coated plates)
Yes, pretty much 👍
comparing two normal setups without oil:
stitched
bolted
33% saved resources
Imagine using bolted recipes without steel screws 
That defeats the whole purpose (speed and nice ratios)
imagine using coal and saying that you're not caring about resources
still way worse than stitched
uses more iron, uses coal when it doesn't have to
"nice ratios" can be achieved by pretty much any setup, we have overclocking 🤷♂️
OFC it uses more iron, but why would I care, when
- It saves on machine count (veeery important at that scale, as it means better playability)
- I don't lack the resources to choose that route
https://media.discordapp.net/attachments/501894064283713556/840634781398073426/canvas.png?width=1920&height=559
whats the best way to deal with the 210 water from the alu production? ;/
loop it back to the alu production or use it anywhere else where you use water (e.g. pure recipes)
good idea 🙂
Btw, I made this comparison with HMF (There's bolted frames in the mix too!)
"better playability" is questionable, for me better playability would be having enough resources to do other projects
also, you don't lack the resources yet
Its like Copper before U4, something you had plenty of, then Copper Powder happened
I don't plan to make a save that is "future proof" :P
Neither do I plan to play it total slideshow mode. If I can get even 10% more frames, that's a big deal
You know how better frames make even just building stuff MUCH faster?
I mean, I WILL restart at SF 1.0, so why bother make a save future proof?
get a better pc 
.... I'm cursing at you so hard rn
I'm not sure any PC, can handle all the resources on the map, being used
If I could get a GPU... rants and mumbles away
I'm inclined to think that way too, thus I say: do inefficient, if it doesn't hurt with your final plan and saves on PC performance 🤷♂️
gets impersonal computer instead
I'm sure this has been asked already, but there's no point in all at clocking miners past 720 right?
Sorry I mean 780
More or less
Yup 163% hype
Figured, just wondering if there was any unmodded reasons to clock it past that, but makes sense.
162.5, you inefficient pioneer! >.<
Time to write decimals is time spent not building
Writes sentence about one character
Choose, please
Context? ^^
whats the better pne
I mean looking at it, stators seem better (I have a nice steady supply of sheets and rotors)
...depends on the "context" (your tier, what you produce most and what you lack most...)
so i'll go for stators
quick wire for stators tho...
8/min tho...
Choice matters very little, as there is more crash sites then recipes. So pick one and move on to the next crash site
ratios tho...
Steel rotor if lazy
steamed sheets for circuit boards if you're there
im gonna have to make a big factory for tier 5/6 soon
Yeah, the 16/min for pipes is a bit annoying xD
Though the 60/min on the other hand... 
If you use the greeny doctrine you'd just build more
Coated cable, plastic smart plating, or turbofuel?????
Sorry I was in wrong channel.. looking for opinions
re: needing more iron
iron is one of the resources that gets capped when going for max awesome points/uranium power with sinking plutonium
admittedly there's only a few resources that dont get capped but some recipes are in there to save iron notably
such as steel coated plates
!wikisearch fuel
!wikisearch fuel power plant
@solemn breach turbo fuel ftw. And later you might get turbo blend fuel which is a further upgrade
@glacial hemlock nice thanks for the info!
I did get the turbo fuel! Can I use it to power the explorer?
Can, just package it
Did they ever fix the thing where jetpack can’t use turbo fuel? Although I just use hover pack for literally everything now...
not sure it needs a "fix", it's intended
Stupid question since its so obvious, but, this set up is the exact same as the 300 crude oil to 900 plastic/rubber (in this case plastic) that Kibitz has done a video on, right ? Except this one has been simplified using Diluted Fuel alt for the Blenders.
Asking incase I am missing something.
Reference picture https://pbs.twimg.com/media/EaeedxJUwAIZVHb?format=png&name=large
i don't know if Kibitz did a video on it; but as far as i know it's the most efficient oil->plastic setup
The pipe with 1 fuel is simply the rounding error and it is lame
Organizational question:
Does it make sense to fill my storage containers with portable miners, leaving single slot empty, because 100 turbomotors/other expensive stuff is plenty and I'd rather sink rest?
Is there anything else that doesn't stack and is quick to produce en mass?
Not using stackable stuff, so it doesn't get messed up If I sort or pull wrong item.
it makes sense to use that as an end storage unit, just don't use the output side of it.
will do that myself as it applies to my super computer usage.
odd..... im producing 780 ingots per min, but my belt is not having any issues
Wha
bahahaha ok wow this is JUST to make a system that'll create 4k assembly director systems in over 4 hours of in-game time
that's freakin' wild
if anyone here got employee of the planet and found reasonable ways to go about it I'm all ears. I'm guessing it just legit takes this kind of effort though, the requirements are insane
i wouldnt use iron wire for cables tbh
buuut the alternatives for that are more complex sooooo
Might be a symptom of your CPU not keeping up, but your save is just fine in size atm?
yep
smol
though this issue supposedly gets worse on larger saves
since belts are non-deterministic
Yeah thats just the game probably not interpolating correctly cause its missing update ticks
Ah well, optimizations in the future
I just had it pick all alternates and optimize, I'm sure I could tweak it a little, but it'll still be crazy complicated and suck more power than i've ever generated
I always wondered why people tried to get a ton of nuclear plants running for power generation, it seemed overkill. Now I know
tier 9 and 10 are gonna be much worse i imagine
I could always take the most complex 2 (nuclear pasta and assembly directors) and cut them in half and do them first, assuming the extra hours i'll spend working on the other facilities
and mostly only worry about the last one being optimized to take only 4 hours to complete all the parts
the amount of copper you need for nuclear pasta is just unreasonable otherwise
its really a copper beast
buuut i can definitely imagine that we will get alts for more elevator parts later on
well that and OBVIOUSLY these requirements are just time killers for the people who want to go crazy
every other tier I made just one fully optimized machine for each space elevator part and had it done in a reasonable few hours
I'm sure tier 9 will unlock after just a few hundred of each when it's implemented
I don't even hardly know where to start with this. The hyper-end-game is nuts
we dont evn know if there will be tier 9
Tier 9-10 machines be like "I need a county's worth of power to make this superposition oscillator"
need help getting 100 items per minute using only splitters and conveyors
have up to mk5
What do you mean you need help getting 100 items per minute
i have a chest full of stuff, splitting it into various resources but one belt has a lot going through a programmable splitter
Mk2, Split twice to 60 and 60. Split the second line to 20, 20, and 20, send one of the 20s away, merge the other two back into the first.
There ya go
aight thanks
For last elevator shipment I personally went with 1 acc for pasta, 0.5 man for rocket, 2.67 ass director and 2 mag field generator (basically, all parts scaled to output of slowest machine). Should take 16h 40m to build all parts, and frankly, I'd spent another 4-6h building double the factory, so may as well go with minimal set and sit on a beach.
Isn’t 0.5 rocket per min 33 hours?
Oops, guess I'll wait a bit longer
Not that it actualy matters, as I haven't finished building my turbomotor and radio unit lines yet.
I guess it’s just about figuring out how much you’re willing to wait vs how long it’ll take to build factories
Might start with nuclear pasta since it’s sooo much harder to scale up, then assembly directors since that’s also crazy resource intensive. The others are a lot easier. Then it’s just droning them in somehow (battery source TBD)
i have fuel going. you can see that I currently have 240m^3 since I set up over here. what do I do with it?
plastic and rubber is obvious, but
For his mentioned splitting method, if you merge back the 20 into the main belt, which is 120/min, you will get 100/min output, since the 20/min get circled around and takes up part of the throughput.
yes i did just that
what is the absolute max power you can get from a map? some one mentioned it once
Going from just memory without checking, I'd say around 1.7TW, mostly from nuclear.
that sounds about right but i though it was a lower number around 1.2 tw
this is coal only so far
Oil is like 500 - 600GW
MK3 mines are awsome
Oh wait you can't do max nuclear and max oil
Max nuke needs half the sulfur and max oil needs all of it
ill be ok if i can just hit 1tw
You haven't already used sulfur have you?
If you want 1TW you have to do nuclear. And I wouldn't bother with anything else.
i want max coal and 1tw
You need an absolute truckload of fuel generators just to get half that
It is difficult to consume 1TW even if spelevator parts are maxed out
Impossible to reach 1TW without nuclear
how close can i get with out nuclear?
Maybe 3/4, but probably closer to 2/3
And then you don't leave any sulfur to get the rest of the way there
Can try max the turbofuel, then fuel, then coal. Use the calculator
im not familiar with the calculator for power calculations
You just calculate for the resources, there's no power solver (yet)
i broke the calculator whe i entered 400.000 coal
I broke my phone when i try to maximize the calculator on phone
im trying 240,000
i need 5348 coal gens at 250 clock speed to make 1tw
OMG O.o
ive only placed 250
Which one are you using?
i think its time fore bed for me ill do this math later
There's not enough coal or oil to reach 1TW with either or both.
Do you guys know the current Ticket point generation limit we have using resources in the map with best recipes possible?
no, I think that's still being problem solved in a vague sense, not even accounting for accuracy down to the point
The whole 150 something turbo motors per minute can't be done anymore, right? since last update
you can make more, but they're not the main point generators anymore
their points got nerfed, and the new elevator parts are better anyway
yes, I was doing some calc on the new elevator parts
I can max two parts
But one share limited resources and it get me into a critical path
which limited resource? caterium?
yeah that's the issue, I think it's at least narrowed down to rockets and assembly directors, and no pasta
Bauxite and Raw Quarts are the critical path here
pasta takes too much copper to make decent points
This is for 81 Thermal Propulsion Rocket
to go with this I need to give up on my drones since I wont have a good way to provide batteries
I have a normal node focused on batteries right now
produce 342 batteries for 600 bauxite
crocketeer is working on this, and this is his latest plan: #satisfactory message
looks like assembly directors are the more important one, cause you can make a lot more of them than rockets
yep, that's indeed true
He is probably maxing Assembly Directors
and then he can share the Bauxite with Nuclear
I can see he is maxing Nuclear 50.4
is maxing nuclear needed?
if he is sinking the rods
sinking plut rods isn't a good points source though
maybe this is maximum with maximum energy?
I think that may just be another personal goal he has
yeah I think that's what it is
so can probably get some more points by minimizing power
I'd look in to using fertile too, it's uranium ore inefficient but saves on other stuff
although it's worse on bauxite so..... 
wonder what all alts with fertile minus plut fuel unit would look like, so you're not making pressure cubes
is this sinking the Plutonium rods?
no
you should get voer 1TW with max Nuclear
that's only 1100 ore, cause it was a nice number for comparison
oh ok
the percentages are the important part
huh. its uranium inefficient? oh because you lose power...
I think it may be needed to go nuclear for this project anyway
yeah, for a given amount of uranium using fertile results in less power
521GW for the factory is no joke
honestly the save on everything else seems nice tho
max points is definitely a nuclear project, no getting around it
yeah I even made it red XD
but that's using fuel unit for both, so I wonder what it looks like without plut fuel unit
wellll........ less sulfur used
cause it does cut the quartz in more than half
soooo you can easily go for some instant scrap there
that also nicely falls in line with instant
...... could you..... possibly..... run this with instant scrap?
oh that's true, could it be a net gain for aluminum cause you could put more quartz to making ingots 
but u get the same amount per bauxite using Electrode, no?
yeah instant just has a nice setup, it's not more efficient
electro + sloppy + normal ingots
it already requires 2 alts and a much larger setup
and sulfur isnt THAT limited
I find the setup for Aluminum one of the simplests so far
getting the alt recipes is not a problem as well
hmm looking at it some more, maybe just skipping both fertile and plutonium fuel unit might be the way:
fertile: https://u4.satisfactorytools.com/production?share=q5zhP65eanC3sp5GdRM4
non-fertile: https://u4.satisfactorytools.com/production?share=AxJr7lKOw4Ptu04fk0pe
fuel unit is the big culprit for bauxite usage in making plut rods
In terms of streamlining a factory what items would you center production around? I'm at tier 6 where I can build Modular Engines and Adaptive Control Units and since they don't share materials other than contructor-items and maybe stators, my intuition is to make two seperate factories or groups (I will make separate scalable factories for all low tier items like screws, plates, wires etc.).
When I have access to Supercomputers I can make a factory for that and combine it with Adaptive Control Unit to make Assembly Director System. The thing is both factories share items in their production lines so I would have to make things like computers in both factories. Is it better to have separate factories for those items instead, like a factory for computers only? If the question is in the wrong channel I can move it to another.
its hard to say since that answer depends on what you are willing to put up with. its mainly preference.
If you locally produce all your stuff for the MF,ACU and ADS, then you have to divert the raw resources to all facilities.
If you produce computers seperately, you only have to ship computers around, but you may or may not need to move more resources for that
@oblique hollowYeah, that's what I'm thinking too. Either way resources have to be moved around one way or the other. I decided to make separate factories for for all ingot based materials because they are used in so many ways further up the chain, but it's hard to say if more complex items benefit from separate productions. You could go on and on and build separate productions but in the end it's more a design choice.
Generally plan for the highest item such as rocket, then work down. Lets say you need some turbo motor as well, then just overbuild the turbomotor a bit for storage, as turbo motor is a component of rocket
Build centralized for easier setup, build far apart for fps friendly
im more of a fan of separate, enclosed facilities that produce only a small number of other needed components inside, but they have one main component being produced
Wall doesn't help fps, sad news for you. It only contributes to uobject limit
"enclosed" doesnt neccessarily mean walls. i meant more like "isolated"
@glacial hemlock I'be been doing that too but then there's ADS, MFG, Nuclear paste besides rockets and there's overlap between them. So for now I'm leaning towards build things like ACUs separate even though other facilities need computers too. I'm a fan of grouping things in terms of what is needed to open up higher tiers. I make everything in one facility but with separate buildings.
Good practice. Lags add up quickly if buildings are clustered
could never be me. i dont like the organizational and logistical mess of giant facilities ¯_(ツ)_/¯
Maybe i will change once I've build further, but for now I keep it in one area and try to keep it neat.
I gotta say it is nice to see all the materials moving around in a big factory
But it's also nice to have a very organizational resource manager
My 20gw power tower, would be nice if I could build some more of those and that would be enough to power my Sink project :/
place a radar scanner on top 🧠
Given the hitbox of fuel generators you can get away with slightly shorter floor heights
First time I see the tool do smth like this 
"Non Fissile Uranium, 0.00x Blender" 
that's the idea, the glass tower in the middle will be filled with batteries.
yes, but I did not wanted clip or smoke going into next floor
Wanna guess the output? 
Known bug, @wind spade ?
I assume it's 0.00001 or smth like that
I'm pretty sure it's not... But the factory plan is linked above just in case (follow answers up to Lund's message)
I mean, don't 24 fertile uranium blenders take up the ENTIRETY of 600 waste?
(Math says they do)
adding a few 6 to the 10.6666 request for plutonium fuel rod removes the node
so it was indeed 0.00001 or smth like that
rounded to 0.00
But there should be literally NO waste left for the node to use (24 machines each at 25/min) 
may be 23.9999995 or something similar
or 24.000004
the numbers are rounded, not just trimmed 😉
24x25 is 600.00000...
I'm doubting math and life as a whole now :tired_jace:
where are you getting the 24 tho?
That's the numbers of blenders consuming waste
Fertile uranium: 24x blenders (each at 25/min)
yeah, but the 24 blenders can be something like 23.999995
and the tool shows 24.00 because it rounds to 2 decimal places
Semantics 
you can see that some rounding occurred on the output lane
yeah, it's all rounded 🙂
as I said, add a few 6s to the request for plutonium fuel rods and that fixes it
rounding errors (:
it's technically not even rounding error
the non-rounded numbers are correct, just the displayed numbers are rounded
<@&387163995947270144> Petition to update the pinned link to greeny's site to the U4 version
https://u4.satisfactorytools.com/
I mean you could've just pinged Frontier
That's 10 IQ points out of my reach 😅 (will keep it in mind 🙏)
You may wanna say that to Joshie too (pinged CM in #satisfactory about #welcome)
I have a plan of using 1200 crude oil to make fuel and plastic and rubber, now i was thinking that when you use the main fuel recipe you get polymer resin which can be used to create either rubber or plastic, should i just make max fuel and use the resin with water for the other two? if so how much of any would i get
i tried to put this into the calculator but its just... not workin the way i want
Or you could do the other way around: Making plastic and rubber with the crude oil and then using the heavy oil residue to make fuel without needing any water
How much fuel would that net me?
ive calculated that the way i do it i get 120 rubber a minute and 120 plastc and 800 fuel a minute
idk what the other way round gets me
in my basic oil factory, i am using 300 oil to make 100 of each oil product
oh, then you could use satisfactory tools to exact how much you want to produce
and it gives you the most efficient way
depends on what you consider 'efficient'
You can make much more of all of these with diluted fuel
how do i make diluted fuel
i know how to get alternative recipes
oooo
MUCH more efficient
can you link me the wiki article of the recipe youre talking about
ye, wait just a minute
this one?
you can have a closed loop of the packaging right?
ye
and crude oil -> heavy oil residue instead of producing plastic and rubber would also be more efficient (produce more fuel, that can be use to produce more plastic/rubber with the "recycled" recipies)
OH YEAH, I haven't thought of that
so the most effiecnt tier 5 way of using my crude oil issss?
imma calculate a bit, be right back
i have 4x300 crude oil btw
it would be something like that. And use polymer resin to produce rubber (residual recipy) and then use you fuel to produce more plastic/rubber according to your needs with recycled recipies (it's 1 fuel for 1 plastic or 1 rubber in average)
i'm pretty sure that's not optimal if you use residual plastic
With the packagers it's 4380 MW for a theoretical 40000 MW of power
With the blenders it's 4080 MW
whats your current one?
1800 lol but my max usage is 2100 so if it dies im fricked
You don't have to start everything at once. As it's an easy 1:1:1 loop for the diluted fuel thing it's easy to build small and expend as you get more power
you could start with a quarter and get the fuel generators going so you can get the extra power
unplug everything in the meantime
Im on my first playthrough but i was smart enough to make a main breaker :)
I wasn't
With only 25% of this fuel factory, you've got more than 5 times your current power
youll have to double it jsut to start with nuclear
maybe not double but you'll need like 60
60 to 70
might I suggest this place for future development?
Not really...
Power storages, remember? ;)
you are correct
If you've got enough backup power to power the whole nuclear factory you'd get away with 40k
Yes, lots of oil, great for a fuel plant, and there are lots of pure nodes of resources in the Northern Forest, which is close too.
Sorry for the ping, but what is this program? Looks like a satisfactory calculator I've worked with in the past.
It's SCIM
Ah thank you
Satisfactory helper to calculate your production needs. | Gaming Tool/Wiki/Database to empower the players.
yeah
Thanks
what would the foundation dimensions to fit around 30 fuel generators?
if anyone knows
I think mine for 25 is 20x20 ish
You can check out the fuel gens' sizes in the wiki ^^
But I build pretty loosely
alright
Hi everyone, a place where we can discuss about mod ?
Ask for mods over at the official modding discord. It is linked in #welcome
<3 @frosty owl
what do you use to get the web layouts like that?
see pinned tools
Or.. this way
which looks something like this when laid out.
As far as fuel making goes... I'd rather leave that out as it's pretty much up to you as to how you want to do that. packagers can be packed into a fairly compact setup. They're not really the most ideal way anymore, but done right, they're still pretty compact and don't give any issues. besides increased power usage. recycled loops in general are going to cost more power anyway.
I have a Turbo Fuel refinery setup that uses a lot of packagers and refineries. My question is, if I switch to the blender to remove all those sidesteps, will that be more efficient? Both production and power wise?
blender itself uses more power than refinery, but it simplifies the process
also, if you use 2 blenders at 50% instead of one at 100%, you already save more power than refineries
buuut its not that bad of a loss if you leave it at 100%
Well, power is not an issue at this time. I have 300 turbo fuel generators at this moment
Was just wondering if I should bother switching to blenders or leave it as is
the Turbo Blend Fuel uses more Oil but less Sulfur
Sulfur is a very important resource when going nuclear if I remember correctly?
yea, but unless you try to maximize evrything, you wont run into a sulfur bottleneck
heres the comparison between a lot of turbo setups. columns are resource efficiency between each recipe combination
So what would you recommend, leave my setup as it is, with all the packagers and refineries or switch to blender?
i guess you have diluted packaged fuel?
Yea
and you think about using diluted fuel (blender) and turbo blend fuel
Well, what I wanna know is what's best in general. Stick to what I have and start working on nuclear, or change the setup to include blenders
Efficiency, power usage, room usage..
well. i used the two blender recipes, and they really reduced my build size.
if i remember right..... 6 Blenders for 270 Turbofuel, with like 1 diluted fuel blender needed for those
its a very small setup
a single turbofuel blender replaces 2,4 normal turbofuel refineries
Setup is like this now, this is one floor. I have a second floor below it
diluted fuel in the blender is actually fast enough it's also a power savings compared to the equivalent machines needed for packaged diluted fuel
it's just a small power savings though
So, since I already have this setup there's really no use in converting it to use blenders?
I don't need sulfur at the moment
then leave the setup as is
But I'm not at nuclear yet, and I know nuclear uses sulfur.
yeah but not terribly much
max nuclear only uses half the sulfur on the map, just for perspective
Hmmm, that's good to know
so, yeah, as long as you leave some sulfur you should be fine, only really need to check if you're doing some extreme project with sulfur
I don't think I have any extreme plans that involve using sulfur
When you talk about max nuclear, how much are we talking about?
iirc it's 50.4 uranium fuel rods and 22.4 plutonium fuel rods, might not have those exactly right off the top of my head
it's more than 1TW of power though
it'd be hard to use all that power though
Yeah, but one satisfies oneself in the challenge in being able to succesfully build it and have it running as efficient and well as possible 🙂
that pretty spot on unless nuclear is rebalanced in the future, but as of this moment that is the max of each rod you can make.
Damn, this looks nice. Never thought about doing it this way. Btw. what's the recommended ratio of rubber/plastic you want? I'm not sure which is more valuable
Depends on the recipes and alt recipes you like to use
If you're uncertain, just do 50/50
okay, thanks
The biggest plan I saw used around 500 GW
Mayb it's the wrong channel to ask but is Nuclear power even worth it? I mean it produces waste you can't get rid of
One normal Uranium Node can produce 180 GW with no waste produced. The Uranium Waste can be turned into Plutonium Fuel Rods which can be sunk
Ah okay. So you can even get rid of the nasty stuff somehow now 😄
Plutonium Fuel Rods can either be sunk or used as even more power, but will produce a small amount of waste. Your choice whether you want more power or a relatively small amount of waste.
@livid meteor Don't be scared by waste :P
Even uranium waste (the one produced the fastest) fills up 1 ISC every 10h for every 10 GW of power (4 reactors)
Pffft, that amount of waste you can handle by eating stuff :P
Took me 200h before the storage I put it in started giving off enough radiation for me to get damage when close to it (before I had to practically hug it to even get a smidge of damage)
Hmmm, maybe I will do nuclear power tho. Still at tier 7. Just freshly entered it
how many gens can i fuel with 3560 fuel and 750 turbo?
3560/12 + 750/4.5 ~ 463.33
2+2
comedy gold
man, you got me in actual stitches, you should star in comedy movies with that sense of humor
Is this right? or is the website a bit broken? im producing more water than im inputting?
Sloppy alumina at 100% needs 200 water/m
At 28% It'll need 56, so 22.22 + 33,33 = 55,55 or ~ 56
When you produce scrap it makes 33,6 water/m
It kind of checks out
the water is produced from the scrap recipe and added to the sloppy alumina water requirement
it's not produced by sloppy alumina
Finally ❤️ Will now start tier 7 any tips? 😄
Make a fuckass load of heavy modular frames and computers
focus on alts unlock, and after you decided which recipe path you want to take, then go large for it. Make sure to start with nuclear setup
Thankss
I'd start with aluminum; mk5 belts are really nice and you need casings for a bunch of the new T7/T8 stuff
Hi, currently I'm planning my aluminium production. there are two ways to produce 1 bauxit -> 2 scrap. Per blender or per sloppy- and electrode aluminium. Does anybody have an idea which is more useful?
They have the same bauxite efficiency, but instant need sulfur so if you're looking at a strictly resource efficiency standpoint it loses
define 'useful'
has a neat 1:1 setup though
1 sulfuric acid refinery to 1 instant blender, and all of that blender's waste water goes back into the sulfuric acid refinery
have to kickstart it with some seed water though
useful = efficency, hm, i should calc first the need of sulfur for my 2460 bauxite
efficiency as in 'lowest resource consumption based on weighted resources'?
if so, I recommend https://u4.satisfactorytools.com/production
enable all alt recipes and see what it comes up with
keep in mind maximize doesn't solve for efficiency, just most
you need to use items/min for efficiency
item efficency > time efficiency - I can allways build more factories 😄
hm ... 820 sulfur is too much
yeah the setup is neat, but only you can decide if the sulfur cost is worth it, sulfur isn't used for too much
not easiest, but ye most resource maximization
for perspective these are the uses sulfur has:
- turbofuel
- nuclear
- batteries
- munitions (minor usage, don't need much)
- aluminum
instant cells & fuel unit both make the tradeoff of more power at the cost of more other resources and more waste
so which to use depends on what resources you want to save, how much waste you want to manage, and how much power you need
plut fuel unit uses a ton of bauxite
yeah, thanks for the thoughts! I allready used two pure mines for turbofuel, so I'm gonna save some mines for later
i have very good factory for bauxite refinement.
I'm not aiming to use them for energy but rather dumping into sink
oh if you're just dumping them don't use any alts
don't be afraid of waste though, plutonium doesn't make that much
especially with no alts
you can always change you mind later though when/if you need more power of course
Not all of the alts offer a better ratio, though.
what do you mean?
Some alts are simply really bad?
Turbo Heavy Fuel is a good example
IMO turbo heavy fuel is the simple man's turbofuel, it's as complicated as straight fuel -> turbofuel but hor -> turbo heavy fuel saves a bunch of oil
Alt recipes achieve one of two goals
They are more efficient and more complicated
They are less efficient and less complicated
Then theres a few that are overall winners and overall losers
But most fall into the first 2 categories
yeah, turbo fuel alts are the example of overall winner and overall loser.
Turbo Blend is definitely more annoying
For initial setup at least
But it saves having to make an entire factoryline for Compacted Coal
How's it annoying? I found it so quick to set up ^^
Im just not used to arraying machines with 4 inputs
At least I can make compacted coal factories elsewhere and pipe em in
But this is less footprint with a lil more cautious planning
Ugh, don't mention 4 inputs...
I'm currently quite mad at manifacturers -.-
They are actually quite manageable with a lil bit of help from conveyer stacks
You wanna line their input to wall holes? Fine, go right ahead
Wanna line up the output too?
NOOOOOOO, why would you even think to do that?! :disappointed_snutt:
They really should rework the conveyer walls to work kinda like pipeline wall holes
Either that or shift the manif's output
Note: the blender's output is shifted to one side so it doesn't have this issue even though it has 2 outputs :rolljace:
For the blender I just use conveyer stacks and pipe supports to line up very well
I like to hide the belt/pipework behind walls (having them come out of wall holes) and it works fine
But if you wanna then feed the output of a manufacturer to another row of manifacturer you WILL have to bend some conveyors, unless you manifold everything or something
if you want pain, try sending a vertical stack of belts through wall holes and see how like none of them match up 
Eh, I'm ok with that, since I prefer to have them spread out xD
I usually never stack for vertical transport (if I do, I use lift spines, no wall holes)
They’d need to dynamically erase the wall texture or they’d look like the hyper tube wall holes. Which look like crap
I believe you can do with some smart texture related mechanics
adding fake windows
I believe youd stable some sort of conveyer wall hole model onto the wall
and where the hole is is a shader that masks the original wall texture at its location
like a layer, overwriting it to look into the other side
would changing geometry be more expensive?
I wouldn't mind even if they looked like that 🤷♂️
They'd bee too useful for me to care tbh
if this trips I'll be soooo frustrated, lol
central storage / shopping mall / pick-a-brick question:
Do you ship all items from somewhere, or make simple ones next to boxes? Eg. why ship wire/quickwire/cable if I can siphon couple gold bars and hide couple constructor(s) behind a wall to fill my building container?
I ship small amounts in mixed belts/freights
I can usually get away with 2/3 mixed freights easily for everything
I keep it all in one central location, and get what I need via long-ass manual trains, and then store excess at the building site
though I could see just making the simple stuff on site
I have a train with carts for everything I could need to build ... then I take the train wherever I wanna build 🙂
@versed violet
I don't even have to remember where the place is ... just key in the station name 😄
Not at this level of crazy yet. Only built a single factory for iron, steel and computers so far. And one for Bar-Parts
does anyone have charts or info on best caterium production
@desert creek which caterium you mean?
nvm im all good
If you mean which alternate recipe is the best, then wiki probably has half of the answer
wiki/knowledge will allow you the context to appreciate and evaluate a solution that works best for you
I'm having trouble wrapping my brain around how many coal gens/Water pumps i need to hit max efficiency for 270 Compacted Coal/min, could i get some advice as to where to go to find this stuff?
compacted coal imo isn't worth the effort since fuel is a much better alternative in the long run
!wikisearch coal generator
there should be a consumption rate provided in the link above
it's just math from there
Mm, alright, I guess if that's all i'm going off of, i got it down then. Thanks! Also, I bet it isn't that good for the long run, but i'm also still early midgame and i just got the recipe, and coal power is amazing for where i am right now, so making the best for what i've got with 1 node is pretty important rn.
Make sure you overclock your miner to the sky (or whatever your max belt is), it is easier than using compacted coal.
always overclock extractors/miners
I've got the Coal and sulfer OC'd to the max of my belts currently, ||which is 270 ipm||, but i still want to get the compacted coal over coal, since it produces more for less.
I'm just trying to get the maths down
compacted coal is less power than an equivalent coal setup, because the constructors take power and one compacted is barely better 2 coal
might be fine if you're setting it up for a future turbofuel factory, but just by itself it's not worth burning in coal generators
is it really less efficient? That's crazy, i didn't know that, alright. Thanks for that heads up then. I guess i'll go look into that and rework everything then
yup, when you look at the net power (total power minus cost of machines) of 270ppm compacted vs 540ppm coal it's less
isn't compacted coal 1:1 in that 270 coal(and sulfur) goes into making 270 compacted coal?
yeah, so you're getting 540ppm resources and putting it in coal generators, so the equivalent is 540ppm coal
Ahh, i see what you're saying. I Suppose given that i haven't really got any defined parameters, just in general Coal would be better than yeah.
But in my case, i'm using the only other pure coal node i've got access to currently to produce steel, so i've only got 1 coal node, and i've got an unused sulfur node because i haven't got into sulfur stuff just yet.
you're in grasslands right?
correctamundo
ping for coal, look for the ping in the northwest, and go there
there's 4 normal nodes next to a big lake
and also more sulfur near there, if you just think compacted is kinda neat and damn the numbers 😛
compacted coal hasn't been a thing since the best turbofuel recipe used it
I mean the difference isn't huge, if you're like 90% done just do it. I don't want to make you start completely over if you've done most of the work.
Well i appreciate all the help then. I didn't realize there was 4 normal nodes out there and i am now totally going to use those instead of all this compacted coal stuff, thanks for that all.
and steel
well the 4 nodes are probably going to go to power, and i can use the pure node i'm not using for more steel or something, yeah.
maybe get into sulfur because i want explosives
I should get around to making that "buff compacted coal burn time" QA post, cause it just ain't right that it makes less net power
I should get around to making that™️
good morning, any good ideas for a pc production line?
You can go with compacted coal, but quickly get the fuel and blend fuel unlocked, would be more efficient in the long run
Caterium computer with silicon circuit board.
hey, question about using satisfactorytools; when it uses a decimal this precise, is there any way to meet that in underclocking? i'm pretty sure you can only go by 5 hundredths of a unit
Yeah, the tools don't show full numbers
This is equal to 17% underclock on one of 33 assemblers
The tool shows the total # of desired output. You can clock the machine by typing in the desired output number and it will set the % clocking, right?
Indeed, tho that'll only work for one machine
ahh, i didnt realize you could type over the percentage, i was just using the slider. so is the tool usable exactly in game? I was thinking ahead about how it could possible lead to very slight over/under production if a machine was off by a slight amount given the calculators precision
Yeah there may be rounding error, but usually adding +1% to the clock solves it
In the future I plan to add rounding to more decimals
true, im just worried that might demand a bit more from the machine behind it lol, though im sure something that tiny hardly matters
Well it will produce whatever amount you want
It may produce slightly more due to the +1%, but usually you're limited by input materials anyway
fair enough, ill give it a go, thx for the help!
Sorry for the late reply, if you copy my setup exactly, it's a bit of work (shutting fuel off&sinking belts to clear machines and swapping recipe) but you can switch from plastic or rubber output, but it's definitely possible, and quicker than building a new setup. at least if you've already built a large one.. I think my whole setup produces 1920 plastic and 2880 rubber. not just gonna build another one of those lol. To answer your question! It... depends on how you do things.. it definitely seems to favor very heavy rubber usage with alts in the late game.
So having a setup that's flexible, in that it's possible to switch from one to the other without doing much work, is really useful. if you've noticed.. I don't have any residual rubber/plastic in my setup.. so if you don't build it exact to produce 120/270/480 and use the output belt as a limiter.. you'll want to use a smart splitter with overflow to make sure the loop doesn't run low on the output. In both cases to start it, you simply throw rubber or plastic into any machine and let it warm up.
is it ever a good idea to have more than 1 fluid buffer? or would multiples be wasteful?
question,how much copper/min would i get if i had a mk3 max overclocked miner on a pure node?
same for iron too
a mk3 miner overcloked could produce up to 1200/min, for any ore. But it would be limited by belt speed after that, so 780/min
i see,so best math it out with 780 in mind?
yes
is pesonally greatful to not have to make 60 foundries
well says 39 is needed but for my sanities sake were doing 38
ok nvm we rounding up to 40
and wait, @regal kayak correect me if im wrong but if i went for just 2 at 150%
i would max out a iron alloy setup?
this is very confusing for my brain that just got out of a 16 hour coma XC
what do you mean by maxing out?
could i possibly screenshare with ya?
wopuld make it about 100 times easier to explain
no, just try to explain here so others may answer with even better answers if i make a mistake
ok
trying to make an iron alloy setup
i have 2 pure nodes of copper and 2 of iron
trying to plan for mk3 miners as later this will be my main iron source
so with 163% oc'd mk3 miners on all of those you get 1560 copper and 1560 iron/min, you need two belts for each (4 total) to transport them, then you need 1560/20=78 foundries to smelt them, they output a total of 78*50=3900 ingots, which will need 5 belts for output
...78..
the 163% oc comes from 780/480 (780 is mk5 belt and 480 is mk3 miner output from pure node)
ok i think imma take a break today
ive been at this factory all week
also for my brains sake ill do 75 founds
as it divides nicely into 5
Check you math bro, you're off by like... 0.5%
(162.5)
That actually is a good idea, since relying on maxed out mk5 belts is a bit... Tends to not work perfectly 😅
Tip: always feed MK3 pure miners to a ISC and use those outputs to "split" the 780 load in 2 non-maxed-out belts
If you feed it directly to a series of splitters, you may incur in losses
Wdym?
IDEALLY you should be able to, it's just that 780/mim tend to not behave like it should when splitted
so optimal setup is just a line of 75?
or you can do several smaller lines, you don't really have an optimal setup: you can find different good setup depending on how you like to manage things.
i prefer to use smaller lines where belt capacity isn't a limiting factor, for exemple, and just replicate each of these lines as many time as needed
probably doing something wrong but how should I set up oil product development?
one pipe at a time
define
yes but where do I set up the factory?
on the ocean near the coal gen I have?
While i'm at it
I HATE THE AMBIANCE IN THIS AREA
yeah but I need flat space so i may do it beside ocean
foundations exist
ye
Is there any way to snap buildings together without belts involved?
like. them transporting items to eachother without belts?
or what do you mean
Like snap a splitter straight onto the output of a building
nope, not possible
Stinks
that would defeat the whole point of the challenge and progression of logistics
Thought that might solve the problem where full overclocked miner mk 3s on pure nodes would be bottlenecked by mk 5 belts
nah it wouldnt
mk5 belts have other issues
they cant handle full 780 per min right now due to performance issues causing throughput loss
1200 per min would be even worse
But splitting the 1200 into 2 600s would possible work if we could snap a splitter straight on the miner
you'd still be sending out 1200 per min from a single spawner
that's the issue. high volume has throughput issues
and again, being able to snap them to machines directly causes several other game design issues
A diagram I made that covers everything I've found up through tier 4. Planning...
Enjoy tier 8 lol
Yeah I'm not in a hurry, I want to make sure I have all t4 production ready before I send up shipment 2
it should work; but you don't need something like that: for fluid, pipe fill from bottom to top, so if your refineries (and pipes that lead to them) are all on the same level, they will fill evenly
well whats is true, but i had a thought that it wouldn't fill evenly
in the picture it would probs fill the first pipes and later the middle ones with less and the last ones even less
thx for the clear up
unlike with belts and splitter, the difference will by small with pipes like that.
alrighty, even small differences have big impacts :D
You can achieve the same result (and with an easier building style xD) using a horizontal layout rather than a vertical onr
Though, to be fair, splitting them manifold-style and letting them fill up would yeld the same result too, with less pipes... But that's preference ^^
not really
for example with manifolds, where everything other than the last 2 machines will back up, and after a few minutes (depends on manifold size, stack size and comsumption/production) it will reach 100% efficiency assuming all of the inputs are correct
What does SatisfactoryTools' calculator prioritize the most (space, resources, power etc.)? I'm trying a few recipe combinations, but it always wants to use lots of oil and bauxite. I'm trying to get it to use more quartz for silica, but its hard to see why it's changing my production in the way that it is
It has its own value on each resource. It tries to use the "cheap" ones first.
weird, thats why i'd have expected it to use up more stuff like quartz. like every time i make concrete with all recipes on it uses rubber concrete, while oil will be a bottleneck elsewhere in the same diagram. ig i can tell it manually it has less raw resources to work with though
and just disable the recipes i dont want, ive just been working with it for a while
Yeah it takes some tweaking to get it to work how you want. But some method needs to be the default.
using quartz for concrete doesn't make sense since limestone is plentiful
ya those were two seperate examples, that specifically was for high speed connectors, i was really surprised when it preferred the original recipe
it's also important to note the "maximise" feature is wonky in consideration of cost
true, im doing items/min on this one atm
it can be strange but generally gets where you want in my experience
maximise --> x/min
this area can fit about 6400 water extractors and produce 768000 water per min if the math is right, and there is still the other area of water next to it that can probably fit a third of that
also thats accounting for pipe space
and power poles
Stupid question: Anyone tried building water extractors deep underwater?
why do i wanna build this
pure EVERYTHING
honestly tho with that you could easily do full utilization and max every pure ingot
and crystal and concrete and stuff
Pure copper gives more than copper alloy per copper ore?
!wikisearch hard drive
alloy is 10->20 (200% increase)
pure is 6->15 (250% increase)
also pure doesnt consume a lot of iron
14k iron ore is a lot
Didn't realize it was so efficient.
Buut... does anyone actualy max out the copper nodes?
then there's power too
copper is often a bottleneck for things like supercomputers or ADS'
although something to note is iron alloy is very slightly better than pure iron
but also copper>iron because scarcity so pure iron is better
I agree iron isn't worth copper
Not a problem as long as you have free storage space
(The subject was pipes xD)
ik, that was an example of where small differences dont matter
Note: pure copper, pure caterium and fused quickwire mean
1 CP ore+ 1 CT ore = 6 quickwire
Clean numbers 
2 copp and 1.6 cat every 30 wire 
Oh, so I don't need to export water for fertile uranium yes?
Why do pipes hate me
Is there a list of Alt-Recipes that you highly recommend? Haven't dabbled in Meta since initial release. I guess getting rid of screws is still a high priority?
Wouldn't really say there's a list. Almost all alts are useful given the right circumstances. Screws can fall under personal preferences, and some alts are generally all around useful. Ex solid steel
It also depends on where are in the tech tree
@fathom shell although not completely done, you can find some alt analysis on the wiki pages, either on the item page (eg, 'screw') or on 'hard drive' page. Other community analysis on reddit also worth to check out. Resource efficiency, complexity, power, space, ... it depends on which parameters you value
how far can i go until i reach the death barrier
hah, handy embed for once
thanks
@deft lichen this is one of the rare case where the preview image is actually what we need
yeah 😛
@distant bluff you can't see your coordinates in game by normal means, though, have to open with console 'sort of cheat tool'
ait
hey guys, planning the layout of a mega factory but have not progressed to the latest stages of the game yet ... how many different ingots are in the game please?
!wikisearch ingot
you may want to get to the end of the game before planing a mega factory
i found a problem :(
me every day
thanks!
np
It would be something like: Saving high valued resources (like uranium alt recipes way back when) > Work Steps (like screws) > Anything else
im normally against using external tools designed for the game but no human can memorize every alternate and every resource cost
I think that is part of the fun, slime
not in the final stages of end game it isnt
If you planned accordingly, the endgame should be rather easy, no?
nope
im talking about getting the absolute most possible resources from the entire map
you can definitely play the game without using external tools, however the complexity of the math behind making more efficient factories make it pretty much mandatory to use some kind of external help to do so
i havent used tools up to the point where i want to begin the factory to make these outputs
the factory alone will consume ~500 gw
and that doesnt account for 1k+ water extractors and every mine on the map
and the power my pc will consume trying to render it all
What would be the most efficient way to transport items? Would it be drones now? Or is it trains? (is the bug fixed that trains are splitting at intersections? So you can have one big train grid to reach everything?)
most efficient by which terms? power? throughput? complexity of build?
iirc the bug with trains doesn't exist anymore
Throughput
one train can have pretty much unlimited throughput
you just add more cars to it
so it's a clear winner I guess 🤷
Is there a rule of thumb as to how many cars you would recommend greeny?
1 belt is better than 1 train but 100 belts is probably not better than 1 long train
depends on incline
if you only use the middle ramps as a max incline 1 engine per 4 cars
the 2x8 ramps or their double version
then resource efficiency would likely be your focus. On wiki, it is labelled as 'WP' under alternate recipe analysis section
reddit analysis
wiki analysis
in terms of resource efficiency, caterium circuit board is slightly better than quartz. Electrode circuit board is meh
if the round trip is less than 8min 12 sec, then 1 car per belt is reasonable. It is impossible to achieve exactly 2 belts per car due to some weird game mechanic, but close to 2 is possible.
that's based on stack size 200, if stack size is less, you have to shorten the round trip too.
im having a really hard time analysing Polymer Resin Alt + Recycled Rub/Plast because Recycling Math.
Also Greeny's tool has a hard time accepting rubber as an input and then outputting more rubber
Maximize sorta works
buuut it doesnt work for both materials as inputs
These Recycled Recipes really make my head hurt
Recursion go brrr
Why do you need rubber as input AND output?
Analysis of converting polymer resin into rubber (because residual plastic sucks) and then using that to feed the recycled loop
resin always goes into rubber and not plastic. That's it
simply to determine how far you can get with the polymer resin alt
Doesn't the tool automatically use polymer rubber to kickstart loops anyway?
No
the analysis of plastic and rubber is sort of done, on wiki
best it could do
so i just turned rubber into more rubber
300 oil to 525 Rubber
you turned rubber into less rubber what
ah
look closely
the most plastic it could make with the limited HOR output is 400, and that uses 200 Rubber
so 400 Plastic and 125 Rubber
however, you can do some funny rebalancing to convert some plastic back into rubber
aaaaaand thats where the problem is
Also Greeny's Tool cant do math, it just turned 100 HOR into 323 fuel
lol, that's funny
when you limit the raw inputs, it just breaks
it just tried to make residual fuel out of nothing
i did it. i found the limit of the Polymer Alt
300 Oil in = 262,5 Rubber and 262,5 Plastic Out
thats with recursive recycling
I never used refinery alts, except for steamed copper sheet, but if you can, use them they are good alts.
technically having input of 200 plastic and producing 500 plastic is the same as just producing 300 plastic
so I don't think you need to do both input and output
it was only a test
since i wanted to produce 2 things
also, you gotta check out the math xd.
its not great when it uses things it shouldnt
yeah it's broken with maximise + input, but feel free to post the production line so I can verify it's not some other bug
it is maximize + input
yeah
so it might be that
that was the mistake i had made lol
Opsie, no power 
this is the new plan
because this website doesnt know what nuclear reactors are i had to make uranium rods, then add waste as an additional input and make plutonium
are you using the uranium for power, and are you sinking the plutonium?
im going to make a setup that lets me turn on sections of plutonium power remotely as needed
so i will only be using as much plutonium as i need and sinking the rest
Updates to fix that will come soon™️
#Praise-Greeny
i think my method for remotely turning on plutonium rod consumption is pretty smart
il make a diagram 1 sec
power switch to the plutonium nuc plant
oh
and therefore waste
let me introduce you to this garbage drawing
incredibly oversimplified, here is the key:
more like 
grey: plutonium rod production
yellow: sink
green: reactor
purple: switch
black lines: conveyor
red lines: power
back squiggle: smart splitter
how it works is it prioritizes the sink
and when the sink is turned off rods fill the conveyor and are then sent to the reactors
😮 wow, I didn't even think of that
and you can have different switches for each reactor, 1 switch for all reactors, or anywhere in between
ok, I have a weird idea for this, that might work. I'm not the best in remote turning on and off.
well any idea is better than none
true
If you connect the rods to the power plant with anything that isn belts, you could have a switch controlling that ^^ (Eg, switch on the loading station for rods)
well that would eventually fill up and back up everything
No, it goes to sink, ofc :P
well thats just my system with extra steps lol
It's just a system that does not rely on belts 🤷♂️
also because of how the logic for that would work there would be a buffer of rods in your train station
Nope, unpowered stations don't let items in. Assuming you're using ALL the rods/min at the unload, you won't be stockpiling
eh i just feel like that is redundant if you already have the splitter on the belt
They are DIFFERENT systems
Belts work on the assumption that your power plant is close to the plutonium production site (unless you just like having kilometric belts ofc xD)
Its a long shot but it might work...
Explain it some more? 
the red is power line, and the black is conver line, the splitters are the squiggles with priority to the sink.
i think i see how that works
the idea is that the sink will always have power because of the fuel plant, and the fuel plant can be cut off at any point
The truck line makes it so that it delivers the fuel so that it is off for 1 second intervals.
it will back up so that is can go to the nuc plant
then making more power, with most of it going into the sink
but then how do you toggle it?
I havnt doen something like this so it might now work.
also what this will do is just change the direction of overflow
you can toggle it by a power switch on the outside, making packaged fuel to send off.
like I said I havnt done something like this.
i was talking about .@'s idea with train stations
hold on I have a better idea.
Sounds like terribly complicated imo xD
A simpler version would be a switch for the packager (basically powering up the fuel Gen) to toggle the sink on/off... But that's literally Slime's sulystem with extra steps
what your system does is send it to the train station and by extension the nuclear plant, with excess going to a sink, while my one sends it to the sink with excess going to the power plants
they both work, and ig it is just dependent on if you want to use trains or not
Yeah, in a way that is so. They work very similarly
If you replace the belt from the smart splitter to the power plant with any kind of logistic, it works the same, but if you cut off the power to said logistics you get a bit more power back then cutting it off from the sink
Except for trucks, let us not get those into the equation since they run out of fuel xD
you get more back but in my system you just dont use it in the first place
my system has a sink on while inactive and off while active, yours has a train station and sink on while active and a sink on while inactive
Why would you assume everyone uses belts for their plut rods though? 🤷♂️
depends how close your rod factory is yo your power plant
Yeah, that's what I said xD
Debatable
there is no point seperating your uranium and plutonium plants
id rather have 1 highly radioactive area than 2 moderately radioactive ones
at least for me id rather have everything radioactive in 1 small space, so it doesnt make sense to me to transport stuff more than a few hundred meters from where the plants are other than plutonium waste
Logistic convenience.
If you have an area where you have materials for plut processing aviable and don't care about radiation there, it's easier to have 1 train bring the waste in and the plutonium out rather then transporting the whole mix of (usually quite costly) resources far away
true
my plan is to centralize all resources (mostly) anyways so that i can use all of them easily
Also: spreading out your base is good FPS wise
The uranium part isn't that radioactive anyway in the first place, outside of the building. It's the plutonium that gives you damage even getting close to the factory
I feel like this is a good drawing of my idea.
yea thats what .@ was talking about
If your plan is as big as you showed... I stronglysuggest against that. Anyone who built a megabase agrees on this: spread out or have your FPS drop terribly
yea i will be spreading out the largest parts of it
This is just a demonstration. Not the plan.
mostly the water, ingots and first few levels of production will be in 3 locations in a triangle almost as big as the map
I mark the general ones bigger to show their importance.
It's the same of what I described after hearing Slime's idea xD
