#math-and-meta

1 messages Β· Page 544 of 1

fringe pawn
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Been there. Drones can cut down on that. I just attach a drone port to my containers for rods, plates, concrete, etc. and then everything flows right into them. Then I can build a drone port and drone anywhere in the world and have them go retrieve from those.

fierce ruin
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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.

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I'd have to build a new storage and drone port area, but it does sound worth it.

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It's just one more thing to get around to though.😩

fringe pawn
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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.

fierce ruin
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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?

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Or can that assignment be changed on the fly from the other end of the route?

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if you build a port and a drone where you are, that drone can go search for item in any port already built

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Oh, that's nice, sounds like the Wiki page may need updating then.

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no, wiki is right too

fringe pawn
fierce ruin
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So how does that work, is the assingning done with the drone?

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I'll check that, thanks!

fringe pawn
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Imagine you have caterium ingots feeding into a drone port. An unlimited number of drones from other ports can go take ingots from there.

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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.

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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.

fierce ruin
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@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.

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It may become clearer once I start programming drones.

fringe pawn
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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.

fierce ruin
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it shouldn't be loading/unloading but where the drone is build / where he moves

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I'm getting the idea that the distinction between "loading" and "unloading" ports isn't a real thing?

fringe pawn
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Sort of. Abandoning that distinction did help me ultimately.

fierce ruin
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Great!

fringe pawn
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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.

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But trains are still king for high volume

fierce ruin
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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?

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The drones do sound great for flexibility, as long as you have a well planned out central storage and drone port arera.

fringe pawn
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I think pages like that try a little too hard sometimes. Nuanced details should probably be left to separate guides.

fierce ruin
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Thanks muchly for clearing things up in my mind!

wind spade
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@white owl fyi, resource limits for all resources (capped by belt/pipe speeds, overclocked to max possible)

glacial hemlock
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Coal might be lower due to a bug of overlapped node

glacial hemlock
wind spade
glacial hemlock
subtle eagle
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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 ...

oblique hollow
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if you dont want to bother with setting things up super efficient, then just dont

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ive bogus'd my way through a lot of things

fierce ruin
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How about watching YouTube tutorials and copying their designs?

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You'd have to make sure they were recent videos of course.

wind spade
fierce ruin
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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.

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@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.

hollow hearth
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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

oblique hollow
hollow hearth
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Fairly easy way of balancing if you know how much you need of everything

oblique hollow
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its really no timetables. just port-to-port connections

fierce ruin
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@oblique hollowOh, so a drone can only run back and forth on a single route? Without reprogramming.

fringe pawn
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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?

fierce ruin
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And you can't have multiple drones sharing a port at both ends?

oblique hollow
hollow hearth
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A + B + C -> D etc

oblique hollow
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a port can only assign one target

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but it can BE targeted by many ports at once

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so if you have 3 ports

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you can have 2 ports target 1

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but not 1 target 2

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the drones only ever take ONE path

fierce ruin
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Yeah, but you can't merge those two ports?

wind spade
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basically - every drone port can only "own" one drone. Drones can only go between the "home" port and any other

fierce ruin
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But can another drone use the first drone's home port as a destination?

wind spade
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I think yeah

fierce ruin
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Ok, thanks again!

hollow hearth
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Drones can only share a destination port and not a home port I believe

oblique hollow
# fierce ruin Ok, thanks again!

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

fierce ruin
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But a port could be home for one drone and destination for another.

oblique hollow
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yes

wind spade
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yeah, you can have two ports and two drones going between them

fierce ruin
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Ok, if I'm A, I can visit B and they can visit C and C can visit me?

hollow hearth
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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

fierce ruin
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So you can have multi port loops but each drone can only trafic one segment?

oblique hollow
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hope i didnt mess this up....

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many visit Port C, but Drone C can only visit one

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at least thats what i think right now......

fierce ruin
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Well, I'll have to give it a try.

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that's also how i think it works (i didn't do enough testing to be sure tho)

hollow hearth
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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

oblique hollow
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kinda weird. i havent tried A to B and B to A yet

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so 2 drones instead of just one going back and forth

hollow hearth
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I still think building a drone on a port designates it as a home not a destination

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Because I know once you build a drone you cant set that as the same drones home from a different port

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Learned that when I had to travel across the map just to program a drone because I forgot to build a port at base

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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

glacial hemlock
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Correct. The port where the drone is built is known as 'home' port

brazen bone
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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.

bleak coral
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for most setups they're unnecessary; there's enough room in the pipes to buffer a system, especially if you let them fill

brazen bone
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Can save some frames then, it seems.

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I might be thinking Factorio.

wind spade
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you can save frames by shutting satisfactory down

brazen bone
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Lol. Meant modular frames.

bleak coral
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I mean "saving" resources in this game by building less stuff isn't important, cause we have infinite resources

brazen bone
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More Heavy Modular for the Space Elevator.

iron prairie
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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.

wind spade
iron prairie
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... Productive processing steps, treating recycled rubber/plastic by only considering its fuel input.

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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.

fierce ruin
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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

wind spade
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technically fuel rod -> waste isn't a processing step

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since it's not a recipe

iron prairie
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Depends on semantics.

wind spade
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well it's not a recipe in code πŸ˜‰

iron prairie
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Speaking of which, when are you adding the spaghetti code to add in support for burning fuel rods?

wind spade
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never, I'll add power support eventually

iron prairie
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(being sarcastic... ish. It would be nice, but spaghetti)

wind spade
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but not hardcode like you want πŸ˜›

quartz storm
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which one should i choose? does it matter in the long run?

fierce ruin
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it doesn't matter in the long run: you will be able to unlock every recipe

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so feel free to pick what you think you need at the time

upbeat tide
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Pick based on what is most useful for you now. But, as said, all can get unlocked without issue.

supple belfry
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Yeah. I’d recommend thinking about your next major build, and the resources you have available to pull it off.

fringe pawn
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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.

supple belfry
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Wet concrete can be a cheat-y (sort of) way to get around the trickier parts of aluminum processing, but it’s a crutch that most folks are better off avoiding, I think.

upbeat tide
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Just loop your water for aluminum setups. Better that way πŸ™‚

quartz storm
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mmm wet concrete

fringe pawn
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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.

glacial hemlock
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Fine blackpowder is good

supple belfry
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Fluid mechanics are a bit all over the place, too, so expecting someone to navigate aluminum production water recycling without much worry seems…ridiculous. It’s an obtuse mechanic; my first setup worked, but I’m still never 100% confident that I’m not going to have trouble.

glacial hemlock
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Nah

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Just split the recycled from the fresh

fringe pawn
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Same dilemma as concrete alts. Clearly good from a pure numbers perspective, but not all resources matter equally.

bleak coral
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I mean it's a straight upgrade, so if the other pulls are bad might as well go for it

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even if you don't really need it

fringe pawn
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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.

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The point at which you fill a container of each, that's probably a lifetime supply.

open patrol
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Biocoal and charcoal is just....soo unneeded. Stick a Mk2 Miner 250 clock and ya got near a lifetime supply o coal

bleak coral
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they're meme recipes lol, don't take 'em seriously

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not for the efficiency nerds

fringe pawn
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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?

analog nova
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Is there ez way to balance 2 inputs to 9 outputs (wo merge)?

bleak coral
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you can merge after the first splitters if you're trying to get past a belt limit

iron prairie
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Set up twin manifolds for 4x each, then merge at the center?

bleak coral
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also yes, manifolds always work

analog nova
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Hm... yea, manifold with merge after few splits should work, thanks

fringe pawn
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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.

gloomy sage
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There we go. Finally got it figured out.

lapis compass
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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?

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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?
fierce ruin
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that's a lot of elevator that aren't that usefull. But yes, 8 smelter at 45/m consume 360 ore

lapis compass
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would you say its possible to have 11 smelters all outputting at 100% with the same 360/m ore input/output?

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wait nvm im dumb, i just checked back and my smelter is running out lmao

lethal quail
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Anyone have a good free flow chart software? I saw a web-based one somewhere, but can't remember anymore

fierce ruin
wind spade
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or in pins

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draw.io is probably good enough for custom flow charts

lethal quail
wind spade
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for sf-specific, there's a few tools in pins here

lethal quail
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but I found this

wind spade
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draw.io is a good one as I said, there's more ofc

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some of the calculators generate flowcharts for you tho, so you can use those as well

lethal quail
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oh

upbeat tide
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If you have Visio its better, but thats not a cheap item

supple belfry
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Figma is also pretty great.

timber widget
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i did not realize how daunting processing 1800 units of crude oil could be but i am having no regrets

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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

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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

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i know ill have excess in a few places but that is my target so far

opal temple
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The devil will be providing you power then

timber widget
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yes and with it i shall do its bidding making..... stuff

fringe pawn
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Is this to tide you over until nuclear? Or will you be going even bigger?

timber widget
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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

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i have yet to unlock teir 7 and 8

fringe pawn
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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.

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I think I built 90 ISCs for 32 waste/minute. Waste has a 500 stack size.

timber widget
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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

fringe pawn
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In that case you convert the uranium waste to plutonium fuel rods, then put the rods into the sink. Squeaky clean.

timber widget
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absolutly. but we will build that bridge when we get there

fringe pawn
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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.

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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. πŸ˜„

opal temple
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This is why we love satisfactory though

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For the stupid processing chains we have with Nuclear

fringe pawn
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If you can handle fused modular frames and turbo motors, presumably you can handle nuclear as well.

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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.

timber widget
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yea i cant wait to figure out the trains as i hadn't been able to work with them yet either

fringe pawn
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And yes, it would have been easier to belt it. But I wanted an automated factory cart somewhere πŸ˜›

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Trains are nice because the tracks also carry power.

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So if you route a train, you also route power.

timber widget
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oh hell yea

fringe pawn
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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.

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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.

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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.

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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. πŸ˜›

timber widget
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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

fringe pawn
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I have a factory up there too.

opal temple
fringe pawn
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It's an impure uranium node up really, really, high.

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Scan for uranium in the NW desert, look for the highest point you see, then start climbing.

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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.

opal temple
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Hmm alright, I’ll keep an eye out for when I get to that stage. Not even close to uranium

glacial hemlock
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You can fly up with lots of options, the fastest is still the cannon

fringe pawn
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That's a fairly precise shot to make with a cannon.

glacial hemlock
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The fall can be slightly controlled to make up for the error

fringe pawn
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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?

wind spade
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unless you have some dev knowledge, then you can directly save contents of localStorage πŸ˜‰

fringe pawn
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All tabs got nuked and I was logged out of pretty much everything which is why I was surprised. No complaints, though!

wind spade
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in the future there will be a way to make an account and make the production lines shared inside of that account

wind spade
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good to hear that the data can survive such extreme cases tho

fringe pawn
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The master worksheet has over 40 lines of production items to account for, so it would take some time to rebuild 😱

wind spade
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yeah, for now just share a link to it πŸ˜›

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or if you want I can show you how to save the localStorage contents directly πŸ˜‰

fringe pawn
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Recreating why exactly I decided I wanted 1.6 excess supercomputers and so forth... nope! Not today. πŸ˜›

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Nah, I'll just start stashing links in Excel.

wind spade
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I'm also planning to do more export/import options, so that there will be more ways to share production lines

oblique hollow
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im waiting for the day where i can manually reconnect arrows

wind spade
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oh ffs

fringe pawn
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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.

wind spade
upbeat tide
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@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

wind spade
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yeah, I got that request a lot

fringe pawn
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I'm actually in the process of figuring it out on my own, just for the sake of it (LocalStorage).

upbeat tide
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Aah πŸ™‚

fringe pawn
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Ooh, I like that suggestion as well.

wind spade
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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

upbeat tide
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Makes sense

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My day job deals with that issue all the time

wind spade
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that's also why there hasn't been too much updates in last 6 months

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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 πŸ˜„

fringe pawn
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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?

wind spade
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UI is usually last thing to be done anyway

fringe pawn
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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.

oblique hollow
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900 (9 stacks of ore) / 2.6 = ?

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should be around 350 / min

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the drone port should tell you the same

fringe pawn
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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.

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Ah well, another drone on the other end is no problem in this case.

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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.

oblique hollow
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then you probably need 2 drones

upbeat tide
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Soo im considering doubling my rubber/plastic fab from 1800 each to 3600 each πŸ™‚

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Basiclly all the blue crater oil

fierce ruin
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Sounds like a thing.

upbeat tide
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Would only be 370 refineries, 64 blenders, 40 water extractors, and 5 oil heads πŸ™‚

lyric bloom
upbeat tide
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Lol it already is two decks and some sub-decks

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Wont be that simple

fringe pawn
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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.

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1164 coke and 184 fuel are part of the production, so it would even higher if it were purely recycling.

drifting pike
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what clock speed do i need to set a refiner to turn 80 cm3/min of heavy oil residue into residual fuel?

fierce ruin
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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

wind spade
drifting pike
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ya my bad

wind spade
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for 80m3/min you need 1.5 refineries

drifting pike
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i was thinking cubic meters so i put cm3

wind spade
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the "3" is the "cubic" πŸ™‚

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cm = centimeter

drifting pike
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ya i knew

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i took intro and advanced engineering in high school a year and a half ago

wind spade
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anyway, build two refineries and underclock one to 50%, or have both underclocked to 75%

drifting pike
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what would the clock speed need to be for one refiner

wind spade
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150%, but that's waste of power

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as I said, you need 1.5 refinery, so total of 150% clock speed, but you can separate that over any number of buildings πŸ˜‰

hasty minnow
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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? πŸ™‚

wind spade
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hasty minnow
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ill give it a go πŸ˜„

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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?

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I guess you call them Satellite buildings?

wind spade
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I recommend not sticking to any tiles, just make every factory as big as it needs to be

hasty minnow
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Alright

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Kind of getting overwhelmed by the thought of it lol

fringe pawn
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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.

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Even 15x15 is usually plenty.

hasty minnow
#

Alright, my starting area is dessert biome, so a lot of pure nodes

wind spade
#

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

hasty minnow
#

Yeah that is what i was going towards greeny

fringe pawn
#

I'm currently walking a pure caterium ingot factory, and I did 33 refineries (at 250% clocks) in a 15x11 space. Single story.

hasty minnow
#

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

fringe pawn
#

Part of it is getting a feel for tight I/O setups.

hasty minnow
#

Yeah i am really picky when it comes to clean builds lol

#

@wind spade Does your website account for power shards?

wind spade
hasty minnow
#

Alright ty

wind spade
#

but overclocking anything but miners is usually just a waste of power

hasty minnow
#

oh really, interesting

#

ill keep that in mind

wind spade
#

250% overclocked building uses like 400% power

hasty minnow
#

oh lord lol

wind spade
#

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

fringe pawn
#

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.

wind spade
#

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 🀷

fringe pawn
#

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.

hasty minnow
#

Any youtube recommendations for loading balancing and overflow etc?

wind spade
#

recommendation: do not bother with balancing, just use manifolds πŸ˜›

hasty minnow
#

Alright lol

wind spade
#

unless for very specific cases, balancing is not really needed 🀷

hasty minnow
#

Sounds good to me! Been watching a lot of Kibitz lol

wind spade
#

I'm not a big fan of his tbh

hasty minnow
#

Any others you are fan of?

wind spade
#

I quite like TotalXclipse

fringe pawn
#

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.

wind spade
#

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 πŸ˜„

fringe pawn
#

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.

wind spade
fringe pawn
#

There are some good Reddit threads as well, that drone guide the wiki links to is solid.

fringe pawn
#

It looks like with default clocks that would have been rows of 25, 25, and 33.

hasty minnow
#

Interesting. Yeah seems like a lot of effort to produce that load balancing

fierce ruin
#

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

fringe pawn
#

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.

tepid sparrow
#

oh my god
What have i done

fringe pawn
#

Why 6.6 instead of 6.4?

glacial hemlock
#

Why not 8.0? Lol

fringe pawn
#

Any sort of 4:4:1:1 ratio would make sense, so something slightly off from the appears peculiar.

glacial hemlock
#

Oh, my bad, the ratio is 4:4:1:1

#

After the gold cup, just remove the pasta from the party

normal trout
oblique hollow
#

try the subreddit

#

maybe some of oldshavingfoam's designs

glad raven
#

howw many Reinforced Iron Plates per minute is enough? I have 20 per minute currently and im trying to future proof

bleak coral
#

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

glad raven
#

Ty!

native perch
#

So, I'm making a foundation out to the slow kill box :)))))))) 150x200 :)))))))))))))))))))))))))))))))))))))))))))))))))))))))) help

magic shadow
#

use the smart mod

native perch
#

ew no

magic shadow
#

well have fun placing thousands of foundations manually then :D

native perch
#

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)

upbeat tide
#

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

fringe pawn
#

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.

upbeat tide
#

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

supple belfry
#

I don’t derive any pleasure from repetitive tasks like belting splitters and mergers to machines. If that’s your jam, go for it, but I don’t have that much free time to game, and there are lots of cool video games out there to play

fringe pawn
#

Kinda weird that click and hold to mass build foundation isn't vanilla. That's a pretty standard feature for building games.

fierce ruin
#

still early acces, and a recent dev update said they were working on improved building modes.

upbeat tide
drifting pike
#

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?

upbeat tide
#

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

bleak coral
#

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.

shadow prairieBOT
#

Ask for mods over at the official modding discord. It is linked in #welcome

<3 @bleak coral

fringe pawn
#

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.

upbeat tide
#

Or at least limit to only QoL mods that wont cause any issues when game updates

abstract prawn
abstract prawn
desert creek
#

is there a map for the best spots to make certain kinds of factories/best spots to setup

glacial hemlock
#

@desert creek no

#

But refineries that require water are best to be built on open sea.

desert creek
glacial hemlock
#

Btw, if you build close to the center of the map, you could minimize the distance of belts or railways to everything

upbeat tide
#

Im now building my second set of 1800 rubber factory, and this time its going much faster πŸ™‚

Also refined my build and setup process to avoid issues I had in the first edition.

fringe pawn
#

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.

upbeat tide
#

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

fringe pawn
#

All the oscillators for rods? Ultimately nuclear power?

upbeat tide
#

I only need 50.4 crystal occilators, building a bit more than needed

#

Not all but majority

#

Already have the beacons built

fringe pawn
#

34 oscillators is a big excess, or is it for other production chains?

upbeat tide
#

For other needs, undecided but 30 occilators can go a good way

fringe pawn
#

You could always make an absurd amount of nobelisks πŸ€“

fierce ruin
#

or use it for RCU, that seems to be better value

upbeat tide
#

Most likely RCU’s yup

#

But yea never would use for nobelisks

fringe pawn
#

I actually just spent a good amount of time trying to use nobelisks to kill monsters. I see the appeal now, but nothing gamechanging.

upbeat tide
#

They are useless vs the bugs tho

fringe pawn
#

Only useful against hogs as far as I can tell, yeah.

fierce ruin
#

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.

upbeat tide
fringe pawn
#

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.

fierce ruin
#

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

fringe pawn
#

It greatly simplifies production, though.

fierce ruin
#

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.

fringe pawn
#

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.

upbeat tide
#

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

fringe pawn
#

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.

upbeat tide
#

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

fringe pawn
#

So, so, so much quickwire.

#

Luckily caterium ingots fly well.

upbeat tide
#

You get 1800 quickwire from only 150 cat ingots

oblique hollow
#

Fused Wire best :)

upbeat tide
#

Yea its nice, but there isnt alot of need for mass wire.

fierce ruin
#

iron wire best

upbeat tide
#

Iron wire is the simplest, but not the best

#

Its actually very inefficient

fierce ruin
#

depends on what you call innefficient, ressources usage or nmber of machines

fringe pawn
#

Closest ore node of any sort if fine for wire until you're pushing against resource limits.

fierce ruin
#

iron wire is ressource efficient

upbeat tide
#

True, I do use it alot. Iron wire

vestal jackal
#

if i make 3 items per minute how long will it take to get 500 items im to lazy to do the simple math

supple belfry
#

Oh buddy. There’s a calculator in game.

#

Press N. Plug in numbers. Press enter.

bleak coral
#

just remember it evaluates right to left, so for multi-step things you need parenthesis or it may not give you the expected result

queen rivet
#

The answer is 42.

upbeat tide
#

@fringe pawn this is what my recycled loop looks like, 1800 rubber output on this floor

cloud shard
#

that's a lot of fuel

#

but how do you funnel out 1800 rubber

#

a mk5 belt can only handle 780

frosty owl
#

I'd do 3 belts of 600

upbeat tide
cloud shard
#

so... it's 3 times a 600 rubber setup merged together?

upbeat tide
#

Pretty much

echo sage
river venture
stark bronze
#

But with an unclaimed one else thered be bo point in that

native perch
#

I caved

I got smart
It's just too damn good

fringe pawn
#

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.

sinful rover
#

lmao my 1 year free subscription ends today

#

pain

frosty owl
fringe pawn
#

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.

frosty owl
fringe pawn
#

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.

upbeat tide
#

I personally see no real value add with nitro.

The games they β€œoffer” I can find elsewhere. The service benefits to ME are not worth the cost

wind spade
wind spade
fringe pawn
#

Occasionally the upload limit annoys me I guess. But that's maybe once every few months.

frosty owl
upbeat tide
#

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

fringe pawn
#

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. 😬

frosty owl
#

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 hehe tired_jace

upbeat tide
#

Sounds normal

#

50.4 rods?

frosty owl
#

Yep... From ores to rod in 1 locations

upbeat tide
#

Honestly the rods is the easy part

#

Its the actual reactors that will drive you mad

frosty owl
# upbeat tide Sounds normal

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

upbeat tide
#

Yup πŸ™‚ alot of cheap silica and fused wuickwire assemblers

frosty owl
upbeat tide
#

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

fringe pawn
#

Are your encased cells going yet? You might start allowing a few containers of those to pile up as buffer.

frosty owl
frosty owl
#

Minimum radioactive footprint

fringe pawn
#

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.

frosty owl
frosty owl
#

It was also good practice for me before making the plutonium setup ahah

fringe pawn
#

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.

frosty owl
#

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:

fringe pawn
#

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.

frosty owl
#

I still struggle with having enough space inside factories hehe

#

Hate to leave empty areas and such :/

fringe pawn
#

There it is, up on the distant peak, actually. I built the encased cell factory right over the uranium node.

upbeat tide
#

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

frosty owl
frosty owl
upbeat tide
#

Yea this is all local production and local consumption

#

Im not a mascist enough to train quickwire πŸ˜„

#

Or was all local I should rephrase

frosty owl
#

And scales very well for any possible output/min

upbeat tide
#

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 πŸ˜„

fringe pawn
#

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.

frosty owl
#

They also look Hella interesting to me though πŸ˜†

#

Expansion to eg: Just repeat the "refineries+assemblers+manifacturer" combination for however many times needed to get a pattern going

upbeat tide
#

Im currently working on this behemoth. Once done, probably wont need to worry about plastic/rubber for a long, long time

@frosty owl

thorn pollen
#

bauxite is only used alu is that correct

upbeat tide
#

Will be 3600 rubber/plastic once the 4th layer is done

frosty owl
#

3600 of each?

upbeat tide
#

Yup

upbeat tide
#

SCIM overhaed

frosty owl
upbeat tide
#

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

upbeat tide
#

Raw data

left jolt
#

I can't work out why there's sometimes an overflow of ironbars

#

It should be a perfect ratio πŸ€”

frosty owl
#

Are you usingg normal splitters?

left jolt
#

no

#

those are smart splitters at the end

frosty owl
#

Could just be taking time to "stabilize". Try emptying out the machine's inventory and see if the rods still pile up

frosty owl
upbeat tide
oblique hollow
#

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

calm gale
# oblique hollow

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

oblique hollow
#

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

calm gale
#

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

oblique hollow
#

yeah, you need to fill it up. thats the thing

calm gale
#

thats the thing the main pipe is full or never fills from the pump pipes so yea idk

oblique hollow
#

and if you want to split numbers precisely at a junction, use valves

oblique hollow
calm gale
#

duh

left jolt
calm gale
#

also i might have to use a valve cause ure fuel setup u gave me seems to backstuff on fuel

left jolt
#

Have I done the math wrong somewhere?

oblique hollow
#

are those mk 1 belts

left jolt
#

All Mk3

oblique hollow
#

check if it actually is mk 3 everywhere

left jolt
#

It's the only belt in my hotbar

#

and I'm not picking MK1/MK2 from the mneu

oblique hollow
#

is every machine at 100 % efficiency?

left jolt
#

yeah

oblique hollow
#

if the belt backs up and the machines are at 100%, then there is no problem

left jolt
#

I mean, it shouldn't be backing up rright?

#

It should stay at basically exactly equilibrium

fierce ruin
#

do you have enough screws for your assembler ? that can cause the backup

left jolt
#

yeah, they take 25 and they fill up beyond 50 every time it completes a craft

oblique hollow
#

make sure you dont confuse clock speed with efficiency

left jolt
#

πŸ€”

oblique hollow
#

is that in every machine?

left jolt
#

some are 98

#

the two at the end are 99

oblique hollow
#

aaaaand what about machine outputs?

#

are some outputs not emptying?

left jolt
#

ok 1 sec

#

all outputs should be

#

they're going into a sink so

#

I'm assuming machines never hit 100% efficiency?

oblique hollow
#

they do, but dont display it right

#

99% is about 100%

#

i assume this is what you have?

left jolt
#

yeah

#

basically

oblique hollow
#

then try grabbing some rods off the belt. if it doesnt fill back up, all is fine

fierce ruin
#

can you screenshot where your rod split between assembler and screws ? i can't see that well on the first screenshot

left jolt
fierce ruin
#

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 ?)

left jolt
#

yeah, like 10/min or something

#

it's not much overflow but it's there.

fierce ruin
#

this splitter split 45/45 and not 40/50 if it can

#

so you should have either backup or overflow on the assemblers

left jolt
#

so should I use a smart splitter

#

redirect any to the left, and then overflow to the asemblers

fierce ruin
#

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

left jolt
#

I wish there was a tool, that you could "attach" to a belt, and measure how many items pass through it a minute

oblique hollow
#

i hate saying this phrase but:
"Theres a mod for that"

frank mesa
#

LoL indeed

left jolt
#

I normally do my first playthrough of any game unmodded so

fringe pawn
frosty owl
# upbeat tide One thing I know from <@!597386533691064342> is that pipe under-fed refineries i...

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

oblique hollow
#

Hmmm with buffers i guess it should work

frosty owl
#

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 yes

#

@bleak coral Do you think you can guess what this sushi monster is/does? 😏

bleak coral
#

heavy modular frames?

#

wait no those manufacturers are feeding back into the process? or are they?

#

some computer shit maybe?

fringe pawn
#

My guess is something involving silicon high speed interconnects.

oblique hollow
#

Mixed belts is my guess because smart / prog splitter

fierce ruin
#

i agree with mixed belts; so it end up producing nothing because of mixed belts that got clogged !

frosty owl
#

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

frosty owl
oblique hollow
#

pog splitter LUL

frosty owl
#

110 oscillators/min sure a lot of work hehe

frank mesa
#

Mixed belts can work, but you will need to overflow into a sink eventually

upbeat tide
#

I would recommend to not mix belts. Its not that fun to deal with it.

frosty owl
#

I'll try my luck jacelul

frosty owl
#

One could be "one step ahead" and make sure the constructors always have a connection to the sink instead rolljace

fierce ruin
#

having a sink as a backup to prevent major problems is still good.

frosty owl
#

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 πŸ˜…

fierce ruin
#

then fit them outside the building πŸ™‚ 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

upbeat tide
#

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

fierce ruin
#

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

upbeat tide
#

I could probably lose my resin sinks, they are a β€œemergency”thing anyway

frosty owl
upbeat tide
#

I use them mostly to ensure the recycled loops never stop

frosty owl
upbeat tide
#

It will be using trains to move most of the plastic or rubber depending on where its needed, soo those sinks are permanent

frosty owl
# upbeat tide I use them mostly to ensure the recycled loops never stop

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)

fierce ruin
upbeat tide
#

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

frosty owl
frosty owl
#

I'm planning to make mine be enough for the whole save. About 112/min

fierce ruin
upbeat tide
#

Around 84 ish a min planned

frosty owl
#

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

upbeat tide
#

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

frosty owl
#

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 πŸ˜…

upbeat tide
#

Yea I understood.

But RCU would be the main use. I wouldnt use crystal computer for example personally

fierce ruin
frosty owl
fierce ruin
#

you mean crystal computer or RCU using crystal oscill ? because if i don't see any appeal to the first, the later seems ok

upbeat tide
#

Crystal computer is meh. Just do caterium computers πŸ™‚

And the RCU alt is nice, just because its a tad more efficient for those needs

fierce ruin
#

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

upbeat tide
#

I would advise against it, but sure?

fierce ruin
upbeat tide
#

I just have never had good luck with mixed belts is all

fierce ruin
#

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.

upbeat tide
#

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

fierce ruin
#

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.

upbeat tide
#

Decided to do a quick comparison note on circuit boards

#

Yup, caterium circuit board wins

cedar mica
#

Silicon with byproduct silicon from Aluminium...

upbeat tide
#

No option. Sloppy solution all day here πŸ™‚

#

I have done silicon circuit board before too

cedar mica
#

Just saying, what wins, depends on what you have available

upbeat tide
#

@cedar mica this is my aluminum factory. 9780 ingots

cedar mica
#

With sloppy as base, you should get 13040 ingots

upbeat tide
#

Sloppy + electrode + pure

#

No silica at all

#

The quartz cost is too high for normal aluminum ingots at max production

cedar mica
#

True, that 7k quartz, is a steep price for the 3.3k extra ingots

frosty owl
fringe pawn
#

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.

loud heron
#

It's funny when you try alts to cut down on precious materials

#

Then you have all this quartz or caterium lying around.

frosty owl
#

Which goes in nuclear production and HSC production

fringe pawn
#

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.

fringe pawn
#

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.

topaz hedge
#

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.

hasty minnow
#

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?

fierce ruin
#

The Wiki claims valves go to 600, is that wrong?

#

You do have it hooked to mk2 pipes?

hasty minnow
#

oh

#

i didnt try that after upgrading the pipes to mk2

#

πŸ˜„

fierce ruin
#

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.

hasty minnow
#

Yeah i just thought about that when i was getting my coffee, would be super weird to do

fierce ruin
#

So it should work with just one valve then?

#

But the 825 has to be split anyway.

hasty minnow
#

Reference as to what I am doing

fierce ruin
#

Unless you've got some mk3 pipes lying around. πŸ˜‰ 😜

hasty minnow
#

LOL

#

That even in the game? Sorry haven't progressed past tier 6 yet

#

157 hours total game play

fierce ruin
#

I haven't tested valves, but wouldn't you want a valve on each line?

hasty minnow
#

been playing with a friend

#

well ill paint out my thought process

fierce ruin
#

Nope, no mk3 pipes.

hasty minnow
#

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

fierce ruin
#

But might you not get less flow through the valve if you don't use valves on the left as well?

hasty minnow
#

Good point :S

fierce ruin
#

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?

hasty minnow
#

that is what i was thinking

#

that it would force the rest of the liquid to the other pipe

fierce ruin
#

Except that's more than 600!

hasty minnow
#

Yeah then i would add another split to the left

#

breaking up that 825

fierce ruin
#

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?

hasty minnow
#

One way to find out! hahah

fierce ruin
#

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?

hasty minnow
#

Trust...

#

it should eventually even out in a manifold system? (if i thinking correctly of the manifold system)

#

key word "should"

fierce ruin
#

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.

hasty minnow
#

yeah they are all using the same

fierce ruin
#

Somebody suggested adding fluid buffers since the machines wouldn't fill until turned on.

hasty minnow
#

Yeah might add those in

fierce ruin
#

As they put it, you want the machines fluid content to vary between 50 and 49, not between 1 and 0.

fringe pawn
#

I guess I need to be more diligent about checking my doggos, I'm about to use the last of my power shards.

glacial hemlock
#

Block the output pipe until the machines are all saturated

oblique hollow
# hasty minnow

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"

hasty minnow
#

Thanks for the advice Piping expert 😁. Will tackle it soon

oblique hollow
#

@bleak coral got a moment?
i think i finally discovered fluid priority input

#

though i cant be sure......

#

might need to test this elsewhere

glacial hemlock
#

That's a breakthrough.

oblique hollow
#

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

glacial hemlock
#

Try using with recycled fluid system and see if it can clear backlog by itself?

oblique hollow
#

hmm... good point

upbeat tide
#

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

fierce ruin
#

if you don't want problem, don't mix external supply and byproduct

bleak coral
oblique hollow
#

valve was to limit flow rate

#

and back pump for the pressure to fill the buffer

#

but i think front 2 are necessary

fierce ruin
bleak coral
#

is limiting the flowrate generally neccessary, or just in this specific setup?

oblique hollow
#

testing now

fierce ruin
#

and also, is it the same if the output is on top or on bottom ?

oblique hollow
#

so far so good

oblique hollow
#

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

supple belfry
#

So…takeaway, assuming this bears fruit: put your recycling along the bottom pipeline, and supplemental flow in from the top?

bleak coral
#

huh it's dead simple too, coulda sworn this was tested before but I can't remember why it wasn't widely spread

oblique hollow
fierce ruin
oblique hollow
#

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?

fringe pawn
#

This is nice for aluminum if it holds up.

oblique hollow
#

still not backing up

bleak coral
#

which is far more useful IMO, since recycling is more prominent than needing overflow for liquids

oblique hollow
#

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

bleak coral
#

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

oblique hollow
#

and the rest goes elsewhere

bleak coral
#

buh muh energy efficiency

oblique hollow
#

I think not even Factorio had Priority Inputs. Only with Mods

fringe pawn
#

Does anyone use the standard battery recipe? I think that's the only other place I'd use this.

oblique hollow
#

also for uranium

#

sulfuric acid

#

and the recycling of waste

fringe pawn
#

Ah, one of the uranium defaults

oblique hollow
#

well.... its been going for a while now.... time to test more cases

fringe pawn
#

The non-fissile recipe actually just needs to be bootstrapped with a resevoir though, you can remove external water entirely.

upbeat tide
bleak coral
fringe pawn
#

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. 🀞

fierce ruin
upbeat tide
#

Issue is this is max aluminum, 9780 ingots. I dont have enough things to consume THAT much byproduct water πŸ˜„

#

But its only two lines that are acting up too, not all of them. So it works, just needs tweaking

fierce ruin
#

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.

oblique hollow
#

alright, so with more "steps" it indeed seems to be Input Hierarchy: Priority decreases bottom to top

upbeat tide
#

Maybe, wouldnt take much retooling either

#

Because byproduct comes in from one side of the sloppy refineries and external the other

oblique hollow
#

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

fierce ruin
#

really cool testing ! thank you for doing all of that

oblique hollow
#

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

thorn bane
#

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

oblique hollow
#

yeah but trains are a bit overkill

#

still nice tho that you managed it

thorn bane
#

trains are love trains are life

oblique hollow
#

well now, with luck, theres a smaller alternative

thorn bane
#

and then similar for uran/battery/acids

upbeat tide
#

Just use classic battery. Its better anyway πŸ™‚

#

Less alu and little less on sulfur

analog ledge
#

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

oblique hollow
#

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"

analog ledge
#

i keep making new ones to get ore closer to me

fierce ruin
#

making new what ?

analog ledge
#

saves

oblique hollow
#

that wont get you closer

#

the ore location never changes

#

its a fixed map

analog ledge
#

then how come my first save had 3 ore pods together?

#

and close to me

oblique hollow
#

do you mean the rocks or the nodes

analog ledge
#

nodes

river venture
#

You spawn in a random area in a spawn zone

fierce ruin
#

you spawn in a random point in a given area; but the map is fixed

analog ledge
#

iron

river venture
#

Check scim and select spawn zones

fierce ruin
#

so if you just move and explore you will find nodes

analog ledge
#

its alright im playing factorio

oblique hollow
#

when you choose a location you spawn within a radius

analog ledge
#

factorio and satisfactory are basically the same just one is 2D and one is 3D

wooden pond
#

No

#

SF =! Factorio

upbeat tide
#

They are only the same in that they are factory games. Thats it

wooden pond
#

Both games very different

wooden pond
analog ledge
#

they act the same

oblique hollow
#

Factorio: Factory Planner
Satis: Modded Minecraft

frosty owl
#

SF is more than Factorio 2 or Factorio 3
It's Factorio 3D

wooden pond
#

no they don't....

fierce ruin
#

they don't act the same at all, they have very different focus, they just are the same general genre

oblique hollow
#

they are just in the same genre of factory games

#

you cant play both the same way

wooden pond
#

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

stone orbit
#

the way factories are in satis are much different than how they are in factorio

oblique hollow
#

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

stone orbit
#

especially because belts limit througput much more in this game

wooden pond
#

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

stone orbit
#

I mean I play factorio on peaceful most of the time

oblique hollow
#

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

wooden pond
#

adding the word 3d as in It's factorio 3d is like saying cars is a type better horse

stone orbit
#

blueprinting is really needed in satis though

wooden pond
#

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

stone orbit
#

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

wooden pond
#

post it on the q and a site lol

stone orbit
#

it would really speed up having to make sure you place every spliter in the right place and get all the belts running

fierce ruin
#

we at least need some way to build several building at a time like in smart mod

wooden pond
#

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

stone orbit
#

oh yea lol

fierce ruin
#

well, when you get to build factorise involving thousand of building, having to build everything one by on get a bit too tedious

wooden pond
#

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?

fierce ruin
#

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.

stone orbit
#

yea same

#

I'm not asking for like free factory setups

#

I wanna design it myself but making building it easier would be nice

hollow fossil
#

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 wouldn’t 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

stone orbit
#

That doesn’t remove the tedium of placing every single building

oblique hollow
#

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

stone orbit
#

yes

thorn bane
#

ok why does pure copper ingot use less copper than alloy copper but pure iron ingot uses MORE iron than alloy iron

fierce ruin
#

because copper is more valuable (more rare) than iron, so adding iron to copper is worth less than adding copper to iron

bleak coral
#

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

thorn bane
#

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)

bleak coral
#

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

frosty owl
frosty owl
timber solstice
#

Which of these is the most useful to take?

upbeat tide
#

All three are top tier alts

#

Just pick which is most useful now for you

loud heron
#

Id take the middle

timber solstice
#

That was my thought as well

loud heron
#

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

fringe pawn
#

I'm using two pure nodes for caterium wire. One for supercomputers and batteries, and the other will be for hi speed wiring.

fringe pawn
#

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?

thorn pollen
#

how hard is it to feed back water into a line

fierce ruin
#

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.

thorn pollen
#

the reason im asking is im using the instant scrap recipe but i dont know what to do with the extra water im getting

fierce ruin
#

an easy solution would be to send that to pure ingot/wet concrete that you can build around

thorn pollen
#

or could i use it for power

fierce ruin
#

yes, anything that use a steady flow of water

thorn pollen
#

im going to get about 600m3 water because im using about 12 blenders

fierce ruin
#

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.

thorn pollen
#

i need 1920 water which is about 16 water extractors

upbeat tide
#

I would recommend against instant scrap tho. The sulfur use is not friendly.

fringe pawn
#

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.

thorn pollen
fringe pawn
#

Concrete in particular is good, because you can generally afford for it to be a little 'starved.'

#

Or parched in this case, I guess.

upbeat tide
thorn pollen
#

no im only going 450 sheets and 450 casings per minute

thorn pollen
fierce ruin
#

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)

frosty owl
upbeat tide
#

This is mine for context. Residual water is used in the process

frosty owl
thorn pollen
#

@upbeat tide this what im trying to do

upbeat tide
thorn pollen
upbeat tide
#

Aah im not familiar with that calc

#

But this is a sample of my setup

#

Scaled based on node. Each node has its own β€œmodule” like this.

thorn pollen
upbeat tide
#

Ooh a different view in greeny’s 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

thorn pollen
#

because i need 120

upbeat tide
#

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 πŸ™‚

#

Im piping in from seceral water wells, wanted to be different

frosty owl
fringe pawn
#

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.

frosty owl
#

In my plan, I place silica mostly in nuclear and HSC production, while the increase in allu allows for more TPRs and such

fierce ruin
upbeat tide
fierce ruin
# fringe pawn Someone posted a max aluminum with default ingots build the other day. If you us...

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.

frosty owl
#

Thank you discord... Very clear screenshot -.-
How to make it readable?

fierce ruin
#

share link to the satisfactory tool page

frosty owl
#

But I organized all the nodes for the screen ;-;

fierce ruin
#

if we right click->open link on the image it's readable

frosty owl
fierce ruin
#

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 πŸ™‚

frosty owl
fringe pawn
#

2 normal uranium nodes maxes out at 28.8 uranium rods and 12.8 plutonium rods, right?

fierce ruin
#

yes for uranium

#

i don't know for plutonium (i just recycle it without maxing)

frosty owl
#

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 praisethesun 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

upbeat tide
frosty owl
upbeat tide
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Exactly

frosty owl
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It's the most baux efficient anyway xD

fringe pawn
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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.

frosty owl
fringe pawn
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Omnomnom coupons

frosty owl
fringe pawn
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True. I instinctively maximized power generation

frosty owl
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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

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And that's a plan that isn't too far off from total nodes depletion

fringe pawn
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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. 😬

frosty owl
frosty owl
fringe pawn
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Haven't tried creative yet

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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.

frosty owl
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Well, if you're in dire need of slugs, that is

fringe pawn
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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.

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I suppose I could always test if 50 will successfully follow at once and reload if they don't.

slate mountain
fringe pawn
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Bamboo forest in the mountains has many purple slugs. Dangerous monsters, though.

slate mountain
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Can purple slugs be used for reactor rods?

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Im running on greens rn

fringe pawn
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Green slugs give one shard, yellow give 2, purple give 5.

wind spade
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purple slugs just give more shards

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and shards can be used anywhere

frosty owl
oblique hollow
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all slugs give shards. some just give more

fringe pawn
frosty owl
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I was referring to the area close to the shore, not any oil there, just a sulfur node thinking_helmet

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But I'm not big on slugs anyway, that's just the best spot I know πŸ˜…

fringe pawn
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Ah. So there's even more that I haven't found. πŸ˜›

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I'm up to 51 doggos and I haven't even really searched half the map.

frosty owl
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Map is big jacelul

glacial hemlock
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Big compared to walking distance.

hasty minnow
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Worth Overclocking Fuel Gene with 3 shards?

bleak coral
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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

left jolt
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How do people perfectly balance fuel outlet / generators?

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For Fuel Gens

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I have 3x 40/m fuel

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and 1 at 34% which does 13.6

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and then 12 generators

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We've done math that shows we'll use 11.13 fuel gens