#math-and-meta
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i do that with trains; as i want to have a full network of train i bting railway to any base a build anyway, then build a station to get any train deliver what i need.
I'd have to build a new storage and drone port area, but it does sound worth it.
It's just one more thing to get around to though.π©
Batteries are needed for one of the final space elevator parts. I would push it up your list, just so you also have the option to experiment with drones.
Re Drones: What's with the bit in the Wiki that says "Each Drone can only be assigned to 1 loading Drone Port, and that loading Drone Port can only be assigned to 1 unloading Drone Port" That sounds like you'd need to plan the routes in advance and build a new port at your base for each route? Is that wrong or am I interpretting it wrong?
Or can that assignment be changed on the fly from the other end of the route?
if you build a port and a drone where you are, that drone can go search for item in any port already built
Oh, that's nice, sounds like the Wiki page may need updating then.
no, wiki is right too
The wiki has this link to reddit which has been a big help: https://www.reddit.com/r/SatisfactoryGame/comments/mbqex4/the_ultimate_drone_guide/
So how does that work, is the assingning done with the drone?
I'll check that, thanks!
Imagine you have caterium ingots feeding into a drone port. An unlimited number of drones from other ports can go take ingots from there.
But you'll be limited by the throughput because each drone port only has one input and one output, so more likely you'll need two ports, so that two belt feeds will give adequate bandwidth.
You also can't have too many drones trying to pull from one port, due to the fact they they take close to a full minute to land and takeoff again.
@fringe pawnIt sure sounds like that contradicts the "that loading Drone Port can only be assigned to 1 unloading Drone Port" bit in the Wiki.
It may become clearer once I start programming drones.
No. Play around with it and you'll understand. The crucial thing is that when you build a drone port, you can only place one drone on it. So if you want 10 drones pulling from one port, you need 10 other ports, each with a drone.
it shouldn't be loading/unloading but where the drone is build / where he moves
I'm getting the idea that the distinction between "loading" and "unloading" ports isn't a real thing?
Sort of. Abandoning that distinction did help me ultimately.
Great!
Once you play around with it and have a feel for it, they are ultimately easier to use than trains, as long as you have a good battery factory.
But trains are still king for high volume
Maybe the person who wrote that part of the Wiki page was taking for granted that the drones would be used to transport resources to a central location and not the other way?
The drones do sound great for flexibility, as long as you have a well planned out central storage and drone port arera.
I think pages like that try a little too hard sometimes. Nuanced details should probably be left to separate guides.
Thanks muchly for clearing things up in my mind!
@white owl fyi, resource limits for all resources (capped by belt/pipe speeds, overclocked to max possible)
Coal might be lower due to a bug of overlapped node
Welcome to the wiki, and you could even edit it yourself if something isn't right
idk, I used anthor's numbers of nodes
Oh yeah, that statement was written by me, maybe i should reword it, hmm....done!
I have a problem...
I played the game when it came out 'till Motor production I believe.
Then I tried to make a factory setup only utilizing round numbers and 100% Efficiency with minimal over or underproductions. It was really satisfying seeing it all work out - having x constructors feeding y other contructors, merging and splitting the outcomes to perfectly fit sonewhere else...
But having it planned out was the most important thing and there was no point in constructing anything ingame without having the whole factory planned out...
But I'm to tired to do this again, but want to play, using the new trains and drones and pipes and stuff ...
if you dont want to bother with setting things up super efficient, then just dont
ive bogus'd my way through a lot of things
How about watching YouTube tutorials and copying their designs?
You'd have to make sure they were recent videos of course.
have you tried some of the online tools to calculate stuff for you?
also, use a calculator like satisfactory tools help to plan exaclty what do you need; how much over/underclock you need for being 100% efficient.
@glacial hemlockThanks for putting in the effort.
I'm still confused, hopefully that will clear with some hands on experience.
It sounds like drones have timetables and ports are linked to each other?
Unless that means the ports are linked in the timetables that sounds potentially contradictory.
I've always used overflow and it works every time. Only con with it is that you have to wait for all the items to back up fully in the machines before transporting them for it to be effective, otherwise it takes absurdly long for the entire system to balance out
kinda. a port can only choose one destination but can BE the destination of many
Fairly easy way of balancing if you know how much you need of everything
its really no timetables. just port-to-port connections
@oblique hollowOh, so a drone can only run back and forth on a single route? Without reprogramming.
What happens if you delete a drone port with a drone in flight? Can you delete the port as soon as you see it grab goods on the other side, and they're added to your inventory?
yes
A -> B
and then B -> A
And you can't have multiple drones sharing a port at both ends?
nnnope. you can have many ports fly to one port though.
A + B + C -> D etc
a port can only assign one target
but it can BE targeted by many ports at once
so if you have 3 ports
you can have 2 ports target 1
but not 1 target 2
the drones only ever take ONE path
Yeah, but you can't merge those two ports?
basically - every drone port can only "own" one drone. Drones can only go between the "home" port and any other
But can another drone use the first drone's home port as a destination?
I think yeah
Ok, thanks again!
Drones can only share a destination port and not a home port I believe
think of it like this:
You can only ever live in one house.
you can visit a friend's house, but you have to return home.
however, many of your friends can come visit your house.
they all have to return home afterwards though
But a port could be home for one drone and destination for another.
yes
yeah, you can have two ports and two drones going between them
Ok, if I'm A, I can visit B and they can visit C and C can visit me?
Once you build a drone on a port, I dont think you can set it as another drone's destination. Dont take my word for it though as I've always just used multiple ports for neatness of combining and sorting items
So you can have multi port loops but each drone can only trafic one segment?
hope i didnt mess this up....
many visit Port C, but Drone C can only visit one
at least thats what i think right now......
Well, I'll have to give it a try.
that's also how i think it works (i didn't do enough testing to be sure tho)
If I wasn't on my phone I'd test because I've only used 2 -> 1 drone ports of just give each drone their own ports depending on how many different types of items I'm transporting
kinda weird. i havent tried A to B and B to A yet
so 2 drones instead of just one going back and forth
I still think building a drone on a port designates it as a home not a destination
Because I know once you build a drone you cant set that as the same drones home from a different port
Learned that when I had to travel across the map just to program a drone because I forgot to build a port at base
As in I had to go to base and build a port then travel back to the home port to set a destination at base
Correct. The port where the drone is built is known as 'home' port
I might be misremembering, but is it better to put fluid buffers in series or in parallel with your system, assuming mostly-efficient, or is that a waste of resources?
ie 480 Oil -> 480 Refinery.
for most setups they're unnecessary; there's enough room in the pipes to buffer a system, especially if you let them fill
you can save frames by shutting satisfactory down
Lol. Meant modular frames.
I mean "saving" resources in this game by building less stuff isn't important, cause we have infinite resources
More Heavy Modular for the Space Elevator.
Has anyone ever figured out the most processing steps a unit of raw resource can take? For example:
Iron ore -> ingot -> solid steel ingot -> steel rod -> screw -> reinforced plate -> modular frame -> HMF -> FMF -> pressure cube -> nuclear pasta, for 10 steps of processing.
just pack and unpack liquids for infinite processing steps
... Productive processing steps, treating recycled rubber/plastic by only considering its fuel input.
9 steps to get to uranium waste (iron ore ->>> reinforced plate -> crystal oscillator -> crystal beacon -> uranium fuel unit -> uranium waste), then waste -> NFU -> Pu pellet -> encased Pu cell -> plutonium rod -> plutonium waste, for 14 steps down that chain.
i think you can count more step by considering the same process after uranium fuel unit; but descending to electromagnetic control rod, high speed connector, circuit board and the whole oil processing
Depends on semantics.
well it's not a recipe in code π
Speaking of which, when are you adding the spaghetti code to add in support for burning fuel rods?
never, I'll add power support eventually
(being sarcastic... ish. It would be nice, but spaghetti)
but not hardcode like you want π
which one should i choose? does it matter in the long run?
it doesn't matter in the long run: you will be able to unlock every recipe
so feel free to pick what you think you need at the time
Pick based on what is most useful for you now. But, as said, all can get unlocked without issue.
Yeah. Iβd recommend thinking about your next major build, and the resources you have available to pull it off.
Almost all recipes are useful in some situation. The rarest use case recipes (in other words, get these last) are probably fine concrete, rubber concrete, fine black powder, seismic nobelisk, charcoal, biocoal, automated miner, and perhaps a few others. But you'll probably be able to tell the duds immediately when you see them. Even then, it's not necessarily the case that those concrete alts are bad, it's just that limestone is really common, so you gain very little by optimizing its use. Wet concrete is the only concrete alt I would recommend, and even then, not with particular enthusiasm.
Wet concrete can be a cheat-y (sort of) way to get around the trickier parts of aluminum processing, but itβs a crutch that most folks are better off avoiding, I think.
Just loop your water for aluminum setups. Better that way π
mmm wet concrete
I see the appeal of wet concrete and aluminum. It's not like nuclear waste where sulfuric acid water is perfectly balanced by how much uranium waste you process.
Fine blackpowder is good
Fluid mechanics are a bit all over the place, too, so expecting someone to navigate aluminum production water recycling without much worry seemsβ¦ridiculous. Itβs an obtuse mechanic; my first setup worked, but Iβm still never 100% confident that Iβm not going to have trouble.
Nobody is using enough black powder that it should be a priority before anything else, though.
Same dilemma as concrete alts. Clearly good from a pure numbers perspective, but not all resources matter equally.
I mean it's a straight upgrade, so if the other pulls are bad might as well go for it
even if you don't really need it
Right, everything is always going to be situational in that way. But if you've already automated it, that's only going to put it above portable miner, biocoal, and charcoal.
The point at which you fill a container of each, that's probably a lifetime supply.
Biocoal and charcoal is just....soo unneeded. Stick a Mk2 Miner 250 clock and ya got near a lifetime supply o coal
I'm still hazy on when it's safe to not loop fluids. 2 machines outputting directly to 4 machines, all pipes merged in a straight line, total fluids under 300. Safe?
Is there ez way to balance 2 inputs to 9 outputs (wo merge)?
you can merge after the first splitters if you're trying to get past a belt limit
Set up twin manifolds for 4x each, then merge at the center?
also yes, manifolds always work
Hm... yea, manifold with merge after few splits should work, thanks
What uses do people find for fertile uranium? As waste disposal it seems to be inferior, due to smaller amount of waste processed per minute. For power generation you're better off feeding the uranium into your uranium fuel rod process.
There we go. Finally got it figured out.
so instaaed of having my 360/m input get re distributed in a load balancer to get smelted at 45/m, (8 smelters), I did this big brain move and I think it somehow splits more material into a manner i think could have a >100% efficancy perhaps?
could someone help check my math?
Ore = 360/m (output)
Smelters = 45/m (input)
45/360 = 8
therefor 8 smelters are needed to have 100% efficiency?
that's a lot of elevator that aren't that usefull. But yes, 8 smelter at 45/m consume 360 ore
would you say its possible to have 11 smelters all outputting at 100% with the same 360/m ore input/output?
wait nvm im dumb, i just checked back and my smelter is running out lmao
Anyone have a good free flow chart software? I saw a web-based one somewhere, but can't remember anymore
for sf-specific, there's a few tools in pins here
draw.io is a good one as I said, there's more ofc
some of the calculators generate flowcharts for you tho, so you can use those as well
If you have Visio its better, but thats not a cheap item
Figma is also pretty great.
i did not realize how daunting processing 1800 units of crude oil could be but i am having no regrets
Input is 1800 units of crude oil per min going into 60 refineries to make heavy oil residue at a total output rate of 2400 units per min polimer resin gets split to make rubber and plastic with 25 more refineries while the heavy oil gets refined again into diluted fuel requiring 80 to make a 1:1 ratio, bringing the total output for packaged fuel to 4800 units per min (the fuel is then unpacked and recycled to fill water jugs to be refined again into more fuel).
with 4800 units of fuel i can power 400 fuel generators pr produce a total power output of 60,000 MW
there is plans to upgrade all the fuel to turbo fuel with an additional 160 refineries to make 3000 units of turbo fuel per min and can power a little over 666 generators bumping the power output to 99,900 MW
total equipment
16 oil extractors
27 water extractors
325 refineries
160 Packagers
666 Power Generators
Total Wattage cost: 12,530 MW
Total Wattage Produced: 99,900 MW
i feel like my math is a bit off somewhere
i know ill have excess in a few places but that is my target so far
The devil will be providing you power then
yes and with it i shall do its bidding making..... stuff
Is this to tide you over until nuclear? Or will you be going even bigger?
might try to enlarge the scale of turbo fuel production but its going to be hard to match the compact coal requirements to satisfy it.
i desired to avoid nuclear for a bit as i dont know how to best handle it though i hear you can refine the waste into uranium now so i can sell it as a way to dispose it and will probably put the nuclar plant on top of the fuel generation plant to make it a second teir of power but i just dont want to worry about power for a while while i set the foundations for a Gigga factory
i have yet to unlock teir 7 and 8
You can have zero-waste uranium-powered nuclear if you want. It's just another processing step to dispose of the waste. Or you can use that waste for even more nuclear power, which does create a negligible amount of plutonium waste that is permanent. There are some tricks to remove it if you really want. I ship my plutonium waste out to the edge of the map. I calculated that I build enough storage for over 1,000 hours of runtime. If it somehow fills up I can just make more storage.
I think I built 90 ISCs for 32 waste/minute. Waste has a 500 stack size.
very true but if i am able to achieve zero waist i will be happy as i would prefer just being able to set it up and not have to worry about it for the remainder of its existence in the corner of my map
In that case you convert the uranium waste to plutonium fuel rods, then put the rods into the sink. Squeaky clean.
absolutly. but we will build that bridge when we get there
Yeah, you've got tons of power to build a strong factory as it is. Nuclear power has a gigantic supply chain, so it's good to be comfortable with lots of turbofuel.
The massive supply webs involved in uranium fuel rods and plutonium fuel rods, compared to water, sulfur, and oil for turbo blend fuel...just a ridiculous comparison. π
This is why we love satisfactory though
For the stupid processing chains we have with Nuclear
If you can handle fused modular frames and turbo motors, presumably you can handle nuclear as well.
Heh, I'm watching my factory cart haul plutonium waste, and it really is a testament to how hard it is to make good pathfinding, even in 2021. It's literally just a gigantic straight line of foundations between two truck stops, yet it still bangs into the railings I put down as it turns around to run the route the other way.
yea i cant wait to figure out the trains as i hadn't been able to work with them yet either
And yes, it would have been easier to belt it. But I wanted an automated factory cart somewhere π
Trains are nice because the tracks also carry power.
So if you route a train, you also route power.
oh hell yea
The biggest thing to be aware of is sticking to the shallow ramps for the climbs in a loop. They don't have the power to go up the steeper ones.
Trucks also work very nicely with trains, if you want to play with that as well. When they're out of render range, trucks ditch physics and pathfinding and use teleportation to work perfectly. So you can have trucks bringing stuff down from the mountains to a train depot, which then brings it all home.
I will say it's easier overall to just stick to belts instead of using trucks, but if you want the experience, knowing that trucks work perfectly when out of sight is key.
Also, if you want another nuclear waste disposal option, technically you can then put the plutonium fuel rods in those trucks, and they'll be used up without creating waste. π
not a bad option though i may try to keep the train on one level and have it loop around im wanting to build my factory at the highest peak on the map (one by the desert) and have it loop around the entire world or have multiple trains running through but thats just something ill have to trouble shoot
I have a factory up there too.
Where exactly?
It's an impure uranium node up really, really, high.
Scan for uranium in the NW desert, look for the highest point you see, then start climbing.
And take the time to make a hypertube and power connection as you go, if you intend to use it. Because it's really high.
Hmm alright, Iβll keep an eye out for when I get to that stage. Not even close to uranium
You can fly up with lots of options, the fastest is still the cannon
That's a fairly precise shot to make with a cannon.
The fall can be slightly controlled to make up for the error
Wow. I don't know why my master production sheet just survived that browser crash, but huzzah! What's the best way to save the work I do in Greeny's tools? Just keep making shareable links and stash them in my Excel sheet?
it should survive pretty much everything. It auto-saves after every change and it's not deleted when you're clearing cookies. You'd need to clear "localStorage" if you'd want to get rid of the data π and yeah, for now you can't really save the thing easier than to share a link
unless you have some dev knowledge, then you can directly save contents of localStorage π
All tabs got nuked and I was logged out of pretty much everything which is why I was surprised. No complaints, though!
in the future there will be a way to make an account and make the production lines shared inside of that account
well apparently your cookies got deleted, but I'm not saving into cookies π
good to hear that the data can survive such extreme cases tho
The master worksheet has over 40 lines of production items to account for, so it would take some time to rebuild π±
yeah, for now just share a link to it π
or if you want I can show you how to save the localStorage contents directly π
Recreating why exactly I decided I wanted 1.6 excess supercomputers and so forth... nope! Not today. π
Nah, I'll just start stashing links in Excel.
I'm also planning to do more export/import options, so that there will be more ways to share production lines
im waiting for the day where i can manually reconnect arrows
oh ffs
The secondary sheets would also be a big loss for me, so I'm saving all those now. For instance, I'm using iron wire for my beacon factory, and nowhere else. So I have a separate sheet for beacons, and added a manual entry saying I have 20 beacons per minute in the master sheet. Otherwise there's no way to tell my master sheet to only use iron wire there. For my encased uranium cells and AI limiters, I'm using default quickwire, and everywhere else I'm using fused quickwire. Generally this is based on resource proximity.
yeah that's why I thought that saving localStorage would be easier for you π€·ββοΈ but it requires some technical knowledge I guess π
@wind spade I dont know if this is helpful feedback or not
But one way I like to use your tool is to have a tab gor the full production, lets use uranoum rods.
Then, I like to take the final input products and create a tab for each.
It would be cool if there was a parent/child relationship that I could use to link sub-plans to the main
If that makes sense
yeah, I got that request a lot
I'm actually in the process of figuring it out on my own, just for the sake of it (LocalStorage).
Aah π
Ooh, I like that suggestion as well.
it's not as easy tho and considering that I'm in the process of rewriting most of the code (super slow process), I don't want to do too many new features on old code
that's also why there hasn't been too much updates in last 6 months
I was initially planning to do the u4 and u3 merge with the new code, but I think I'll do the merge now instead, since new version isn't coming soon π
I'm visualizing a separate column in the section with resources and inputs. This third column would have dropdown line items you could add, similar to the second column that exists now. But instead of a list of items, it lists outputs that exist on linked sheets, if that makes sense?
yeah, I'll see what stuff I'll need to do to make it work and define how it behaves first, then work on the implementation π
UI is usually last thing to be done anyway
Hm. 2:36 flight time for a drone round trip. That should be enough to hit 300 ore per minute with just one drone, right? Assuming no problems with the miner or anything.
900 (9 stacks of ore) / 2.6 = ?
should be around 350 / min
the drone port should tell you the same
Well shoot, its flight time is going up on each subsequent trip. 3:17 for the second tip, now 3:19 as it goes for the third.
Ah well, another drone on the other end is no problem in this case.
Though the port is now displaying numbers exactly as you'd expect based on the longer trips. I was hopeful when I saw the initial time, but it had no transfer rate because it had never completed a trip at that point.
then you probably need 2 drones
Soo im considering doubling my rubber/plastic fab from 1800 each to 3600 each π
Basiclly all the blue crater oil
Sounds like a thing.
Would only be 370 refineries, 64 blenders, 40 water extractors, and 5 oil heads π
you could copy/paste your existing plant as a second story with SCIM
It was worth corralling all those puppies, I overclocked pretty much everything for a lower building count in my recycling loop. Almost everything is running at 200% or higher. I think the whole system sucks down around 10GW to process 1800 oil.
1164 coke and 184 fuel are part of the production, so it would even higher if it were purely recycling.
what clock speed do i need to set a refiner to turn 80 cm3/min of heavy oil residue into residual fuel?
you have the normal heavy oil residue consumption visible when you open the refinery UI, just do the math, or put the math formula directly in the refinery OC
even 1% is more than you need... unless you mean m3 and not cm3
ya my bad
for 80m3/min you need 1.5 refineries
i was thinking cubic meters so i put cm3
ya i knew
i took intro and advanced engineering in high school a year and a half ago
anyway, build two refineries and underclock one to 50%, or have both underclocked to 75%
what would the clock speed need to be for one refiner
150%, but that's waste of power
as I said, you need 1.5 refinery, so total of 150% clock speed, but you can separate that over any number of buildings π
Is there a website where you can put an input amount of ore and then it tells you how much stuff you can make from it? like 700 Ore per min = 100 Iron rods, 5 Reinforced plates etc? π
you can try mine, https://u4.satisfactorytools.com/
ill give it a go π
I am in the process of building my mega factory, but i think ill be going down the route of specific buildings do certain production, instead of building EVERYTHING in a single building. What tile size do you recommend? like 40x40?
I guess you call them Satellite buildings?
I recommend not sticking to any tiles, just make every factory as big as it needs to be
IMO 20x20 is generally as big as you need for satellite buildings. At that point it may be more practical to add levels than increasing the footprint.
Even 15x15 is usually plenty.
Alright, my starting area is dessert biome, so a lot of pure nodes
that depends how much vertical are you building and what each satellite building does
for example my approach is that every factory makes final product out of raw resources
Yeah that is what i was going towards greeny
I'm currently walking a pure caterium ingot factory, and I did 33 refineries (at 250% clocks) in a 15x11 space. Single story.
ahh k
yeah i was just messing around with the smart mod (insane mod, first mod i installed recently) and i built a platform of like 60x60....good lord lol
Part of it is getting a feel for tight I/O setups.
Yeah i am really picky when it comes to clean builds lol
@wind spade Does your website account for power shards?
not really, but you can easily go around it. If the website tells you that you need 3.86 buildings, it means you need 386% in total, so e.g. 3 buildings @ 100% and one building at 86%. Or one building at 250% and one at 136%.
Alright ty
but overclocking anything but miners is usually just a waste of power
250% overclocked building uses like 400% power
oh lord lol
same works for overclocking tho, so you're saving power if you're underclocking. Two machines at 50% use less power than one machine at 100%, but produce at same total speed
IIRC it works out to a +73% per item energy cost if you're running your buildings at 250%. Especially once you get to the big juice suckers like refineries and manufacturers, those 250% clocks can really hit your power grid hard. Constructors aren't such a big deal to overclock because their energy use is fairly low to begin with - until you start make tons of them for something like iron wire.
well all buildings scale at the same %, so yeah, overclocking one constructor may look better than overclocking one manufacturer, but the % increase is the same π€·
Probably best to wait for nuclear power before going ham on overclocking. My oil processing for 1800 crude was estimated to have 10GW~ max consumption, but I put almost everything at 100% clocks. Probably 150 turbofuel generators otherwise.
Any youtube recommendations for loading balancing and overflow etc?
recommendation: do not bother with balancing, just use manifolds π
Alright lol
unless for very specific cases, balancing is not really needed π€·
Sounds good to me! Been watching a lot of Kibitz lol
I'm not a big fan of his tbh
Any others you are fan of?
I quite like TotalXclipse
I don't have any that I feel strongly about one way or another, I've been picking bits and pieces from several of them. Ultimately because a lot of videos use outdated info I tend to get the best results by asking here.
and AmelieOfTheSea
my issue with Kibitz may be outdated as well, but basically I was watching a few of his playthroughs and he used crappy recipes and called them good, so I just gave up π
I did like Kibitz's truck video, where he nicely demonstrates how trucks behave rendered versus unrendered. For hard info he's pretty good.
The videos tend to be a little overlong, though. Which is an issue I often have, as I'm usually not there wanting entertainment. I'm all business.
may have changed since I last watched his videos, was a year or two lol
There are some good Reddit threads as well, that drone guide the wiki links to is solid.
Here's a balancing setup I just made. Streams of 600, 600, 780 are being equalized, then heading to the 3 rows of refineries you see below. I agree with Greeny that's it's not worth it to do stuff like this, though. It would have been much easier to just have 3 unequal rows.
It looks like with default clocks that would have been rows of 25, 25, and 33.
Interesting. Yeah seems like a lot of effort to produce that load balancing
load balancer are often heavy to build, and not that usefull. If you just care about things being balanced in the end and not at all time it's easier to just put 1 smart splitter on the 780 line, with 1 normal output and 2 overflow, then merge overflow to the 2 other lines
At best you can make tidy spaghetti. The quantity of belts, mergers, splitters, floor space and mental energy required to plan anything particularly advanced will generally have a simpler and equally effective solution.
oh my god
What have i done
Why 6.6 instead of 6.4?
Why not 8.0? Lol
Any sort of 4:4:1:1 ratio would make sense, so something slightly off from the appears peculiar.
Oh, my bad, the ratio is 4:4:1:1
After the gold cup, just remove the pasta from the party
is there somewhere else i can find the user uploaded draw.io blueprints ? the https://satisfactory.tash.fyi/ link from the pinned comment doesn't seem to be working.
howw many Reinforced Iron Plates per minute is enough? I have 20 per minute currently and im trying to future proof
future proofing isn't a thing in this game, cause all the goals are arbitrary
1 - 2 machines worth is usually enough for most parts to keep up with building material needs, more for like plates, concrete, and belt material
and if those aren't keeping up with you, just add a few more
past that it's all personal goals
Ty!
So, I'm making a foundation out to the slow kill box :)))))))) 150x200 :)))))))))))))))))))))))))))))))))))))))))))))))))))))))) help
use the smart mod
ew no
well have fun placing thousands of foundations manually then :D
I've done most of it :p
not like I don't have hours to waste
(spending afk time waiting for space ele making it)
Smart is perhaps the best mod in the game.
Wait until your placing a hundred refineries in one go. Just wosh that pipes worked with its auto connect feature
I'm looking forward to Smart once I put the finishing touches on my first playthrough. Though maybe I could start getting used to it now.
I have had my first playthrough a few times now, so I dont mind using Smart. Just means I can make my big builds a tad faster
I donβt derive any pleasure from repetitive tasks like belting splitters and mergers to machines. If thatβs your jam, go for it, but I donβt have that much free time to game, and there are lots of cool video games out there to play
Kinda weird that click and hold to mass build foundation isn't vanilla. That's a pretty standard feature for building games.
still early acces, and a recent dev update said they were working on improved building modes.
I have NO IDEA what your talking about...π
Placing 340 refineries is NOTTTT repetitive.......
/s
i have a question a fully overclocked oil node produces 600m3/min of crude oil and i have a mod that makes the recipe for fuel require 1.5m3/min of crude oil and produces 40m3/min of fuel and 30/min of polymer resin how much plastic/rubber/fuel a min could i make?
I would avoid mods like that. The moment they break your game is fudged.
But if you really want to do it, just do the math, but it would be a LOT of refineries for sure
You downloaded a mod that changed the math and recipes. You're on your own buddy.
Best you can get is maybe help in the mod discord.
Ask for mods over at the official modding discord. It is linked in #welcome
<3 @bleak coral
In general I avoid mods for games which change content for this reason. Then I'm back to making all my own tools instead of using existing ones.
Or at least limit to only QoL mods that wont cause any issues when game updates
Lol there ya go mate, I say the same thing sometimes
TFW you see Smart belt up the machines the first time π
is there a map for the best spots to make certain kinds of factories/best spots to setup
@desert creek no
But refineries that require water are best to be built on open sea.
ok thanks
Btw, if you build close to the center of the map, you could minimize the distance of belts or railways to everything
Im now building my second set of 1800 rubber factory, and this time its going much faster π
Also refined my build and setup process to avoid issues I had in the first edition.
Eyeing my next playthrough, I'm tentatively going to look at a 42:42:168:168 build, that utilizes over max nuclear power, thus requiring a little turbofuel or something. First I'm going to learn to use Smart, though. To hell with placing thousands of iron wire constructors manually.
Once im done with plastic and rubber city, gonna get to work on a 84/min crystal occilator setup. That number will use just under 600 rubber, and most of the crystal supply I have setup.
Then will have 2/4 of the parts ready for nuclear.
Next up will be electromag rods
All the oscillators for rods? Ultimately nuclear power?
I only need 50.4 crystal occilators, building a bit more than needed
Not all but majority
Already have the beacons built
34 oscillators is a big excess, or is it for other production chains?
For other needs, undecided but 30 occilators can go a good way
You could always make an absurd amount of nobelisks π€
or use it for RCU, that seems to be better value
I actually just spent a good amount of time trying to use nobelisks to kill monsters. I see the appeal now, but nothing gamechanging.
They are useless vs the bugs tho
Only useful against hogs as far as I can tell, yeah.
for motor, crystal oscillator are also in the lower weighted point recipe, but i would still prefer other recipe. For computer i think the recipe with crystal oscil is worse than the others. For nobelisk it's ok, but it's such a low production anyway.
Normal motors I feel are still better
For computer, caterium computer is best
I used rigour motor and copper rotor and didn't particularly care for it, yeah. I even threw in quickwire stator, because I'm actually using all caterium wire, so it makes sense with those other recipes in mind.
I think the ideal motor factory probably uses steel rotor, iron wire, and solid steel ingot.
Rigour motor are optimal according to weighted point; but gaining a lot of iron and a bit a coal at expense of quartz, copper, oil and caterium... well i feel there is better use for all of these material.
steel rotor is kinda expensive; it's good because it makes motor production easy, but it's expensive
It greatly simplifies production, though.
depends on how you want to organise your build. For my current playthrough it was way easier to use copper/normal rotor considering the ressources available where i wanted to build them
mainly because i wanted a huge stator production that didn't let a lot of coal for rotor.
Right, if there's nearby copper you may as well use it. I think part of the reason the motor alts also lose value is they come so late. You can build a motor factory to last you the whole game pretty much as soon as you unlock steel.
I have used quickwire stator in the past and actually like it. You can make soo much quickwire anyway via fused quickwire. I also used it in my electromag rod factory, so quickwire stator + silicon high speed connector paired well
Quickwire stator makes a lot of sense within other production chains, that's true. Looking at the part lists for those things, it does make a lot of sense.
That's some of the final experimentation I'm doing in this world, is testing those sort of segmentations.
Well, when you need alot of high speed connectors, and stators for electromag rods, it meches well. Your gonna be making alot of quickwire anyway, and the need for the stators isnt too much of an increase
You get 1800 quickwire from only 150 cat ingots
Fused Wire best :)
Yea its nice, but there isnt alot of need for mass wire.
iron wire best
depends on what you call innefficient, ressources usage or nmber of machines
Closest ore node of any sort if fine for wire until you're pushing against resource limits.
iron wire is ressource efficient
True, I do use it alot. Iron wire
if i make 3 items per minute how long will it take to get 500 items im to lazy to do the simple math
just remember it evaluates right to left, so for multi-step things you need parenthesis or it may not give you the expected result
The answer is 42.
@fringe pawn this is what my recycled loop looks like, 1800 rubber output on this floor
that's a lot of fuel
but how do you funnel out 1800 rubber
a mk5 belt can only handle 780
I'd do 3 belts of 600
No
10 recycled refineries makes 600
Times 3
so... it's 3 times a 600 rubber setup merged together?
Pretty much
do it again
But with an unclaimed one else thered be bo point in that
I caved
I got smart
It's just too damn good
Eh, I won't take any of the free Nitro offers I've ever seen, even when I know they're legit. I generally refuse to support anything that requires you to enter billing information for a free trial.
Your loss 
They don't charge anything :P
As long as you remember to turn off auto renew.
And I have no illusions about that being difficult. It's simply a business practice that I will not support.
Or you just never have enough money there to begin with 
I have a prepaid debit card with $0.01 if I need it. Given bigger incentives I've pulled it out before, but I don't care about the emojis and so forth.
I personally see no real value add with nitro.
The games they βofferβ I can find elsewhere. The service benefits to ME are not worth the cost
it's one click in your profile menu π€·ββοΈ
better streaming quality and bigger uploads are good enough for me to support it
Occasionally the upload limit annoys me I guess. But that's maybe once every few months.
Worth enough when it's free :P
Anyway, we might should may move this 
Yea you have reasons.
I dont stream on Discord, and only server I ever find a need to upload larger files is this one.
True. Back on topic. My super sized plaatic/rubber fab is coming along nicely
One more 1800 plastic setup to go
I need to automate trucks or something to use this packaged turbofuel I decided to make. But the problem with the geographic restrictions I gave myself is trucks will never work because they're always in sight. π¬
Ugh... I'm at 760 machines (probably ~1k of you account for OC) and I'm just barely starting to see the end of this nuclear rods project

Yep... From ores to rod in 1 locations
I mean... I started with the idea of importing everything except for quickwire, which made for a decently "small" building
But when I decided to make it fully autonomous... then things exploded lol
Yup π alot of cheap silica and fused wuickwire assemblers
Eh, why so?
I'm finding those the easiest even time-wise. Didn't take long to be planned out too, once I found out in what number to divide them into
This was mine. U3 doesnt exist anymore
Oh cheap silica and fused quickwire isnt hard just takes alot of space
Those huge assembler rows are for those teo alone
Are your encased cells going yet? You might start allowing a few containers of those to pile up as buffer.
I'm making 50% of that in 1:1 setups with the machines requiring it :P
The rest is made very close to consumption and handled through simple balancing and belt mixing...
It's becoming fancy in many ways if I may say so myself π
I feed those 1:1 to the rods manifacturers 
Minimum radioactive footprint
Encased cells don't emit much radiation. I allowed 15 containers of them to pile up while I was working on the rest of my nuclear setup. The radiation footprint is small, I think maybe 5 foundations in each direction? And not even very damaging if you go right next to it.
Hardest part about silica was finding convenient numbers for its setup for me, tbh...
Like: how many assemblers so the total input and output are both nice numbers
Yeah, I know, but why waste storaging space when you can feed the next machine directly? 
(The output is the same as the rod's input!)
It was also good practice for me before making the plutonium setup ahah
Plenty of space on the map for 15 containers. Not really wasting anything because the reactors weren't running yet. I still needed oscillators or electro rods or something.
Honestly, I'd sink them
Just because I never build the rods step bigger than what I need, so I'd have no use for the extra cells unless the cell production goes offline for some reason :man_shrugging:
Heck, at that particular site the quickwire machines are slightly underclocked as well because I had plenty of space. With space being cheap and it being a trivial sink item, I just keep them as a contingency.
I still struggle with having enough space inside factories 
Hate to leave empty areas and such :/
There it is, up on the distant peak, actually. I built the encased cell factory right over the uranium node.
I just did belts of 700 silica.
300 quartz and 500 limestone in > 700 silica out
I also did my fused quickwire in belts of 450. 1800 made from 150 cat ingots and 750 copper
@frosty owl this was the quickwire dostribution hub
Quickwire is terribly convenient!
It's just 1:1 or 1:2 with pure refineries, you can feed small setups with simple mixed belts :praisethesun: :harmonious_hannah:
Yeah, this kind of quickwire meme is the exact reason why I wanted to avoid having the quickwire production more than 200m away from consumption 
Atm I don't even have 2 quickwire belts in the same foundation 
Yea this is all local production and local consumption
Im not a mascist enough to train quickwire π
Or was all local I should rephrase
I go for any multiple of 8 and split off the silica needed (excess is routed towards a "mixed output" for the whole factory)
In sets of 8 its 90 quartz + 150 limestone -> 210 silica all numbers I find pretty convenient to deal with ^^
And scales very well for any possible output/min
I find 450 belts of quickwire extremely convenient. Especially for silicon high speed connectors, it was a very good output rate
But yes, putting down a row of 28 assemblers for a single belt of 700 solica does make you reconsider life decisions π
I send caterium ingots via drones now. It's pretty nice. 2 normal and 1 pure node came out to 990 ingots, so that's easy to fly anywhere.
That (making huge arrays) is the main reason why I converted to maiing big "complex arrays". More fun and less belt (especially lkng ones)
(eg: copper/caterium refineries feed 1:1 quickwire assemblers, next to that silica assemblers, all fed into a HSC manifacturer (circuit boards in another building since its just one belt))
They also look Hella interesting to me though π
Expansion to eg: Just repeat the "refineries+assemblers+manifacturer" combination for however many times needed to get a pattern going
Im currently working on this behemoth. Once done, probably wont need to worry about plastic/rubber for a long, long time
@frosty owl
bauxite is only used alu is that correct
Will be 3600 rubber/plastic once the 4th layer is done
3600 of each?
Yup
nice pipe work
SCIM overhaed
So 5x the plastic/rubber setup I made in 15ish houts the first time... I wonder how long it'll take you 
Using try polymer for rubber too or do you sink it/use it for else?
Resin is only used for rubber, yes
No sinking of it. For the two rubber builds, they output 1600 rubber and the 200 from residual makes up the remainder
Takes me about a day per layer and im 3 layers in. One to go
Most of it tho is wasting time in asthetics, testing, etc
This is the top most floor, one of the rubber floors
Left side is the needed recycled plastic and right is the output and needed recycled rubber to keep the plastic makers happy
weird color scheme
hehe
Raw data
I can't work out why there's sometimes an overflow of ironbars
It should be a perfect ratio π€
Are you usingg normal splitters?
Could just be taking time to "stabilize". Try emptying out the machine's inventory and see if the rods still pile up
Any chance you're interested in a "new" pipework design?
I can't wait to try it out for my next oily project :superexcited:
#screenshots message
One thing I know from @oblique hollow is that pipe under-fed refineries isnt such a good idea due to junction and pressure bugginess
For output it is fine, but not input
Unless im misunderstanding
it CAN work but im really not a fan of it
its very nice for neat pipes..... but a pain for actually working with pipes
output is fine, because there, Flow from machines comes in bursts anyway
but input.... mmmmmmmmmmmh
If you wanna give it a shot, go ahead, id be happy to hear that it works
but unless you fill every single pipe, theres gonna be problems
btw this can explain my pipe thing from b4 if any1 remembers wat i was mentioning the pipe going left to right was the one i was saying to upgrade to mk2 when u can but the ones going top to bottom keep mk1
if a machine doesnt need more than 300 flow, then connecting it to the feed pipe with a mk 1 is ok.
The Mk 2 Pipe has a sort of splitting priority over mk 1
example: a mk 2 pipe going into a junction and then splitting into a mk 1 and mk 2
the exit mk 2 pipe gets more flow than the mk 1
then i have bad luck cause no matter how i place mk1 pipes going left to right it will never send enough fluid through without pumps or afking for 3-4 hours without being able to use the systems
yeah, you need to fill it up. thats the thing
thats the thing the main pipe is full or never fills from the pump pipes so yea idk
and if you want to split numbers precisely at a junction, use valves
you do pay attention to head lift, right?
duh
also i might have to use a valve cause ure fuel setup u gave me seems to backstuff on fuel
Have I done the math wrong somewhere?
are those mk 1 belts
All Mk3
check if it actually is mk 3 everywhere
is every machine at 100 % efficiency?
yeah
if the belt backs up and the machines are at 100%, then there is no problem
I mean, it shouldn't be backing up rright?
It should stay at basically exactly equilibrium
do you have enough screws for your assembler ? that can cause the backup
yeah, they take 25 and they fill up beyond 50 every time it completes a craft
make sure you dont confuse clock speed with efficiency
is that in every machine?
ok 1 sec
all outputs should be
they're going into a sink so
can't imagine a way for this not to clear up https://i.cubityfir.st/fN4T2CwS9W
I'm assuming machines never hit 100% efficiency?
they do, but dont display it right
99% is about 100%
i assume this is what you have?
then try grabbing some rods off the belt. if it doesnt fill back up, all is fine
can you screenshot where your rod split between assembler and screws ? i can't see that well on the first screenshot
you need a smart splitter here or it's normal that you get a bit more rod than needed on the assembler (and i think you said yo had a overflow on rod on the assembler ?)
this splitter split 45/45 and not 40/50 if it can
so you should have either backup or overflow on the assemblers
so should I use a smart splitter
redirect any to the left, and then overflow to the asemblers
well, smart splitter will also create a backup; but you can choose the side
but a backup isn't a problem; when things backup up to that splitter, it will start deliver rods as needed
but you shouldn't see backup before this splitter; just after
I wish there was a tool, that you could "attach" to a belt, and measure how many items pass through it a minute
i hate saying this phrase but:
"Theres a mod for that"
LoL indeed
I normally do my first playthrough of any game unmodded so
RIght there with you. Finally putting the finishing touches on this playthrough and looking at moving to Experimental with mods.
True that!
But I took it into account! :happy_hannah:
See the two buffers at the end of the line in the screenshot? I'll let those full up before booting the system. That way those will just empty out into the manifold, achieving 3 things at once
-Ultra quick fluid filling for the machines
-Place to check if the water is running fine (after filling up the manifold it they should maintain level)
-Water buffer close to production for whatever need ^^
And yes, the buffers are at the end of the line, not in the middle of it
I think this should work fine @oblique hollow
It's far from max flow anyway ^^ (600/min)
Reference screen #screenshots message
Hmmm with buffers i guess it should work
Not gonna lie, having the pipes below makes having the buffers on the same level of the refineries very convenient
I'm really liking this setup :laughing:
Oil, I'm coming with a vengeance 
@bleak coral Do you think you can guess what this sushi monster is/does? π
heavy modular frames?
wait no those manufacturers are feeding back into the process? or are they?
some computer shit maybe?
My guess is something involving silicon high speed interconnects.
Mixed belts is my guess because smart / prog splitter
i agree with mixed belts; so it end up producing nothing because of mixed belts that got clogged !
Ahah, no, that's the belt to manage the extra rubber
Sorry for late, a friend came up: it makes Insulated Crystal Oscillators! (The assemblers are for AI limiters and Quickwire)
Since I have a spacious belting space below, I can get away with some weird balancing shenanigans and mix the belts coming up in the correct ratio, so no excess should be left on belt as long as the manifacturers neveer stop production
Well, other than rubber, due to the bad input/min needed for that, but I just unload that on the crystal oscillator belt :P
But I really like being able to feed/manage each setup with a single belt <3
I think it's 9 oscillators/min per setup due to OC
And it's both btw
Smart first to get the sheets for the AI lim.
Then a pog splitter for rubber - quartz crystals - cat/copp ingots
Finally a smart for the cat/copper and another one for the rubber overflow
As long as I mix them with the right balancing, it should:tm: work out...
110 oscillators/min sure a lot of work 
Mixed belts can work, but you will need to overflow into a sink eventually
I would recommend to not mix belts. Its not that fun to deal with it.
I'll try my luck 
If you mix the materials in the right ratio on the belts, you don't even need the sink π
Eg: mix an iron and copper smelters' output, smart split into 4 wire and iron rods constructors: as long as the constructors don't back up, the smart splitter will never back up/fail
One could be "one step ahead" and make sure the constructors always have a connection to the sink instead 
having a sink as a backup to prevent major problems is still good.
You can always just add one if you have problems
It's up to how much space you have too
I prefer to have as few sinks as possible just because I haven't found a way I like to fit them inside a building π
then fit them outside the building π but seriously, i like your design with mixed belt, i still don't find them to my taste, but it's good to see some build that change from the usual
They fit great in refinery buildings π
My recycled factory has a bunch
1 sink per polymer resin belt
1 per output belt. And there will be 12 output belts and 4 resin belts
i use sink only for output with my oil refinery, and make sure i use all the resin; but that still a lot of sink
I could probably lose my resin sinks, they are a βemergencyβthing anyway
Funny enough, refineries are where I need sinks the least π
I tend to need them close to the manifacturers or high tier processing areas, due to mixed belts and/or weird inputs leaving unwanted overflow
I use them mostly to ensure the recycled loops never stop
They'll go away... Soonβ’οΈ~
It will be using trains to move most of the plastic or rubber depending on where its needed, soo those sinks are permanent
That just depends on how you build
Most of the plastic/rubber setups I made either had all the output consumed immediately (no need for sinking) or brought away by trains
So I ended up needing to sink either the products made from plastic (close to manifacturers) or wherever the train unloaded the plastic (close to non-refineries)

I do plan to add more to my blue crater, like my crystal occilator setup and maybe electromag ctrl rods too but thats mild plastic/rubber usage there
Honestly this build is as much for future proofing as anything else
Right??
It's fun to try out new designs :praisethesun:
Just choosing to use mixed belts on that particular setup opened up so many different design possibilities~ :harmonious_hannah:
Is it gonna be a "global" crystal oscill. factory?
I'm planning to make mine be enough for the whole save. About 112/min

Maybe, but limited to what I can get from 1200 quartz mostly.
50.4 for nuclear and the rest for RCUβs
Around 84 ish a min planned
I went for 50.4+60 just because 60 RCU/min is a neat number ^^ (and fits the general factory plan)
Plus a small extra for myself ofc
I really don't wanna need to ever take items from machines
Nice. May do that too, but will need to source more quartz
Im not going to use the 6 nodes north of the swamp for this, those are destined for silica en masse
Eh, sorry, I didn't mean RCU. I meant whatever project part that uses crystal oscillators in a 1:1 ratio
THOSE at 60/min π
Yea I understood.
But RCU would be the main use. I wouldnt use crystal computer for example personally
that's fun, between this, your 1200 quartz for oscillator factory, and almost your oil factory i feel like we are more or less doing the same plans at the moment
I don't know of anyone building "big" using those 
you mean crystal computer or RCU using crystal oscill ? because if i don't see any appeal to the first, the later seems ok
Crystal computer is meh. Just do caterium computers π
And the RCU alt is nice, just because its a tad more efficient for those needs
RCU is interesting: you have the choice between reducing the bauxite cost, or reducing almost all other cost
Does this setup work with smart splitters without an Awesome Sink? It's at perfect ratio
I would advise against it, but sure?
Why advise against it?
I just have never had good luck with mixed belts is all
I have been running this setup for 24 hours and its still working?
mixed belt is just easier to screw up, and often harder to build. But if it works, no problem.
Soo, I was looking at circuit board recipes, thinking I may do electrode boards, before I got my final plastic recycled loop built.
Wow, electrode board sucks
Electrode vs caterium boards
Ignore the intermediates on the cat boards, forgot to add recycled loop and fused quickwire, but the numbers still are very different
The plan for electrode was to take the last pure oil node and make the coke. But wow thats a major difference
Electrode board might be useful just if you have way too much oil; but it use a lot of it, way more than other circuit board recipes.
Decided to do a quick comparison note on circuit boards
Yup, caterium circuit board wins
Silicon with byproduct silicon from Aluminium...
No option. Sloppy solution all day here π
I have done silicon circuit board before too
Just saying, what wins, depends on what you have available
@cedar mica this is my aluminum factory. 9780 ingots
With sloppy as base, you should get 13040 ingots
Sloppy + electrode + pure
No silica at all
The quartz cost is too high for normal aluminum ingots at max production
True, that 7k quartz, is a steep price for the 3.3k extra ingots
As long as the ratio is right, it'll work. You could even use a normal splitter if you manage to sincronize its outputs 
For circuit boards, I tend to favor silicon, just because where else are you going to use quartz otherwise? I think aluminum ingots are the other recipe that will gobble up a ton of it. Everything else uses it in modest quantities.
It's funny when you try alts to cut down on precious materials
Then you have all this quartz or caterium lying around.
Where are you gonna use the quartz? For cheap silica ofc! :D
Which goes in nuclear production and HSC production
Right, but those don't use tons of quartz.
A couple normal quartz nodes (the worst you'll find, every other location is 1 normal+1 pure or better) can produce over 200 silicon HSC. Enough for most people.
In its whole supply chain, depending on your choices, I think a couple normal nodes may be adequate for max nuclear as well?
The silicon circuit boards and HSC are practically one product, just feed quickwire into that factory as well and you're set.
Oscillators present an interesting choice. The quartz cost on the default recipe is astronomical compared to the alt, but the default recipe can otherwise be made with only iron.
caterium is the only way to do circuitboards... silicone is okay.. if you have to do it without oil.. but it punishes you with increased copper and the addition of silica.
Hey everyone! Question, I am getting 1200 Crude Oil and i need 375 /min in one line and the rest (825/min) to another line. I thought about using a valve but it maxes out at 300/m. Would i be able to use to valves? Or is that not possible?
The Wiki claims valves go to 600, is that wrong?
You do have it hooked to mk2 pipes?
It would be messy but if it really doesn't work any other way you could split the pipe, use 2 valves and remerge the pipe.
Yeah i just thought about that when i was getting my coffee, would be super weird to do
Unless you've got some mk3 pipes lying around. π π
LOL
That even in the game? Sorry haven't progressed past tier 6 yet
157 hours total game play
I haven't tested valves, but wouldn't you want a valve on each line?
Nope, no mk3 pipes.
So i was thinking by restricting the flow to the right after the split
it would force the rest of the oil through the intersection
but i guess i would need another pipe on the left
to split off again because of only 600/min
But might you not get less flow through the valve if you don't use valves on the left as well?
Good point :S
Or will that work out since 375 is less then the 412.5 or so you'll have in each of the two left pipes?
that is what i was thinking
that it would force the rest of the liquid to the other pipe
Except that's more than 600!
As, I said, I'm no valve expert, but are you sure that you'd force 375 through the right pipe without valves to the left as well?
One way to find out! hahah
True!
So, are you thinking on making the left pipes a loop, reconnecting them after the refineries/blenders or just manifold them and trust that they divide the flow properly?
Trust...
it should eventually even out in a manifold system? (if i thinking correctly of the manifold system)
key word "should"
I think so, as long as the refineries/blenders use the exact amounts (or less) but you should probably make sure all the pipes are filled before starting all the users.
yeah they are all using the same
Somebody suggested adding fluid buffers since the machines wouldn't fill until turned on.
Yeah might add those in
As they put it, you want the machines fluid content to vary between 50 and 49, not between 1 and 0.
I guess I need to be more diligent about checking my doggos, I'm about to use the last of my power shards.
Block the output pipe until the machines are all saturated
That wont work like depicted.
For one, 800 flow is not possible. Use 2 pipes there.
Secondly, without limiting the "rest" pipes too, the pipe cant build up enough pressure and you wont actually get 375 /min on the other side
Oh... Now i know why the bot reacted.
"dEPICted"
Thanks for the advice Piping expert π. Will tackle it soon
@bleak coral got a moment?
i think i finally discovered fluid priority input
though i cant be sure......
might need to test this elsewhere
That's a breakthrough.
alright. seems stable. Bottom Input Pipe has Input Priority over the top Pipe
so the pipe coming in from the left has priority over the one coming from the right
aaaaand its stable
Try using with recycled fluid system and see if it can clear backlog by itself?
hmm... good point
Thats my main problem right now with my alu factory. Even tho its balanced right, it likes to backup for the water
Its setup like this
External supply > sloppy solution < electro scrap byproduct
if you don't want problem, don't mix external supply and byproduct
Are all the pumps and valves necessary?
valve was to limit flow rate
and back pump for the pressure to fill the buffer
but i think front 2 are necessary
have you tried just switching top and bottom, to be sure it's really a top/bottom thing and not something that can come from other reason like how the pipe is built before ?
is limiting the flowrate generally neccessary, or just in this specific setup?
testing now
and also, is it the same if the output is on top or on bottom ?
so far so good
bottom is priority is my guess
it actually seems to work. huh
the source (resource well) is in fact getting limited
before anyone jumps to conclusions:
Dont use this yet!
im still trying to figure out the limits of this
Soβ¦takeaway, assuming this bears fruit: put your recycling along the bottom pipeline, and supplemental flow in from the top?
huh it's dead simple too, coulda sworn this was tested before but I can't remember why it wasn't widely spread
basically. but wait until im done with tests xd
that seems like a decent guess; but testing that when the output is linked to the top cross section seems a good additionnal test... we never know, sometime pipes do strange things
i dunno. its just the thought of "gravity takes priorty" but that never worked before
it never did.
but all i did now was to reverse my output priority build
this one
i basically turned it into a variable flow merger
so now instead of Output priority (bottom first)
..... its input priority?
This is nice for aluminum if it holds up.
which is far more useful IMO, since recycling is more prominent than needing overflow for liquids
and this is the unlimited low priority input
it jumps up and down, of course
buuut it averages to 80
and im using sloppy here
so 120 + 80 = 200, just what it needs
i will be testing this bad boi thoroughly
Pray this works and doesnt get patched for being too broken xd
this would be the best solution for recycling by far, cause you could overfeed it until it reachs equilibrium, then down-clock the water extractors, and not worry about flooding the system
or just overfeed and never care at all
and the rest goes elsewhere
buh muh energy efficiency
I think not even Factorio had Priority Inputs. Only with Mods
Does anyone use the standard battery recipe? I think that's the only other place I'd use this.
Ah, one of the uranium defaults
well.... its been going for a while now.... time to test more cases
The non-fissile recipe actually just needs to be bootstrapped with a resevoir though, you can remove external water entirely.
Each side has a directional valve, thoughts then?
This is a slice of the alu factory
I don't fully trust that, so you could use this as a safety valve for " self-sufficient* " systems
*pending floating point errors
I cut the water extractor off from my non-fissile loop once all buildings were full and a resevoir was 200/400~. I don't really go over there, but the lights are still on. π€
what i do to prevent all problem: my refinery making sloppy solution use either only byproduct water, or use only external water. usually that just make me build 1 more factory than needed, but i'm sure to be safe on my water system.
Issue is this is max aluminum, 9780 ingots. I dont have enough things to consume THAT much byproduct water π
But its only two lines that are acting up too, not all of them. So it works, just needs tweaking
you can still send water to sloppy alumina solution: just kinda separate the refinery producing sloppy alumina in 2: one part that use external water, 1 part that use byproduct water.
alright, so with more "steps" it indeed seems to be Input Hierarchy: Priority decreases bottom to top
Maybe, wouldnt take much retooling either
Because byproduct comes in from one side of the sloppy refineries and external the other
alright, it also seems the output pipe doesnt matter: if you have it on top or bottom, it still prefers the bottom pipe as input
it DOES get more complicated with multiple in and outputs though
really cool testing ! thank you for doing all of that
ill release the official info in my new manual once its time.
until then: you are at your own risk if you decide to use this
alright, what should i call this?
The other One is the "Variable Output Priority" Circuit
Should this be the "Variable Input Priority" Circuit ?
VOP and VIP xd
i solved all of that with trains <3
the train gets the extra water from the scrap and brings it to the alumina solution
and because the alumina solution uses more water than the aluminum scrap there will always be enough space in the train for the extra water
trains are love trains are life
well now, with luck, theres a smaller alternative
and then similar for uran/battery/acids
ima starting to hate satisfactory bc my first save had 3 pads of iron at one place and i keep making new ones and they are far away
;-;
im trying to restart
they are all always in the same spot you know
and the starting areas are all the same too
meaning: you spawn within a certain region of the 4 spawns every time
also @analog ledge what do you mean "keep making new ones"
i keep making new ones to get ore closer to me
making new what ?
saves
do you mean the rocks or the nodes
nodes
You spawn in a random area in a spawn zone
you spawn in a random point in a given area; but the map is fixed
iron
Check scim and select spawn zones
so if you just move and explore you will find nodes
its alright im playing factorio
when you choose a location you spawn within a radius
factorio and satisfactory are basically the same just one is 2D and one is 3D
They are only the same in that they are factory games. Thats it
Both games very different
^^ just the category
they act the same
Factorio: Factory Planner
Satis: Modded Minecraft
SF is more than Factorio 2 or Factorio 3
It's Factorio 3D
no they don't....
they don't act the same at all, they have very different focus, they just are the same general genre
You can't generalise
or else dyson sphere would be the same
or else if i said that about a shooter then apparently all shooters are the same
you don't enter with the same mindset when you play FC after you've play SF
the way factories are in satis are much different than how they are in factorio
not to mention factorio expects you to do the math for input numbers too.
Because it doesnt show items / min or items / sec. it just shows the time it takes to craft 1 item
especially because belts limit througput much more in this game
ones expand, be efficient, space limited, can't stop or else the factory will actually die, defend etc. the other is chill, build, in any direction, explore, discover, build amazing stuff
I mean I play factorio on peaceful most of the time
Factorio has you build 0% of your factory by hand once you got enough drones.
in Satiis, you always build.
Also only one of the 2 games puts pressure on you
adding the word 3d as in It's factorio 3d is like saying cars is a type better horse
blueprinting is really needed in satis though
it's debatable
i think more how you build then blueprints
in FC you need them because you can't redo the same miner setup for the 200th time when your iron ran out
its not fun for me to build the same setup of belts and inputs for 20 different factories
I don't need drones, just like a copy paste function for small chunks
post it on the q and a site lol
it would really speed up having to make sure you place every spliter in the right place and get all the belts running
we at least need some way to build several building at a time like in smart mod
Not like the smart mod imo
thats not SF imo
but anyway, early access, games not ready and update 5 is promising a different way of building
oh yea lol
well, when you get to build factorise involving thousand of building, having to build everything one by on get a bit too tedious
thounds?
I think your over exaggerating
You don't casually build a new 10k machine factory
or else wheres the fun in it if it's all done for you?
well, my last oil setup was more than more than 1000 building, so yes...
but i'm not asking for it to build itself, just have a way to build several at a time (and set them up together: don't have to choose every machine recipe, OC by hand).
and having some autosnap option for belts or thing like that too.
yea same
I'm not asking for like free factory setups
I wanna design it myself but making building it easier would be nice
Maybe like a building scanner so it can make like a hologram blueprint factory so you can essentially just go on autopilot placing buildings down? It wouldnβt build it for you but it would make it way less stressful to get everything right
Like it would just create a layout of your setup you can place down then fill in
That doesnβt remove the tedium of placing every single building
being able to place small groups with recipe already selected would help
even just 3 machines with belts and pipes and cables at once
removes a ton of work
yes
ok why does pure copper ingot use less copper than alloy copper but pure iron ingot uses MORE iron than alloy iron
because copper is more valuable (more rare) than iron, so adding iron to copper is worth less than adding copper to iron
was looking at it wrong, nvm
but pure iron ingot is still better than alloy ingot, cause there's more iron than copper by a long shot
so the extra copper cost of alloy makes it worse
ye it feels like alot of people use pure iron but almost no one uses pure copper even though on paper pure copper is insanely resource efficent (just not space/power i guess)
anyone building big builds that need copper ends up doing pure copper
which I think is fine, I think alloy copper and pure copper both do interesting, different things for different people
alloy copper is "good enough" if you want to build less, and pure is most optimal
I feel iron alloy doesn't provide enough benefit compared to pure though, cause I've never wanted to spend copper to save iron and I can't see why you'd ever want to do that
Iron is much more efficient space wise though
It's 35>75 for a single refinery Vs the 15>37.5 of copper
The BlueBuild Gun
||Blueprint BuildGun||
Id take the middle
That was my thought as well
First one is really good too if youre lacking pipes
or whatever else needs em.
Caterium for wire is odd, but ive yet to exhaust copper to the point Id be desperate to trade cat for wire
I'm using two pure nodes for caterium wire. One for supercomputers and batteries, and the other will be for hi speed wiring.
Anyone doing max nuclear, have you formulated a plan to use all that power? The ways I've examined to hit that level of power consumption feel a little contrived. Sure, you can overclock particle accelerators, but that feels like an out of the way gameplay choice, whereas cutting your machine count on refineries feels a bit more purposeful.
I have this tiered power grid concept where geysers form their own independent grid to run 100~ turbofuel generators, which form another grid to power 600~ turbofuel generators, which then power max nuclear, for a total of 1.3TW. Thus giving you the full 1.19 TW of max nuclear power for planetary production. But how could you use all that power with the remaining planetary resources?
how hard is it to feed back water into a line
the problem is to not have backup on that water
McGalleon had made some tests on priority merging for water that tend to show that you should be able to do that without backup; but he is still working a bit on that.
without that, the easiest way is to keep feed back water in a separate line.
the reason im asking is im using the instant scrap recipe but i dont know what to do with the extra water im getting
an easy solution would be to send that to pure ingot/wet concrete that you can build around
or could i use it for power
yes, anything that use a steady flow of water
im going to get about 600m3 water because im using about 12 blenders
it's also possible to send water back to instant scrap on a separate line. For exemple if you have 6 instant scrap blenders: feed on with an extractor, and the 5 others with the water you have from all 6 blender.
i need 1920 water which is about 16 water extractors
I would recommend against instant scrap tho. The sulfur use is not friendly.
The moment you want to do any overclocking everything may go out of whack, though. Wastewater going to diluted fuel, wet concrete, or other dedicated machines is best IMO.
its only 2 sulfur nodes as im overclocking the miners
Concrete in particular is good, because you can generally afford for it to be a little 'starved.'
Or parched in this case, I guess.
Ah, not going max build. Should be ok then
no im only going 450 sheets and 450 casings per minute
but thanks for your advice
For 12 blenders, use 1 extractor to feed 2 blander. And feed the 10 other with water produced for all 12 instant scrap (600 water to feed 10 blender). That takes some time to setup but that works (you can pump more external water first into all blender to make that working quickly)
I'm working on a max nuclear with minimum plutonium (about 650 GW iirc), which should be enough for the biggest possible factory plan I may tackle AND have leeway to overclock stuff
This is mine for context. Residual water is used in the process
oh ok i will think about it
I rely heavily on overclock both to reduce lag and to help with ratios (I like my power graph to be flat and belts balanced :P)
are you using all the pure baxuite
@upbeat tide this what im trying to do
I am using ALL the bauxite in the map . Pure, normal, and impure nodes
im using just the pure
Aah im not familiar with that calc
But this is a sample of my setup
Scaled based on node. Each node has its own βmoduleβ like this.
https://u4.satisfactorytools.com/production?share=i7R4fhVhEo5mdK1dfSdg this is mine @upbeat tide
Ooh a different view in greenyβs tool
I just use the logical planner mostly
@thorn pollen this is one of the slices. This produces 600 aluminum ingots form a normal node.
And it was just repeat, repeat, etc until all nodes used
https://u4.satisfactorytools.com/production?share=RT1BjgKIkXO38b3TzD5J i could use the water from the instant scrap for this
because i need 120
thats very clean
I actually plan on a modification. The external water supply is from shared pipes and using valves to control flow. Not really working as well as I would like and ocassionally a system fails due to too much water. Soo, gonna break it down and have a dedicated external water pipe set to the needed flow per segment.
Means will be alot of spare water π
Im piping in from seceral water wells, wanted to be different
Imagine making max allu using silica 
I'm already in pain for finding out my factory plan encourages that 
Someone posted a max aluminum with default ingots build the other day. If you use default circuit board recipe and minimize oscillator use, I imagine it's doable even with very large builds. I'm also curious how that aluminum would end up being used. Maybe tons and tons of batteries for ludicrous amounts of drones? Though sulfur may become an issue.
In my plan, I place silica mostly in nuclear and HSC production, while the increase in allu allows for more TPRs and such
i'm trying to do the math on that now. i will probably end up doing a mix of pure/normal alu ingot to spare some quartz, but i still need to know how much i want to keep
7k+ quartz even when using cheap silica. Its just too much
Plus max alu using instant scrap uses over half the worldβs sulfur node supply. Not alot of room left for other stuff after.
So; i consider a setup where some quartz is used for nuclear (50,4 uranium rod + fuel plutonium recycling) and aluminum is fully produced with bauxite->sloppy->electrode scrap->normal ingot (so max without sulfur). After that, if i'm not mistaken the only important part where quartz is used is for RCU, in this setup you clearly don't want radio connection unit that cost too much quartz, so i got with normal recipe; i will have enough quartz to produce about 270/m of them, that could for exemple translate to 90/m thermal propulsion rocket (really close to the max possible). In addition to that you can look to produce some items that can use bauxite and no quartz (Assembly director system for exemple, to continue on high sink point items), and this solution with normal alu ingot seems to become the optimal one.
It ain't too bad, even maxing allu you still have a decent amount of silica left (I leave the baux/silica part of my plan for comparison)
Instant scraps though... no thanks 
Thank you discord... Very clear screenshot -.-
How to make it readable?
share link to the satisfactory tool page
But I organized all the nodes for the screen ;-;
if we right click->open link on the image it's readable
Oh, thanks! My bad, my browser was at less than 100% zoom and I thought it was at 100% already ahahah
the main reason i have against putting all quartz into aluminum is that i guess we might get more uses for quartz in futures updates, and keeping some accessible without redoing some production chain might be worth it.
but as i tend to start a new save after each major udpate, i probably shouldn't worry too much about that π
I'll probably not process all alu in one place anyway, so I'll have chances to go for pure along the way :P
2 normal uranium nodes maxes out at 28.8 uranium rods and 12.8 plutonium rods, right?
Alright, here's the oil setup I'm settling for:
On the left, 4 HOR refineries feed Diluted Fuel blenders 1:1 (45 HOR/min -> 90 Fuel/min). In between every 2 HOR refinery there's just enough space to fit a rubber refinery using up all their resin
tapping on the water for the fuel (thus why one refinery is turned the other way around)
Inputs: 135 oil/min (270/min if you double the setup :P), 405 water
Output: 22.25 rubber, 360 fuel
I made it so it couples up well with recycled setups
Issue is, I have high volume silica plans for other pricesses, around 6k needed, so going full tilt in aluminum would not be doable.
Also, its nice to not have silica byproduct, etc
Why would you have silica byproduct? 
I'm all down for sloppy
Exactly
It's the most baux efficient anyway xD
It appears that it's possible to do 30/30/120/120 final space elevator parts, max nuclear from 1200 uranium, and 1,000 extra batteries for absurd amounts of drones. Using the plutonium for power, you have enough headroom to overclock as much as you have the patience to farm shards. You could sink the rods if you added a little more uranium power.
These my numbers. And I'm using silica for allu
There's still some wiggle room for everything
Multiple resources are at max, though, so you'd need to run it very tightly. https://u4.satisfactorytools.com/production?share=onmumiQWbHZP4dLAlON0
Omnomnom coupons
I don't think using the pressure conversion cubes for plutonium is worth it 
True. I instinctively maximized power generation
Unless you plan to go VERY HEAVY on OC, I doubt it's worth maxing out plutonium
For example, my plan (that cuts quite a lot on plutonium) still gives me ~150% the power needed to run it
And that's a plan that isn't too far off from total nodes depletion
You wouldn't even be able to go that heavy on OC without doing an unrealistic amount of doggo farming. If you want to go minimal building count on iron wire, you'd need over 6,000 slugs. π¬
The recycled setup mentioned. Sets of 6 recycling refineries at 200% clock (so they split 60/min exactly from the feed belt) for every 4 fuel blenders. In sets of 12 the output is 720 every 6 so...
Just make one side for plastic, one for rubber, split the output in 2 and you can feed them while taking half the outptut away. There's space to place containers to start the loop
Spend enough hours in a save with 10+ doggos and that's not a dream anymore 
...or build in creative... I do the latter π
Haven't tried creative yet
I've got 50 doggos on this vanilla save and I'm tired of checking them. My 60 HMF factory ate up like 500 at once.
It's all about where you place the pen π
Tip: If you need to work on a massive project, it's worth moving the pen close to that project ^^
Well, if you're in dire need of slugs, that is
Yeah, that's exactly where I'm at. But the prospect of moving 50 doggos is a little daunting. I have moved 20~ at once before, though, they moved reliably.
I suppose I could always test if 50 will successfully follow at once and reload if they don't.
I need slugs bad, is there like a hotspot on the map where there are a ton of them?
Bamboo forest in the mountains has many purple slugs. Dangerous monsters, though.
Green slugs give one shard, yellow give 2, purple give 5.
Afaik the "pillar maze" in the North-East desert has quite a lot of slugs. Never seen so many in one area myself
Though, doggos are the most reliable source of slugs in the long run
all slugs give shards. some just give more
Rocky desert oil fields? Yeah, tons there. I think it's 3 different group spawns. There's also a cave on the Gold Coast, near the pure caterium node. I found 7 in there.
I was referring to the area close to the shore, not any oil there, just a sulfur node 
But I'm not big on slugs anyway, that's just the best spot I know π
Ah. So there's even more that I haven't found. π
I'm up to 51 doggos and I haven't even really searched half the map.
Map is big 
Big compared to walking distance.
Worth Overclocking Fuel Gene with 3 shards?
overclocking just saves space, and makes the math weird
so if you want to save some space and don't mind doing the math, sure
read up on it here first: https://satisfactory.fandom.com/wiki/Clock_speed#Clock_speed_for_power_generators
